In the same vein as the 'design a monster' thread for the overlords, I would like a discussion about classes for heroes! I have an overlord (Kunzite is our group's OL), so both she and I discuss balancing issues for both heroes and the OL when it comes to hero class cards. A hero class deck consists of an initial class card (with weapon and shield/trinket/nothing), three level 1 abilities, three level 2 abilities and two level 3 abilities.
So come, sit, share your thoughts and ideas! I've been mulling over a new red class that has a very interesting concept. I'm just trying to word it so the descriptions will fit on the itty-bitty cards we get.
I present to you, heroes of Descent... The Monk.
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The Monk is a red-class character that revolves not using weapons of any kind. You aren't helpless though, as your skills will allow you to 'build' your own weapons out of your heroes' own two fists! Your input/discussion dialogue is appreciated. Without further ado, let's delve into the Monk's hero deck.
Base cards (1)
Unarmed Combat
The card reads: "You may not equip
weapon
cards. Instead, your
unarmed
attack rolls blue-red in Act I and blue-red-red in Act II. You may exhaust this card to roll blue-yellow in Act 1 or blue-red-yellow in Act II. Your unarmed attack gains: (Act I) Surge: +1 Damage, (Act II) Surge: +2 Damage."
Level 1 Cards (3)
Incredible Strike
The card reads: "Your
unarmed
attacks gain: Surge: Force the target to move 1 space OR after this attack, you may move up to one space."
Harmonious Body
The card reads: "If you fail the attribute test for a condition, you may exhaust this card to discard that condition after suffering its penalties. In addition, you may replace your current defense die with the black defense die, even if this card is exhausted." Costs one fatigue.
Mystic Energies
The card reads: "You may exhaust this card to add a green attack die to your dice pool. In addition, your
unarmed
attacks gain Pierce 1, even if this card is exhausted." Costs one fatigue.
Level 2 Cards (3)
Gift of Flight
(aka 'Throw Figure')
The card reads: "As an Action: Target a 'small' figure adjacent to you and roll the blue die. The chosen figure moves from your space the range number rolled, in a straight line and ignoring other figures, into the nearest available space at the 'thrown' figure's destination. The figure then rolls defense dice as if it was attacked, adding 1 damage if the figure's intended landing area contains another figure or passes through an obstacle. If the figure lands on another small figure, that figures suffer 1 damage as well." Costs one fatigue.
Interrupted Motion
The card reads: "Exhaust this card when a monster moves adjacent to you to immediately perform an
unarmed
attack. If the attack deals at least 1 damage, the monster must move one space in the direction in which you attacked. If the monster is unable to make this move, he suffers an additional 1 damage." Costs two fatigue.
Crushing Fist
The card reads: "You gain +3 Health. Your
unarmed
attack gains Pierce 1 and Surge: Stun OR Immobilize."
Level 3 Cards (2)
Ascetic
The card reads: "Exhaust this card to ignore an Overlord card that targets you." Costs three fatigue.
Colossal Impact
The card reads: "Perform an
unarmed
attack. This attack targets all monsters adjacent to you. If an X is rolled on the blue die, the attack does not miss, but also adds no additional damage or surges to the dice roll." Costs two fatigue.
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Production notes:
It was a lot of fun coming up with concepts and ideas that would be fun to see, but not imbalanced. I wanted to create a set that would help heroes get through the 'blockade' setup that OLs tend to stick by, but not make it a sure-fire way to overcome the strategy.
The purpose of the 'Throw Figure' skill was intended to toss small blockade mobs out of the way, or throw a needed hero, ally or other figure over the blockade. Of course, since the throw rolls for damage (though it is not an attack), throwing a hero/ally who is low on HP is a risky venture if they roll poorly. Also, a large monster shouldn't be throwable, as the 'shrink and expand' rules for monster movement are a headache enough. The blue die can miss, causing the skill to fail and costing an action so having the cost set at 2 fatigue would be a bit too much a penalty.
Taking what skills one can, the most the unarmed attack can roll is Blue/Red/Yellow/Green or Blue/Red/Red/Green at the cost of fatigue, with the 'weapon' ultimately ending up with Pierce 2 and the following surges: +2 Damage, Stun or Immobilize, Move the Target/Self 1 space; it falls in line with some of the later Act II weapons, but the Monk sacrifices other abilities to get this 'weapon', despite not needing gold at all through most of the campaign.
The Colossal Impact skill was designed to be like Whirlwind, a level 2 skill for Berserker, but the addition to have it not miss (balanced by the blue die not adding anything else) bumps it up to level 3.
The Ascetic skill, while costly (taking all of 3-fatigue warriors' fatigue!), only affects cards that target the warrior -- things like Blinding speed would fall into it if played on the warrior (the OL gets the bonus from that class and would actively target it) and the various traps directly targeting the warrior would work, but things like blood rage that indirectly affect the Warrior (the enchanted monster is the target, the monster then targets the warrior) could not be affected by the Ascetic skill.
Comments? Questions? Curiosities? Let's hear it, from both sides of the game.
Edited by PlainWhiteBread