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Old August 3rd, 2009, 09:19 AM
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Default Re: What Makes a Good Hero?

Quote:
Originally Posted by analytic_kernel View Post
Some of the thoughts running through my mind have been:
(1) What are good classification systems for heroes? Some heroes seem to be excellent fighters. Others are good mages. Some are mixed mages and fighters. What makes a hero stand out in its category?
1) Mage heroes - tend to either be "best in class", i.e. similar to the nations normal mages, but better in some way, or else "breakthrough material", such as providing key access to a new magic path, or a cross path combo, etc.

2) Thug heroes - make a good thug. Most likely to go down in flames, but hopefully providing a nice benefit while they last.

3) Supercombatant heroes - Generally only if the nation has SC or near SC recruitables already.

4) Priestly heroes - Especially nice for nations with normally weak priests; an extra H3/H4 can go a long way, especially if you've got a large sacred component to the nation's troops.

5) Domsummoning heroes - is there an underutilized summon or troop type in the nation's roster? A domsummoning hero can get them into play. These tend to have lots of flavor text associated, and frequently a drawback quirk.


Quote:
Originally Posted by analytic_kernel View Post
(2) Suppose the best recruitable mages of a nation have a maximum level of 3 in a path (or maybe 4 with a random pick) - what would be a good minimum path level for a mage hero if it is specializing in a particular path? Something like 4 or 5 maybe?
5 is really really unusual. If it gets 5, it should have very limited cross paths (maybe none.) Of course, if the nation's normal recruitable mages get 4 in a path, it may not be out of the question....

Quote:
Originally Posted by analytic_kernel View Post
(3) For fighter heroes, having stats higher than the best fighter recruits of a nation seems to be a typical approach. What about taking the best recruitable fighter unit types and adding new abilities to them to create new hero unit types? Does starting with magical equipment (Enchanted Sword, etc...) count towards being a hero?
Heroes are quite likely to have picked up a few magical tidbits in the process of becoming heroic. A thug/SC hero should have something that stands out a bit from the normal recruitables for the nation.

Some possibilities:
1) Starts with one or a few magic items
2) Starts with useful self-buff (or paths to enable casting)
3) Starts with resistance to a normal vulnerability (e.g. an undead hero with cold-resistance for a cold-blooded nation)
4) Starts with a key unique advantage, such as glamour, immortality, or awe

Quote:
Originally Posted by analytic_kernel View Post
(4) How close are awesome heroes such as Lugh the Long Handed to the upper limit of what is considered an acceptable hero? Should some heroes be good SC chasses? Should all fighter heroes be good thug chasses?
SC heroes are OK if the nation has easy access to SCs or near SCs, c.f Niefel, Hinnom, Ashdod...of course, they won't stand out as much there unless they're pretty over the top.

Quote:
Originally Posted by analytic_kernel View Post
(5) Should a hero be roughly equivalent to a mid-game summon? A late-game summon?
I'd say make them balanced and flavorful for the nation, and not compare them vs. summons.
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