First and foremost i want to apoligise for not doing this in German, but I was unable to find any help on english and dutch websites. Hence I figured this Tavern would be of more help to me.
I feel that it would be easier to comprehend to do this in english rather then my broken German. Feel free to answer in German however.
Bear with me, this is gonna be a long one.
I have made some ideas for the Stranger some designed as serious, others more for fun.
I do however may need some finetuning especially to make them less 'overpowered' or make them more usefull. Therefor I would like to ask the community to help me out by giving their thoughts and possible changes on these ideas.
Some may have multiple options I already am doubting between, but dont hesitate to give your own idea if you have a better one.
The first I could use some help on are the ranks to give to the characters. Is there a specific logic for that? Currently I was thinking to just look at the map and decide on a 'field number' that would make sence for them. However this feels a bit too easy. ^^
Second the choice of dice. I have put some idea's down however I feel most dont have a 'correct' amount to make it balanced.
Next are the classes itself. The class mentioned next to the dice is what it would fall under if a class-specific event happens (such as WP-loss for the mage and archer only, for example), it does not replace this class.
1) Assassin (2-3-3 dice) (archer)
Can join a battle from an adjacent field (Moves to the location of the fight without spending an hour. Only works when someone else starts the battle, cannot initiate battle himself like this).
Additionally he can attempt a backstab in a battle (at the cost of 1WP?) Before the battle starts rolls one hero-dice to determine effectivity.
result 1: the attack failed and gains -2SP (for a certain high risk-high reward thing. -1 or -2, still not sure)
result 2 or 3: The attack had no special effect.
result 5 or 4: The attack succeeded and gaines +1SP
result 6: the attack struck a critical hit, gaining +2SP and making a perfect silent kill resulting in not moving the narrator up on the legend track.
2) Beast Tamer (2-3-4) (archer)
After defeating or helping defeat a Gor, Skrall or Wardrak he can take command of it (at a max of 1 minion)(the narrator moves normally as if it would have died). During his turn he can choose the action 'move minion' allowing him to move the controlled beast 4 spaces for 1 hour (8 for 2, etc. like Prince Thorald).
If the monster is on the same field as an occuring battle (does not have to involve the Beast Tamer) it adds its normal SP (as it would be under normal circumstances) to the SP of the battling heroes.
(Perhaps let the monster die at the end of the next day.)
3) Master of Time (1-2-3) (mage)
Once a day he can freeze time during his own turn or that of an ally allowing him to move 3 spaces without moving on the time-track. This wears out the user and the target making it so that they cannot spend additional hours (8-9-10) that day. (basically lets them do these hours for free with a cost when not self-cast)
Also during battle he can turn back time allowing a dice-cast to be redone. (also allow this on the monster throw?) In team battle this has to be decided immediatly after the throw (like with the witch's brew). (for the archer/bow, only 1 die throw or all of them after they are all done?)
5) Berserker (3-4-5) (dwarf)
Receives 1SP for defeating or help defeat a Gor or Skrall, 2 for defeating or help defeat a Wardrak or Troll. The rest of the battlespoils are also distributed normally.
(Can choose to take 1SP in stead of 3WP at a well?)
Cannot buy SP at shop and cannot use a bow (but can buy and hold it).
6) Alchemist (2-3-4) (knight)
Each day after moving the narrator on the legend track (and after reading the legend card if this happens) he makes gold rain from the sky.
Throw 1 red and 1 hero-dice three times. Red is tens, hero is digit. Place 1 gold on each of these spaces. (let WP determine how much gold is randomly dropped?)
(an extra effect?)
7) Barbarian (2-2-2 or 1-2-3 or 1-2-2) (knight or dwarf)
Can always add all of his Dice-throws, without needing a helmet nor a double throw (so getting 2 and 5 makes 7).
(Make buying SP 3 gold instead of 2? / Make battle cost 2 hours instead of 1? / make witch's brew either not work at all, or only on lowest throw?)
8) Empathic Twins (2?-3?-4?) (mage)
Has 2 playpieces. These cannot share a field. Only 1 can take an action during a turn.
They both share the same items, WP and SP. A hero can teleport from one twin to another at the cost of 1 hour (and 1 for the twin?). This can be done during the movement of the teleporting hero. (A twin can also send a hero sharing his space to the other twin during his own turn, ending the turn?)
9) Sentinel (1-2-3-4) (knight)
Has 3 special equipment-items.
- left-hand Plowing Shield (like a snow-plower): once a day can push back a monster along the arrows. If multiple directions are possible its free to choose.
(if a pushed monster passes to a monster-inhabitied field, let it jump over or shove the entire 'line' of monsters up?)
- Head Full-metal Helmet: The sentinel only loses half WP in battle or events. He has no SP, instead his WP represent his SP. Wells only give 2 (or 1?) WP
WP rows are different: 1die - 0-1-2-3
2die - 4-5-6-7
3die - 8-9-10-11
4die - 12-13-14-15
Can also use the helmet as a normal helmet but only once a day (turn around when used, on the token it would be open visors or something)
- right-hand 1-H spear: The spear can be used as a ranged weapon by attacking from an adjacent field
when used place the spear on the attacked field-space. It has to be picked up before it can be used again. Other heroes cannot pick this item up.
Hope you like some of the ideas and I would really apreciate the feedback.
A big thank you beforehand.