I'm making a new board game based on Talisman

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Better_Than_3rd
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Report Thread starter 10 months ago
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and the DnD campaign I'm currently DMing. If you have any more ideas to add, feel free to share them . This is what I have so far:


If you are a melee fighter, you use Strength to attack. If you are a ranged fighter, you use Dexterity to attack.If you are a spellcaster, you use your Wisdom to attack. If you are a Sage, you use Intelligence to attack. If you are a Diplomat, you use Charisma to attack.

If you are a spellcaster, you can cast spells. If you are not a spellcaster, you cannot cast spells. The maximum number of spells you can have in your hand at once is your Wisdom stat divided by 3, rounded down.

If you are attacking a player, you use the stat that your player attacks with (Strength for melee, Wisdom for spellcaster). The other player also attacks you, using the same stat, regardless of which stat they use to attack. Add the stat onto the dice roll, and whoever gets the higher score wins the battle. Whoever wins then chooses to take either 1 HP, 1 GP, 1 object, or 1 follower of their choice from the losing player. If there is no winner, the battle ends and nothing happens. You roll a d6 to attack.

Playable Characters:

Yidol Lancer
Spellcaster
Alignment: Neutral
HP: 4
Luck: 2
GP: 2
Strength: 2
Dexterity: 4
Intelligence: 3
Wisdom: 5
Charisma: 4
Start the game with 2 spells.
You can never have less than 1 spell.
You start the game in the Library.

Bilbo Tosscobble
Ranged
Alignment: Good
HP: 2
Luck: 4
GP: 1
Strength: 2
Dexterity: 5
Intelligence: 2
Wisdom: 2
Charisma: 4
When you land on another player, you can choose to steal any item of your choice from them.
You start the game in the Plains.

Astral Nodellar
Spellcaster
Alignment: Evil
HP: 3
Luck: 2
GP: 3
Strength: 1
Dexterity: 3
Intelligence: 2
Wisdom: 5
Charisma: 3
You start the game with 1 follower.
You start the game in the Woods.

Milo Underbough
Sage
Alignment: Good
HP: 3
Luck: 4
GP: 1
Strength: 1
Dexterity: 2
Intelligence: 4
Wisdom: 3
Charisma: 3
You can’t get lost in the forest, and you can decide not to attack animals and take them as a follower instead.
You start the game in the Forest.

Kangrog
Melee
Alignment: Good
HP: 4
Luck: 2
GP: 1
Strength: 5
Dexterity: 2
Intelligence: 2
Wisdom: 2
Charisma: 3
You roll 2 dice for melee attacks, and use the higher score.
You start the game in the Plains.

Augustus Felix
Ranged
Alignment: Evil
HP: 3
Luck: 2
GP: 1
Strength: 4
Dexterity: 5
Intelligence: 2
Wisdom: 2
Charisma: 1
You can choose to use either strength or dexterity for melee weapon attacks.
You start the game in the Forest.

Ivellios Galanodel
Sage
Alignment: Neutral
HP: 3
Luck: 2
GP: 1
Strength: 2
Dexterity: 3
Intelligence: 5
Wisdom: 3
Charisma: 2
When you land on another character, you can choose to heal both yourself and that character.
You start the game in the Temple.

Leucis Reverence
Spellcaster
Alignment: Evil
HP: 4
Luck: 3
GP: 2
Strength: 2
Dexterity: 2
Intelligence: 3
Wisdom: 3
Charisma: 1
When you beat a player in combat, you can choose to take 2 HP instead of 1.
You start the game in the Desert.

Jessaadi Rodz
Diplomat
Alignment: Neutral
HP: 3
Luck: 2
GP: 4
Strength: 3
Dexterity: 3
Intelligence: 2
Wisdom: 2
Charisma: 5
You can change your alignment at will, but only once per turn.
You start the game in the Palace.

Boblin
Ranged
Alignment: Evil
HP: 2
Luck: 2
Gold: 2
Strength: 1
Dexterity: 5
Intelligence: 2
Wisdom: 2
Charisma: 2
All items in shops are 1 GP cheaper, to a minimum price of 1 GP.
You start the game in Slemland.

Krusk Ovak
Melee
Alignment: Neutral
HP: 3
Luck: 3
GP: 3
Strength: 4
Dexterity: 3
Intelligence: 1
Wisdom: 1
Charisma: 2
You only need to trade in 5 trophy points to gain a strength point, instead of the usual 6.
You start the game in the Market.

Evelyn
Sage
Alignment: Good
HP: 4
Luck: 2
GP: 2
Strength: 1
Dexterity: 3
Intelligence: 4
Wisdom: 2
Charisma: 3
You can look at any player’s spells at any point during the game.
You start the game with 1 spell.
You start the game in the Arcane University.

Spells:

Invisible:
You turn invisible for 1 turn. While invisible you cannot be attacked or targeted by another spell.

Immobility:
Cast this on another player to cause them to miss a turn.

Bull’s Strength:
Roll a d4. Add that to your Strength score for the round.

Cat’s Grace:
Roll a d4. Add that to you Dexterity score for that round.

Owl’s Wisdom:
Roll a d4. Add that to your Wisdom score for that round.

Fox’s Cunning:
Roll a d4. Add that to your Intelligence score for that round.

Eagle’s Splendor:
Roll a d4. Add that to your Charisma score for that round.

Alchemy:
Turn any objects of your choice that you own into 1 GP each.

Wisdom of the Ages:
You can add your Wisdom to your Strength/Dexterity attacks for 1 round.

Healing:
Heal any player including yourself up to their starting HP.

Fireball:
Choose an adjacent square and destroy all cards currently occupying that square.

Iceball:
Choose an adjacent square. All cards currently on that square are frozen and cannot be picked up for 1 round.

Teleport:
Instead of rolling to move, you can teleport to any square within your current plane.

Lightfoot:
If a square tells you to pick up a card, you can choose not to instead.

Prophecy:
You can look at the top 3 cards in the Adventure deck.

Second Chance:
You can discard any card you have just picked up from the deck, and replace it with the next card in the same deck.
Last edited by Better_Than_3rd; 10 months ago
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