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Return of the Heroes» Forums » Strategy

Subject: Character starting Skill advantages? rss

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Joe Grundy
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Torbin_Bequette wrote:
Wizard's advantage of having a starting 7 Magic is hardly an advantage when you consider that you can't use it against most of the monsters you will encounter.
Hmm. I admit I've only played one game, 2P, but the Wizard ran absolute rings around the Dwarf in that one.

The starting stats:
7 3 3 Wizard / Fighter
7 4 2 Elf
6 5 3 Cleric / Dwarf

I see three characters have a max 7 Skill to start, and the other two have a 6.

In the random encounter stack, there are 7 enemies.
Magic: 3x0, 1x-1, 3 can't be attacked
Close: 4x0, 1x-1, 2x-2
Ranged:3x0, 2x-1, 2 can't be attacked

The two that start in the bag:
Shadows can only be attacked by Magic.
Red Knight is equal for any Skill.

Heroic Deeds... seven start with a skill check:
Magic: 2x0, 4x-1, 1 you can't use that skill
Close: 2x0, 2x-1, 1x-2, 2 you can't use that skill
Ranged:2x0, 1x-1, 1x-2, 3 you can't use that skill

vs Nameless:

Given any one strong Skill, half the Servants are easy, half the Guards are easy. The other half are specifically one of the other two skills at -1.

To have a solid chance against EVERY Nameless One, you need two well developed stats. Or you can wear the risk and attack with only one strong stat, which with Magic or Close Combat as your skill means two out of the six Nameless offer more problems for you than for other Skills.

Assuming you're going in with only one strong Skill, three characters start with a 7.

Assuming you're aiming for two strong Skills, Wizard and Fighter start with a 10 point total in the best two stats, while the other three start with 11.

Amongst the Nameless themselves, Magic and Close Combat each oppose two Nameless with penalty clauses against that Skill. Ranged Combat has only one such opponent.


As a newcomer to this game, any difference seems pretty marginal but I'm wondering if it isn't the Elf who gets the slight edge.
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Scott Everts
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I think one big problem with the dwarf is the slow movement. Takes him so long to get anywhere. We've been playing with world edge wraps to other side and +1 movement to help speed the game along.
 
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Simon Lundström
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Movement 2 would only be acceptable if the ones with movement 4 was equally impaired in other traits… I could imagine that Movement 2 with 7 7 4 in combat would be equivalent to movement 4 with 4 4 2.
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Joe Grundy
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In that Dwarf vs Wizard game (session report here) the Dwarf bought a Horse early enough to mitigate his movement penalty. (The Cart never emerged at all.) I actually think the main reason the Dwarf was so obviously lagging for most of the game was that the Wizard repeatedly turned up / drew killable random encounters, while the Dwarf spent a long time turning up all Tasks, the Beggar, the Market and so forth... no quick experience points.
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Matt Smith
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One thing that became clearer after a few plays is that many of the green chits require magic to get their benefit. So, the Wizard has the best opportunity to leverage these items early on.

After several games, my group feels the Cleric to have the best overall starting stats. Good magic (6?), 4 speed, and better melee than the Wizard.
 
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jgrundy wrote:
In that Dwarf vs Wizard game (session report here) the Dwarf bought a Horse early enough to mitigate his movement penalty. (The Cart never emerged at all.) I actually think the main reason the Dwarf was so obviously lagging for most of the game was that the Wizard repeatedly turned up / drew killable random encounters, while the Dwarf spent a long time turning up all Tasks, the Beggar, the Market and so forth... no quick experience points.


So you drew the horse before the cart, eh?
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