What if they weren't numbered? What if they were kept blank on four sides? That way only a third of the time would they be active.
Though, if you start with a race dice, it should be similar to a level dice. Maybe 4 numbers, a boost, and a negative.
From the results of your first attack, plus the equipment you have, your class-route is determined:
Thief (owning a Key or a Shield)
Cleric (owning a Potion)
Wizard (owning a Magical Artifact)
Knight (having a Trophy or having an Execute die)
If you have results that fit in 2 class categories, you get to choose the class. If you don’t fit any, you wait until your 2nd battle to find your class. Each of the four classes offers a slightly different class level bonus. Each additional fame increases the class level and abilities offered by the class. Clearly, Wizard and Knight classes are more powerful/desired, but odds are against you being able to choose this route.
-This trade can be anything (equipment, treasure, fame or other classes).
I mentioned earlier that I think you should have to refresh, or heal, class dice just like wounds. This means if you roll a 6 with a monster level die, you can pick up 2 hero level dice and one exhausted class die. This way, if you blow all 4 dice to attempt a fight, you will be behind for a while longer. Price to pay.
I also think you should have one slightly stronger ability for each class requiring a wound to spend. This adds flavor and strategy.
You could make this an alternate rule in my section. (shameless, I know)
Being able to roll someone's level dice is SO overpowered late in the game, we need some number crunching to smooth this out. Roll chance vs average benefit of the ability. I think a Knight should have lower benefit but higher chance, rather than the reckless Berzerker who more often misses but hits hard when he does. It's a matter of choosing class.
The possibility to trade the class you pull is both great and a bit meh. It's great for simplifying the game for family friendliness. I would (and will!) make an Alternate Rule (gasp!) that you can only be one class and redraw, and 4 of a class will award Fame. This way it adds playability but not much more play time.
You can then rely on hero level and equipment alone or spend time on class build options. I see two ways to victory here.
At work atm, so more later on.
Dev
Thief:Double Treasure - Chance to get extra treasure upon victory (note, double locked needs two keys or a successful skeleton roll twice)
Potion*2 | Potion*2 | Chest*2 | Chest*2 | Locked*2 | NothingHunt - May reroll monster level or search for new monster entirelyReroll | Reroll | Reroll | Hunt | Hunt | NothingLockpick - Much like the skeleton keyKey | Key | Key | Nothing | Nothing | NothingSneak - Flee from battleFlee | Flee | Flee | Flee | Fail | FailKnight:A Helping hand - borrow someone else's level dice to help your own battleBorrow | Borrow | Borrow | Borrow | Fail | Fail
Shield Bash - Extra damage from equipped shieldsDMG*2 | DMG*2 | DMG*3 | Nothing | Nothing | NothingKnight Armor - Adds extra shield rerolls to your fightShield | Shield | Shield | Shield*2 | Shield*2 | NothingReady Weapons - Adds extra sword rerolls to your fightSword | Sword | Sword | Sword | Sword*2 | Sword*2Cleric:Heal - recovers wounds (dice recovered during turn can be used in battle)1 | 1 | 2 | 2 | 3 | 3Doom - Monster dies unless one of it's dice is rolled the same face as Doom1 | 1 | 2 | 2 | 3 | 3
Circle of Protection - Makes you immune to spellsGust | Gust | Fire | Fire | Drain | DrainBurning Weapons - target equipment is infused with fire spellSword / Axe / Hammer / Shield / Bow / Spear
Mage:Summon - Draw a monster, roll monster and add to battleSummon | Summon | Summon | Summon | Fail | Fail
Counterspell - Negate spells used by monsterCounter | Counter | Counter | Counter | Fail | Fail
Ample Magic - The magi is allowed to use the effect of 0-1-2-3 of the red dice currently on the table amongst all players (red die must be present)0 | 1 | 1 | 1 | 2 | 2Furious Casting - Allows the mage to use extra magic (spells must not already be used)0 | 1 | 1 | 1 | 1 | 2Berserker:Weapons´ Flurry - Every active weapon adds extra damage. (will inspire 1H use)0 | 1 | 1 | 1 | 2 | 2Throw - May add additional weapons to combat despite being fully equipped0 | 0 | 1 | 1 | 1 | 2Adrenaline - Adds damage to each hero die0 | 0 | 0 | 1 | 1 | 2Fury - Adds additional damage die to the battle1 | 1 | 2 | 2 | 3 | 4Possible Others:Knight: Strength - Strength Potion1 | 1 | 2 | 2 | 3 | 3Knight: Call to Arms - Force someone to join into battle for freeSuccess | Success | Fail | Fail | Fail | FailMage: Bound Weapon - May add an additional unequipped weapon to battleSummon | Summon | Summon | Summon | Fail | Fail
I know I nerfed a few of Dev's good ideas, but the strength of some of them were a bit high. The fact that you could absolutely trounce a full dragon with all four class dice ruins the luck aspect of the game. I know the probability of having all dice and getting the best rolls is low, but these should add flavor to the game more than damage. Also, I felt it was best to start low with the numbers on the die and come to the conclusion "I never saw a point in using this die because it was too weak" or "this die NEVER helped me. Ever" rather than "I won the game simply because I have this die."Let me know if anyone has any problems with these selections for each class? I think it's a pretty complete list. Every single one is unique and will make for a great addition.In terms of multi-classing. The obtaining of multiple different classes is fine, in my opinion. However, you may not roll the class abilities of two different classes in a single turn. You may, however change classes in between turns. I'm not entirely sure how I feel about this as you may simply use all your knight dice and then, while they are out of play, you may use your cleric dice, and then rest and recover them all the next turn.An Alternative method would be as follows:-If you choose to draw a class die rather than leveling up, you select a die from the class dice bag.-If the class does not match with your current class, you may see if someone is willing to trade with you.-This trade can be anything (equipment, treasure, fame or other classes).-If nobody is willing to trade, that die is left outside of the bag and may not be used by anyone (since you cannot use it yourself due to being another class and since nobody else was willing to trade).-When another person chooses to gain a class die instead of leveling up, they may either take the class die that is sat aside or choose to take one from within the bag.
The idea as it is.
At the beginning of the game, select a class card starting with player 1. Any unused class cards remain on the side if gameplay for further use. Class cards may be traded between players or between the unused ones on the side. (Trades can only be done on your turn or the turn of the person involved in the trade)
When defeating an enemy, you may choose to draw a class die or gain experience. Class dice may only be used if they are of the same class you are. Though you may trade class dice or classes as you would any dice. Class dice cannot be traded if they are expended. Only usable class dice may be traded. This would allow players to use class dice if type A then switch class and use thrm of type B, but then theyd be in a slump as they need to restore many class dice before returning to play.
All class dice are one use and may be treated as an instant, meaning that dice such as the thiefs hunt may be used to hinder another player as well as help himself. Class dice can be rejuvenated by using a healing potion or by resting and rolling a D6 just as with hero dice. Any mixture if hero and class dice can be restored upon healing. Slime's healing spell can restore a class die, but the other monster's curse can only remove hero dice.
I'm also thinking of a possible pure evil class that focuses on hindering opponents more than helping himself. Things like backstabbing and removing fame from monsters and destroying equipment. Though with the current class set up, five classes is more than enough. A sixth would be problematic.
This would also work with the idea of playmats as the playmats don't have space for an expansion that doesn't exist yet. Also, it gives a physical thing to trade, which adds value. I simply worry about multiclassing because I want people to trade their class dice and why would you if you could just use them yourself. In the current 5 classes, you have a 20% chance of pulling one of your current class and a 40% chance of pulling a class that you can use (in a 4-player game, with it being 60% in a 3-player game). Additionally, classes could just as easily be removed in a 2-player game to make your probability more likely to get 4 usable class dice on one class.