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edcy

My team players always want to change hero and class....

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Hi all ,

I am a Overlord in my team , and I find my team player is always not satisfied their set...

In my opinion , I just consider they are not familiar their heroes and I already told them many times.(I am sure that they make too many mistakes but I don't want to suppose too much during the game)

 

In fact , I don't like the players change set too frequency, because they must study skill combo again,

and they will be weaker for me .

 

Can anyone offer some good ideas ?

Like free reset talnet 1 time and change hero/ class 1 time ?

 

Players always need more practice , but rush to play .... and complain will follow up ...(sigh*)

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well, u can play few rumor quests outside of campaigne with already experienced heroes and overlord, this will help them understand how they feel playing this  or that hero

 

in our game one player changed his hero after interlude, I am not fond of this but it is ok I think. After interlude, not in a middle of campign

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You could play some single quests using the epic play rules, so that they can try out a variety of heroes and classes before starting a proper campaign.

 

If you want something slightly longer, you could also use my Legendary Play Variant Rules, to play some legendary quests similar to Descent 1E. They will take longer, but there is progression, so your players can get used to building out a character before committing to a whole campaign.

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Thx you all . By the way ,Before I took another way : change 1 time with 50g . But my friends considered that was too expensive, no body used this rule . 

And I give a another home rule : hero can take 25g/ per hero once per question(I call it  "dark gold"),and overlord take 1 xp at the same time.

 

It likes Taste of Forbidden(form Lieutenant pack: Mirklace )

 

Sometimes maybe just need 25g or 50g more to buy some item/equipment , and so they are prefer to this rule . 

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Withe new players I would give some Ieeway. I would let people change once. But after that you should stick with what you have. If they keep wanting to change there mind then I wouldn't start a campaign yet. I would do some one off quests firsts or a co-op so they have a chance to play around and see what they like. The epic play rules give a great chance to try a hero out with some of his skills and see what you like. Once they figure that out then go to a campaign.

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Epic play (single quests,) co-op adventures, and mini campaigns are all great ways to get the flavor of a hero/class without committing to a full campaign. Basically, don't start a campaign if the heroes aren't going to stick to their choices.

That being said, in the interests of preserving fun gameplay, our group has swapped out one of the 4 characters/classes after playing the intro on occasion (I thought I was going to go with Tarha, but I really would rather have Leoric...)

This has to be done within reason, and if you are making more than one change per campaign, I think your group should rethink whether a campaign is your optimal playstyle.

Edited by Zaltyre

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Our group uses a house rule that your experience points aren't consumed but instead represent a limit. At the start of each quest in the campaign, you pick skills totaling up to your XP and use those skills for that quest. This also applies to the Overlord but he still follows the rules about purchasing lvl 2 & 3 cards. This way no one gets stuck with a bad skill or goes 3 quests without any changes to their skills.

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I would echo Madmartigan's answer. If the players aren't willing to commit to hero choices for a campaign, play a few individual missions outside of the context of a campaign so they can get a feel for heroes and how the game is played, and then start a campaign once they are willing to commit.

 

Campaigns don't work if everyone is constantly changing their mind on previous decisions. It's hard to have any sort of strategy at all when Avric Albright the Disciple is suddenly replaced with Widow Tarha the Runemaster.

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