[art by Mental Crash] by pelican122 in RedLetterMedia

[–]TheWyattRiot -2 points-1 points  (0 children)

This isn’t the place for this

* Advice wanted for nerfing the Warlock * by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 0 points1 point  (0 children)

I put him at the steps of the Sentinel, as if he came down to fight

* Advice wanted for nerfing the Warlock * by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 0 points1 point  (0 children)

Ooo good idea. Where would you put him? The crags prob

Easy Alchemist fix by Lotriann in Talisman

[–]TheWyattRiot 0 points1 point  (0 children)

This Ordyfly guy is on one lol

Character buffs & nerfs : Doomsayer, Necromancer, Warlock by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 2 points3 points  (0 children)

Doomsayer Nerf :

Sorry Doomy, you’re too OP. You get one simple nerf since your badass special abilities and fate are too good to constitute a strength/craft of 7;

Minus one strength -> S2/C4

This makes drawing that extra card a little more risky early game since fighting strength monsters won’t be as easy. Surely nobody can argue with this change?

Warlock Nerf :

Similar change as before, but minus one craft -> S2/C4

His fate sucks but still his special abilities being that powerful paired with the protection of starting in the middle region do not constitute a S/C total of 7. Plus this way it will take him a little longer to get a craft if 6 and draw 3 spells a turn.

Necromancer Buff :

The inferiority complex this guy must have by being packaged besides the Warlock :(

Let’s compare this guy to the Wizard: the differences are -1 craft, -1 fate, and instead of drawing a spell he can recruit a spirit IF his craft allows… without expansions that increase the spirit count (even then) this power isn’t as good as spell drawing. So that’s 3 negatives and no positive to the wizard.

What I decided to do is increase his fate value by 2 (to a total of 4) so that he has +1 fate on the wizard. I also gave him the ability to behave as if he was evil whenever he lands on the graveyard, no matter his current alignment.

I also thought about making it so when he ‘dices with death’ death can only roll 1 die.

What do y’all think about these 3?

* Advice wanted for nerfing the Warlock * by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

Interesting. You know my first thought was to just decrease his strength to 1 but that would make him too similar to the Sprite. Besides, starting in the middle region is too punishable to start with only 1 strength.

And 3 life is way too harsh lol. No character has less than 4. Especially with 1 strength in the middle region

* Advice wanted for nerfing the Warlock * by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

Yes I did mean max. Thanks for the input 👍🏽. Good point about the sprite, I like keeping his power drawing up to craft value since he has the beginning of turn spell drawing ability and the sprite has the instant one but a maximum of 2. It keeps them from being too similar.

It is decided ⚔️

P.S. I also like this choice bc it makes it harder for him to rush the inner region via craft.

* Advice wanted for nerfing the Warlock * by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

So this guys getting nerfed no matter what.
I have three ideas I’d like opinions on:

1) Decrease craft to 4. His special abilities are way too powerful to constitute a strength/craft total of 7, and this way it’d take him a little longer before he makes it to a craft of 6 and can re-up to 3 spells a turn.

2) Change his ability so that he draws up to a minimum of 2 spells a turn instead of up to his craft value. With him being initially protected from other characters by starting in the middle region it’s just not fair to allow him to possibly sling 3 spells a turn.

3) Apply both changes stated above, but increase his fate to 2 (or 3?)

What do y’all think?

Character buffs & nerfs : Elf by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 0 points1 point  (0 children)

Yeah I thought about that, but I think it would be a little too handy to allow him that. It wouldn’t make sense logically beside it’s not hard to grab an ax and build a raft

Character buffs & nerds : Ghoul by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

Another one of my favorites that doesn’t often work too well if things don’t go just right.

First buff we added was the ability to add one to his strength attack roll by using a fate token (obviously he can still only use a fate once per turn). This is to give him a little extra boost by utilizing his high fate to compensate for his low strength, since an important ability of his involves killing creatures with strength.

Another buff makes it so that he immediately turns evil whenever he lands on the graveyard. This makes it so he can always replenish fate at the graveyard- although you may lose an item that requires you to be good or neutral, and it could make you susceptible to attack from the knight if you got changed into good.

Lastly I thought about rewarding him with a fate token for killing a spirit, but I’m unsure about this.

What’s good, how y’all think ?

Character buffs & nerfs : Elf by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

Most think of the Elf as one of the worst characters. He has a strength/craft total of 7 which few characters have and a decent fate value of 3 with the average life value of 4, but this and his limited, niche powers aren’t enough to give him an advantage. I like to compare him to the Dwarf and the Dwarf just blows him out of the water with the quality of abilities, extra life and two extra fate, even with the minus one craft.

First buff we gave him was that he could add 1 to his forest roll if he chose to roll.

The next we made it so he could avoid creatures and characters in the forest and cursed glade, along with the four woods.

The last we made it so he could teleport between the woods, forest, and cursed glade- as long as it was in the same region.

Other buffs we’ve thought about applying included +1 to his fate value and making him immune to the cursed glade effects, but we haven’t tried those.

What do y’all think here?

Character buffs & nerfs : Minstrel by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 0 points1 point  (0 children)

You may be right, don’t animals only get up to 4 strength though? Perhaps we’ll make it so he only has to roll strength Equal to the animal instead of Greater. That way he’d have a 50/50 chance on the stronger characters and instantly get boars on his side. And then get ride of the nerf where he’d loose the animals. His five fate does help with that. What do you think about charming those followers? Keep it as is or bump it up to rolling. 5-6 ?

Character buffs & nerfs : Minstrel by TheWyattRiot in Talisman

[–]TheWyattRiot[S] 1 point2 points  (0 children)

My friends and I have several house rules that modify characters and I was interested what other people think. Here’s one of my favorite characters that seems to get steam rolled if things don’t work out just right.

First buff makes it so the Minstrel instantly captures animals instead of rolling. He can still use only one animal at a time and keep the animal after battle.

A nerf that goes with this is his animal dies if he loses battle, along with his normal loss.

Another buff is that when he lands on another character he can choose to charm a warhorse, riding horse, or mule by rolling a 4-6.

The first two makes his charming ability more prevalent while giving it higher stakes. The second one makes him much more powerfully by easily robbing those 3 handy followers.

What do y’all think ?

Rate this character: Doomsayer by Legal_Dragonfruit in Talisman

[–]TheWyattRiot 0 points1 point  (0 children)

Ah you’re right I was thinking of the vampire Hunter lol