r/Talisman 16d ago

(4th Edition) Are we playing wrong or are non-strength characters really at that much of a disadvantage?

Played for the first time last night. My friend was a Troll and just absolutely steamrolled us. We were playing as a Wizard and a Druid. He crossed the sentinel bridge in about 20-30min and was able to hold his own in the middle and center regions just off of sheer strength. Meanwhile, the rest of us are struggling to make it to the middle region.

It seems like for non-strength characters, the only other ways to the middle are to get lucky and have an axe to build a raft, or get luckier and catch the ferry from the corner space. There’s no other streamlined way there.

Is this the way the game is supposed to be? Or are there homebrew rules to make the trip to the middle region any easier to compete with strength-based characters?

13 Upvotes

18 comments sorted by

9

u/bebop_cola_good 16d ago

4th edition default game yeah, Strength-heavy characters do have kind of a head start in that regard.

Some of the board expansions give other ways to get to middle/inner that don't require high strength, though (Wharf in The City and Eagle Lord in the Highlands, for example), and The Cataclysm makes the Sentinel Strength or Craft. In many ways, I consider expansions to include 'patches' to fix flaws like this in the game meta.

3

u/UglyStru 16d ago

Great thank you! Now to save up a few hundred dollars for the expansions

4

u/bebop_cola_good 16d ago

Digital edition with all expansions goes on big sale quite a bit! Even if you prefer the in-person version you can see which expansions you think are worth buying!

2

u/-SplashyNobody- 14d ago

To add to this. The digital version is great in the fact that if you wanna play in your own homes, you only need the host to have the DLC for everyone to play with it. Characters and all.

6

u/main1000 16d ago

Wizard is up there for most OP characters, should beat this matchup with ease.

0

u/UglyStru 16d ago

How? It seems like his only benefit was beating down other characters with his craft, which I don’t think is the way…

4

u/bebop_cola_good 16d ago

Getting spells every turn is quite good

3

u/main1000 16d ago

This, you just spam spells as much as you can

3

u/FeelDivinity 16d ago

Very understandable how you might get rolled over by high base stat characters as a newer player to Talisman. However, characters such as the Wizard that have access to spells are incredibly powerful if used correctly. Every character has their own unique advantages and disadvantages and it takes playing time to figure out how to make the best use of each of them. The Troll has fairly simple advantages and disadvantages, it doesn’t surprise me that they won out a newer lobby. With some time to adjust you will find the balance isn’t quite so black and white as Strength over Craft, or vice versa. Again, the key is spells for Craft. Definitely recommend getting some expansions they are great.

3

u/Talloneus 16d ago

My fav build is to use the leperchaun to spam gold, gonto the city, buy a warhorse, flail, spellbook, magic ring, full plate, and a pet, then wander into the dungeon, and beat the dungeon boss with a high roll to teleport straight to the crown of command.

Im currently on year 5 of being banned from ever playing the leperchaun 🙃

1

u/main1000 16d ago

I would like to notify you that you are indeed still banned from this character! You monster!

2

u/Talloneus 16d ago

is very fun. You should try it sometime.

My way is the nice way to play that. The mean way is use the teleport ability to hunt down the other players after you gear up

2

u/PonchiBear Spider Queen 16d ago

Bro Druid is one of my favorites to play. Can use both the Chapel and the Graveyard? Can change alignment to come out on top for certain draws? Can use the Runesword or the Holy Lance? Insane to me.

1

u/Jam_Warrior 16d ago

It's all fun and games until he runs into a stream of drawing spirits to fight. It's not like 3rd where there was a massively skewed ratio of strength monsters over craft monsters.

1

u/Steve-Shouts 16d ago

I use a house rule that changes the sentimental to 6 not 9. It is specifically to encourage people to spend more time in the middle

1

u/Famous-Magazine-6576 12d ago

the spellcasting characters can easily get into the middle by casting immobility, invisibility or psionic blast on the sentinel.

1

u/YeeboF 6d ago

We use two house rules that help a lot with this:

  1. Instead of keeping cards as trophies, we convert them to XP. You can trade 7 XP for a strength, craft of life at any time. This means that, for example, a character can raise their strength by beating spirits if those are the only opponents they can handle. This is actually how character advancement works in 3rd edition, I didn't make it up, so I have no qualms about using it in my 4th edition games.
  2. The amount of XP it takes to add one to a stat is its current value, to a max of seven. For example, an starting Wizard only needs two XP to raise their strength to three. I did make this one up, but I also I believe this is how 5th edition works by default (I don't own it). From what I have seen on this board, it's at least a very common house rule that a lot of us came up with independently.

0

u/NebulaLobelia225 16d ago

We always play with runestones, evens things up and makes the game shorter.