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rugal

Custom Class : Druid

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Since Chaoticus, and maybe some more wants to see my custom class.

 

And if there some more as me who wants some new class and some inventive ones, here is mine !

 

I'm watching carrefully for your returns, since it's not fully balance.

(I'm using Wiz-War Lycanthrope for the miniature)

https://ibb.co/iNqUyL
Druid-full-face.jpg

And here are the rules that goes with it.

 

THE DRUID
Custom Descent Class : Healer


SPECIAL RULES

This class can be choosen as all other class in the game and is a healer archetype. This class offers the unique possibility to change from one form to another, known as "shapes". As stated on the card, when the hero is in his "normal" form, known as the "druid shape", the hero uses the up side of the cards known as the "druid shape", and when using the shapeshift card, the hero is now in the werewolf, known as the "werewolf shape" and replace his figure with the werewolf one and now uses the down side of the class skills cards, known as "werewolf shape". And later, when reverting back to druid, will use druid side again, and so on. Remember that when in Druid shape, werewolf side of the cards are treated as blank, and when in werewolf shape, druid shape side of the card are treated as blank.

A hero starts a Quest in the Druid form.

 

Rejuvenate tokens are limited to the supply (12).

At the start of his turn, a hero must discard 1 Rejuvenate token to recover 1 damage. This is not an option and must be done if able, even if the druid is defeated or in werewolf form, as stated on the Inner strengh card. A hero who starts his turn defeated, even the druid himself, skips this rule.

When using Shapeshift, the hero change from his druid form to his feral form, the werewolf. The werewolf card shows speed, health, defense, and special text. The characteristics of the hero are replaced by the ones on the werewolf card as long as he is this shape. All other statistics, like stamina value, awarness, knowledge, willpower and strengh stays the same and the hero keeps his name. The hero also keeps the same amount of damage, fatigue, conditions, and all tokens he has when morphing from one form to another. In werewolf shape, the hero can still uses his hero ability and/or heroic feat as usual, but cannot use or equip any of his equipement, unless stated othewise, as stated on the werewolf card, and the hero in werewolf shape cannot make any revive actions, but can do anything else like a hero would.
- If morphing from one shape to another would make the hero having more damage than his health, that hero is immediately defeated.

- If morphing from one shape to another would make the hero have more fatigue than his stamina, immediately discard the excess stamina an that hero suffers 1 damage for each fatigue discarded this way.
- If the druid uses his heroic feat as werewolf shape, the heroic feat is not restored when morphing into druid, and vice et versa.

When defeated, whatever the shape the hero was into, the druid is always revived or stands-up in his druid shape.

The druid keeps the shape he was into when passing from a Encounter to another, but not from a quest to another.

Edited by rugal

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Awesome Rugal. This class is really unique and should be lots of fun to play. I hope I can try this class out soon :).

With all these cool custom made classes around, I'm a bit lost now. I shall collect the links and ask any2cards to put them in the sticky 'Index of Useful links'. Together with printing options. There was once a discussion about that. It would be very helpful to have everything at one place.

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Ok, after checking, I see that the information is a bit too chaotic for an overview post right now. But I would love to see some sort of database, where people can find custom classes ready and nice in the way Rugal is doing them, so one can simply print them on paper, cut out the cards and start playing. And very fun and successful custom classes could be sent to a printer for professional printing on cards.

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Thank you ! I appreciate, really ! Took me some time, tough !

 

I've got some more in my testing pool, will post them as soon as they looks like at least balanced a bit.

 

And if you test it, please let me know. I'm not sure about the size of the cards, maybe you will need to print them a bit bigger than they are now (around 20%?)

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Aside from numerous small spelling mistakes (such as "Duid", as if you were in a hurry when writing), and possibly some minor wording issues (For example Inner Strength - "a non knocked-out hero?"; this is unnecessary to state, since knocked-out heroes cannot do anything other than standing up. Also, I don't see the reason for noting it as "(always active)" after stating that they must do it. Instead, I suggest removing "a non knocked-out hero" and "(always active)" and simply state "if possible" at the end.) I really like this class. I really, really do.

I think it looks interesting to play, I think that it looks dynamic, and I think that it could be fairly powerful without being overpowered. It manages to feel like it's capable of doing two different things, without it feeling like it's pulling double-duty (a frequent problem with hybrid systems, in which hybrids are either overpowered because they can perform two roles very well, or trash, because they perform two roles poorly).

 

Systemically, the only thing I don't like is the fact that the Werewolf card is essentially a familiar card, without being a familiar, and that it doesn't seem to relate to the character at all. It's got it's own movement, health and defence, and it seems like nothing carries over to the character or vice-versa. The interaction here at least needs clarification, not necessarily on the cards (many mechanics in the games are explained in separate rules text, such as how Song tokens work, etc).

For example, if the Druid has taken has 10 Health, and have taken 5 Damage, and shifts into a wolf, does the damage persist? Does the werewolf then have 12 Health and 5 Damage? What if the Werewolf shifts into Druid, while the Werewolf has 11 damage? Does the druid immediately die? Or are the health pools completely seperate? Does the Hero Ability still apply? Can you still use the Heroic Feat? I realize that the answers to some of these may be fairly obvious, or "Duh, what'd you think would make sense?", but we know from experience that people assume different things and things that may be "obvious" sometimes aren't, at a second (or third) glance.

 

Also, I feel like the Shapeshift card should Exhaust, but that's mostly a feeling. Finally, instead of adding a third red dice for revives with Anointed, might I suggest giving the target Rejuv tokens?

And I dunno, I have a feeling there should be a Pounce skill in there somewhere, giving the werewolf Reach and placing him adjacent to the target, but I realize you've got all the cards the class should have.

 

We're still missing a 6th Healer class, and while I can't help but to feel like this class would fit Scout characters better than Healers (I really can't think of a single Healer that'd fit with the druid/shapeshifter motiff) I'd be very happy if it turned out as any kind of variant of this.

Edited by Luckmann

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Sorry for some typos, I'm going to look again to be sure there will be no more.

 

I've noted the "non knocked out hero" because in my playtesting, many players wanted to use it even if knocked-out, and even if rules were clear on that point.

About the "always active" is because it is the only thing that still works even if the druid is in werewolf

 

let me show you an example. You give 3 Rejuvenate tokens on a hero and then morph into werewolf. On the start of his turn, this hero will discard a token an recovers 1 damage. But since you're in werewolf, if you have the Savage class skill, he would not recovers 1 fatigue.

 

Yes, you're right, about the werewolf shape, it's a familiar card and it is nothing like a familiar. But I'm not a designer, and I wish I could do a specific card to this point. In fact, I wished to add +1 speed and +2 health when morphing, but giving 6 speed and 14 health in some case would have been a bit too much. So, fixing the health value and the speed was the best thing.

So, yes, when he morph, the druid keeps his damage and fatigue, and just replace some value but the new ones. So, when making an attribute test, he keeps the ones on his hero sheet, and still can uses his hero ability and feat as usual.

 

So, if the druid in werewolf shape has 11 damage and revert back to his druid form, if the value is higher or equal to his health, he is immediately defeated. And this particuliar situation happens sometimes with some armor or accessories when trade between heroes.

 

And if the druid is knocked-out while in werewolf shape, it reverts back to druid form before being knocked-out, to avoid any troubles or logic.

 

I've tried to think it a lot, since i've tried this from some weeks now. For sure, this class needs to come with a bit of some rules, indeed !

 

 

I'm not sure to understand what you're suggesting me on Anointed ? since i'm french, I may not understand all as I wish I would.

 

Your "Jump" idea is cool, maybe I will add it somewhere instead of Tranquility that is basically just a shield.

 

Please, don't hesitate to give me your feelings, so I can work on it and make it better !

Edited by rugal

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Good job on keeping the cards from being too wordy, that alone is impressive for a class based off of 2 forms. I'm always looking for unique Healers as they tend to boil down to heal, mitigate damage, or support (not that its a problem per se, that is the nature of a Healer) so its nice to see a change of pace in your Druid and the whole Shapeshifting thing. Just curious, are the Rejuvenate tokens limited to the supply or is there no limit?

Edited by BJZSN

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Yes, they are limited, but I'm not sure if I limit them to 12 or 16

 

And thank you, it tooks me time to put so much wording on so little cards

Edited by rugal

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Based on Chaoticus' suggestion, I will attempt to gather all of the custom classes I can find, store the cards, and then provide links within the Index of Useful links.

 

This may take some time, as FFG's search function leaves much to be desired.  I will also try to include information that exists on BGG's site as well.

 

I will make a separate post in the Index of Useful links, as well as a new thread, when this is done.

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I've noted the "non knocked out hero" because in my playtesting, many players wanted to use it even if knocked-out, and even if rules were clear on that point.

About the "always active" is because it is the only thing that still works even if the druid is in werewolf

 

Can you just put it on the top of the card like other class cards do with permanent effects?

 

 

Also, about the health thing. How about the Werewolf has the same health as the hero you've selected, but just suffers -1 damage from each attack? Or an automatic 1 Shield on each defense roll. That would make him less squishy, without the need for a separate value

Edited by Atom4geVampire

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There's none other, and I choose to put it on the middle because it has effect whatever the shape you're one. In fact, the hero should recovers 1 even if the druid is knocked-out.

 

Not so logical, it sounds ... Maybe a third card would have been clearer.

 

 

You forgot the fact that the werewolf shape changes also the speed of the hero. And just giving 1 shield, 1 less damage, or a black die instead of the grey die would not change the speed fact.

Edited by rugal

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Here is the new text for the Inner Strengh center part :

 

At the start of his turn, a hero with Rejuvenates tokens must discard 1 to recover 1 heart. (Active even if the Druid is in Werewolf or defeated)

 

Clearer ?
 

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Based on Chaoticus' suggestion, I will attempt to gather all of the custom classes I can find, store the cards, and then provide links within the Index of Useful links.

 

This may take some time, as FFG's search function leaves much to be desired.  I will also try to include information that exists on BGG's site as well.

 

I will make a separate post in the Index of Useful links, as well as a new thread, when this is done.

Thank you so much! Maybe if we work together, we could create some sort of dropbox-directory or something like that where (well developed) custom classes could be uploaded. Preferably, all in the same card-format as Rugal does his. I think this would motivate a lot of people to just print out a class, cut out the cards and test them. :)

 

 

Systemically, the only thing I don't like is the fact that the Werewolf card is essentially a familiar card, without being a familiar, and that it doesn't seem to relate to the character at all. It's got it's own movement, health and defence, and it seems like nothing carries over to the character or vice-versa.

I agree. What you seem to suggest would be a werewolf hero, right? Say, some human which has shapeshift as an heroic feat? Then you turn around the hero sheet, get new stats including a different heroic ability (keep health, fatigue) and you stay in this form for the rest of the encounter?

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I had tough of the shapeshifting system a lot and I concluded that it must be a class.

 

As a hero power, it would be strange. Let's imagine that a hero could at the start of his turn shapeshift, and gaining some sort of small boost. And since the hero sheet cannot be flipped to be the alternate one, because of feat, it would need 2 hero sheet ? or a card next to it ?

 

and as a feat, it would be for how many time ? You could not change back ?

 

A transformation, to be fun and not just a skin, needs to be a class, so changing forms would offer differnts types of gameplay.

 

But if you got other ideas, please let me know !

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There's none other, and I choose to put it on the middle because it has effect whatever the shape you're one. In fact, the hero should recovers 1 even if the druid is knocked-out.

 

Not so logical, it sounds ... Maybe a third card would have been clearer.

 

 

You forgot the fact that the werewolf shape changes also the speed of the hero. And just giving 1 shield, 1 less damage, or a black die instead of the grey die would not change the speed fact.

 

Take a look at the Conjurer's 'Channeling' or the Skirmisher's 'Carve a Path' it just says at the top the effect that is always active, even if the card is exhausted or whatever.

 

And I did not forget about that. I would just write at the bottom of the Shapeshift card: Apply +1 to your Speed and 1 Shield to your defense results

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But I wanted to avoid the +1 speed, but fixing it to 5.

 

With only +1, some heroes would be no so fun to play, since 1 has 2 speed, some 3, so 4, and some 5.

 

moving up to 6 speed ? Look likes way to strong to me

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I've ruled how it should be played.

 

THE DRUID
Custom Descent Class : Healer

SPECIAL RULES

This class can be choosen as all other class in the game and is a healer archetype. This class offers the unique possibility to change from one form to another, known as "shapes". As stated on the card, when the hero is in his "normal" form, known as the "druid shape", the hero uses the up side  of the cards known as the "druid shape", and when using the shapeshift card, the hero is now in the werewolf, known as the "werewolf shape", replace his figure with the werewolf one, and now uses the down side of the class skills cards, known as "werewolf shape", and when reverting back to druid will use druid side again.

A hero starts a Quest in the Druid form.

At the start of his turn, a hero must discard 1 Rejuvenate token and recovers 1 damage. This is not an option and must be done if able, even if the druid is defeated or in werewolf form, as stated on the Inner strengh card. Remember that a defeated hero has no start of turn, even if he makes a stand-up action.

When using Shapeshift, the hero change from his druid form to his feral form, the werewolf. The werewolf card shows speed, health, defense, and special text. The characteristics of the hero are replace by the ones on the werewolf card as long as he is this shape. All other statistics, like stamina value, awarness, knowledge, willpower and strengh stays the same and keeps his name. The hero keeps the same amount of damage, fatigue, conditions, and all tokens he have when morphing from one form to another. In werewolf shape, the hero can still uses his hero ability and/or heroic feat as usual, but cannot use or equip any of his equipement, unless stated othewise. As stated on the werewolf card, the hero in werewolf shape cannot make any revive actions, but can do anything else like a hero would.
- If morphing from one shape to another would make you have more fatigue than your stamina, immediately discard the excess stamina an suffers 1 damage for each fatigue in excess.
- If morphing from one shape to another would make you have more damage than your health, you are immediately defeated.
- If the druid uses his heroic feat as werewolf shape, it is not restored when morphing into druid, and vice et versa.

When defeated, whatever the shape the hero was into, the druid is always revived of stand-up in his druid shape.

The druid keeps the shape he was into when passing from a Encounter to another, but not from a quest to another.

 

Have I forgotten something ?

Edited by rugal

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Great looking custom class. Question. Primitive: "Choose a monster within your (MOVE) and put your figure into the closest empty space..." 
Does "put" mean remove and place your figure or does it mean move your figure? The really wording matters when it comes to things interrupting movement.

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And one more. Quick Shapeshifting: Does the free action occur immediately before or immediately after the Shapeshift action? Need to know if my action is happening in Druid form with my gear on or in Werewolf form.

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you're right about the "put", I will change it.

 

You gain the attack action right after morphing into werewolf and a revive action right after changing back to druid.

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If the Werewolf always has 5 speed, why doesn't primitive just say 'within 5 spaces', instead of the weird speed thing. Or do you want this to work together with terrain like Sludge?

Edited by Atom4geVampire

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