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Thread: Gloomhaven:: Variants:: Tutorial : How to create a custom class ?

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by Eragem

Introduction

There are some people who love creating fan content. There are other peoples who never create custom class. Gloomhaven, thanks to Isaac Childres, is a game where you can create what you want, Isaac encourages it and he released the graphics.

In fact, it's not so easy, I think that all people who tried to create a custom class understood quickly that Isaac make an amazing work, for this game, those mechanics, those scenarios with all those balanced and original classes.

This tutorial is for everyone who might want to create a custom class. It’s my personal advices and those are not perfect for sure. To be honest, I am far away to finish a custom class … but I think that I can help some peoples wanting to try and don't know how to start.

If you have advices to add, or disagree with me, it will be a pleasure for me to talk about it. Even if you didn't create a custom class, your opinion can be helpful, especially if you know well the game.

1 .The content class

First, I will start with in appearance an easy question, what is a class?
It's not just ~30 cards to use, each class each class got a lot of content.

Let’s list first all content of a class into Gloomhaven :
- specific hand size
- A list of level 1/X cards depending to the hand size + 2 cards for each level
- hp model : low/middle/heavy
- class icon
- 15 perks
- a race, a history and a character mat
- a solo scenario and a solo item
- two ways to unlock (personal quest or others)
- two or four events when unlocking/retiring the class(city and road)

2. The difficulties to create a class

When you want to create a class, you have many many many things to consider : Scenarios, items, other classes, number of enemies, the boss, the loot, the elements, the lost actions.

Ideally, you should have yet played several classes before wanting to create a new one. And you should know very well the rules.
Into this part, I will try to give you informations that may be needed to create your own class. An experimented player will learn nothing.

First I will talk about rules and terms, then about items, finally about elements. There are ever very good topics for each part

2.1. The Rules and the terms

You have first to know very well the rules for sure, and the terms. Your abilities must be clear and the terms precise, so if you can't explain the difference between an attack, an attack ability and an attack action, or if you have never read the FAQ, I recommend you to read that:
https://boardgamegeek.com/thread/1897763/official-faq-game-r...

If it was the first time you read this FAQ, I think you can read it a second time because this is very helpful and many questions find their responses here. I give you the link a second time for lazy readers :
https://boardgamegeek.com/thread/1897763/official-faq-game-r...

I think you are now familiar with the rules.
You have to know that you are not compelled to stick to those rules, you can create a custom class with a card which explain special rules specifically for this class. But I recommend you to respect the rules. Balancing a class with special rules is way harder to balance.

2.2. Item balance

I won't talk about balance right now. There are many items, and in one campaign, it's almost impossible to have all items.

I personally think that a custom class creator must know all items.
I give you the reddit wiki where you can find all items with spoiler protections. Be careful because this is the first version, some items have changed, you can go here for all changes after the first printing. Sometimes the item’s effect is the same, but the text is more clear.
https://boardgamegeek.com/thread/1761512/official-second-pri...
https://boardgamegeek.com/article/29449066#29449066

If you don't want to spoil all items, I group up only items that can be strong if you don't know them when you create a class. I will just give you the names and the effects so you won't know how to unlock them, it can be prosperity 4, unlocked from a scenario or random item design. They are grouped by categories, an item can be displayed several times.

Example with a prosperity 1 item :
[o] Items granting shields or heals :
[o]Hide armor (Body / Spent) : On the next 2 source of damages from attack targeting you, gain Shield 1.
Minor healing potion (Small item / Consumed) : During your turn, perform a ‘Heal 3 Self’ action.
[/o]
[/o]

I make a separate spoil for prosperity 9 items because those are not commons, and you don’t need to consider them for balance your class.
Spoils only for different categories of items
[o]
Single-target to multi-target
Those items convert a single target attack action into multi target, or can add target to on attack action. Spoils for all items into that category, except prosperity 9.
[o]Long Spear (Two-Hands / Spent) : Turn a single-target melee attack into the following: (2 adjacent hexes in a line from the player)
Volatile Bomb (One-Hand / Consumed) : During your single-target ranged attack action, turn the attack into the following: (3 adjacent hexes, all adjacent to each other)
Reaping scythe (Two-Hands / Consumed) : During your single-target melee attack action, turn the attack into the following: (3 hexes, all adjacent to the player, and two of which are adjacent to the middle target.)
[/o]
Ranged attacks actions ameliorations
Those items affect all targets of a ranged attack action or upgrade a ranged attack. Spoilers for all items into that category, except prosperity 9.
[o] Volatile bomb (One-Hand / Consumed) : During your single-target ranged attack action, turn the attack into the following: (3 adjacent hexes, all adjacent to each other)
Hawk Helm (Head / Spent) : During your ranged attack, add +1 Range to your entire Attack action.
Hooked chain (Two-Hands / Spent) : During your ranged attack, add PULL 2 to the entire Attack action.
Major power potion (Small item / Consumed) : During your attack, add +2 Attack to your entire Attack action.
Staff of eminence (Two-Hands / Spent) : During your ranged attack, consume any element to add +1 Attack to the entire Attack action.
Telescopic lens (Head / Spent) : During your ranged attack, add +2 Range to your entire Attack action.
Unstable explosives (One hand / Consumed) : Turn a single target ranged attack into the following: (4 hex attack, 2 above and 2 below in a parallelogram). All allies in the attack area suffer 3 damage.
[/o]
Melee attacks actions ameliorations
Those items affect all targets of a melee attack action or upgrade a melee attack. Spoilers for all items into that category, except prosperity 9.
[o]Long Spear (Two-Hands / Spent) : Turn a single-target melee attack into the following: (2 adjacent hexes in a line from the player)
Versatile dagger (One-Hand / Persistent ): Whenever you use the default top of an ability card, perform an Attack 3 action instead of an Attack 2 action.
Major Power potion (Small item / Consumed ) : During your attack, add +2 Attack to your entire Attack action.
Reaping scythe (Two-hands : Spent ) : During your single-target melee attack action, turn the attack into the following: (3 hexes, all adjacent to the player, and two of which are adjacent to the middle target.)
Stun hammer (Two-Hands / Consumed) : During your melee attack action, add Stun to the entire attack action.
[/o]
Cards management
Those items affect card recovery or cards played. Spoilers for all items into that category, except prosperity 9.
[o] Major stamina potion (Small item / Consumed) : During your turn, Recover up to three of your discarded cards.
Ring of haste (Small item / Consumed) : At the end of your turn, play one card from your hand and immediately perform the bottom action of the card.
Ring of brutality (Small item / Consumed) : At the end of your turn, play one card from your hand and immediately perform the top action of the card.
[/o]
Element use and creation
Those items can use elements or can create them. Spoilers for all items into that category, except prosperity 9.
[o]Robes of evocation (Body / Spent) : During your attack, consume any element to add +1 Attack to the entire Attack action.
Minor mana potion (Small item / Consumed) : During your turn, create any element.
Major mana potion (Small item / Consumed) : During your turn, create any two elements.
Staff of eminence (Two-Hands / Spent) : During your ranged attack, consume any element to add +1 Attack to the entire Attack action.
Helix ring (Small item / Consumed) : During your turn, use light and dark to perform a "Heal 25, Self" action
Element Blades (One-Hand / Persistent) : For each element, there is a blade with this text : “During your melee attack, consume Element to add +2 to a single attack.”
Element Wands (One-Hand / Spent) : For each element, there is a wand with this text : “During your turn, create Element”[/o]
Items refresh
Those items refresh items. Spoilers for all items into that category, except prosperity 9.
[o] Pendant of dark pacts (Head / Consumed) : During your turn, Refresh two of your consumed small items. Gain CURSE.
Sun earring (Small item / Consumed) : During your turn, Refresh all of your spent items and Heal 3 damage.
[/o]
Tank items
Those items can affect damage or heal aspect. Spoilers for all items into that category, except prosperity 9.
[o]Spiked shield (One-Hand / Spent) : When damaged by an attack, gain Shield 1 and Retaliate 2 for the attack.
Moon earring (Small item / Consumed) : During your turn, refresh all of your spent items.
Sun earring (Small item / Consumed) : During your turn, Refresh all of your spent items and Heal 3 damage.
Shadow armor (Body / Consumed) : When you are damaged by an attack, suffer no damage instead.
Helix ring (Small item / Consumed) : During your turn, use light and dark to perform a "Heal 25, Self" action
Swordedge armor (Body / Spent) : On the next three sources of damage from attacks targeting you, gain Shield 1, Retaliate 1
Steel sabatons (Leg / Persistent) : If you move 1 or fewer hexes on your turn, gain Shield 1 for the round.
[/o]
Obstacle, terrain, manipulation or movement items
Those items affect enemy placements or your movements. Spoilers for all items into that category, except prosperity 9.
[o]Cloak of phasing (Body / Persistent) : Gain flying. While occupying an obstacle hex, you are considered Invisible and cannot attack
Magma waders (Leg / Persistent) : Ignore the damaging effects of hazardous terrain and perform a ""Heal 2, Self"" action on any turn in which you have entered a hazardous terrain hex.
Stone charm (Head / Spent) : During your action where an obstacle is created, create one additional obstacle and apply all effects of the action to it.
Blinking cape (Body / Consumed) : During your turn, perform a "Move 4, Jump" action
Comfortable shoes (Leg / Persistent) : Whenever you use the default bottom of an ability card, perform a Move 3 action instead of a Move 2 action.
[/o]
Special case about Prosperity 9 items
As I said, those items are not commons and you may not consider those in order to balance your class. Decide yourself. Spoiler for prosperity 9 items :
[o]Boots of Sprinting (Leg / Spent) : During your movement, add +4 Move to the movement.
Platemail (Body / Spent) : On the next five sources of damage from attacks targeting you, gain Shield 1
Mask of Terror (Head / Persistent) : During your melee attack, add Push 1
Balanced blade (One-Hand / Persistent) : Whenever you use the default top of an ability card, perform an Attack 4 instead of an Attack 2 action
Halberd (Two-Hands / Persistent) : During your single target melee attack action, you can attack and single enemy within 2 hexes.
Star-Earring (Small item / Consumed) : During your turn, refresh all of your spent items, heal 3 damage and recover up to two of your discarded cards.
Second chance ring (Small item / Consumed) : At the end of your turn, play two cards from your hand and perform an additional turn this round based on your new leading initiative (which must be later than your previous initiative).
[/o]
[/o]
2.3. Element management
Your class may ignore/use/depend to elements. If you want to use elements, you can look to this post to have an good overall analysis, there is obviously spoilers about element uses for locked class :
https://boardgamegeek.com/thread/2095578/elemental-analysis-...
Generally, a class doesn’t have enough element generation for his all abilities. You should force the player to make choice, or to use his team/items/enhancements for use all element’s benefits.

3. The class creation
I think you have now the knowledge in order to create your own class. Here some steps you may choose to follow if you don’t know how to start.

3.1. Find a thematic, a mechanic

Each class (or each class I have ever played) got a thematic and a mechanic that respect that thematic, finding those thematic and mechanic will be the first step of your class.
An easy example with the scroundel, an easy thematic which give a mechanic where allies can make diversion and augment your damages.
I think this part will be the easiest. In general, when you want to create a custom class, you have ever a first idea of what you want to create. You have too some race ideas, an history and maybe a character design.

You are almost ready to create your first abilities, one thing to consider is that each class can be played by differents ways, the Cragheart is a perfect example, you can play him like a ranged class, like a melee class and like an obstacle master. And those ways can be mixed if the player want to.
So before creating all the abilities, try to imagine minimum 2 different ways for your class, the easy choices can be "Tank" and Damage Dealer for a melee class or Damage Dealer and support for a ranged class. But if you can create something original like the Cragheart, it’s better.

3.2. Create the abilities

Open excel, create a table and write your ideas.
The columns to write are obvious : Name of the ability, the level, the initiative, the top ability then the bot ability.

Start to write your abilities. Don’t hesitate to change the level, name or others things. And personally I try to create all cards during this step. Note remaining ideas and let blanks when you have less inspirations. Don’t try to balance before having all your abilities.
One thing to determine soon is the hand limit of your class and the hp.
I think that every one know it, in general melee class have more hp, mixed class has medium hp and magic class has less hp. It doen't mean that you must stay to that stereotype, in the 6 starting class, Mindthief is a perfect counterexample.

Advices for handsize : I think it more depends about the damage and if it's a melee/ranged class. More damage means lower handsize and melee means greater handsize.
To make it easy, but it depends after to your class mechanics but :
- A melee "tank" class is more 10 or 11 cards
- A damage dealer is closer to 9 cards
- With many loss, you can grow the hand size like the tinkerer/cragheart
-Don't put 8 cards without a special mechanic for augment stamina like Spellweaver
Once again, a topic of stamina analysis that may help you:
https://boardgamegeek.com/thread/2046262/stamina-guide-how-a...

Once your table if fulfilled, check that you didn’t forget to think about thoses aspects for your class :
- Do your class ease to loot? How many loot actions are available?
- Do your class can heal himself easily ? Can it heals teammates ?
- How fast your class will get xp ? Are xp gain easy to trigger ?
- How many lost actions your class have ?

You can create a card which explain a particular mechanic which modify some rules for your class. You can adapt it too with a card which stay in active area. Only your imagination limit yourself … but avoid too much complicated mechanics. All class got some actions/move without something specific.
Once you created all abilities or a good part, you will start to manage the levels and the initiative.

About levels, two cards separated by one level got almost same efficiency. And if you edit attack/move value then almost all card can be at all level (except maybe for level 9 abilities that are special). Back to the ways for playing the class, you can put 2 cards from different ways on each level.

Advices for initiative :
A card with a bad initiative can be a card when you don't know if you will play before or after the monsters. So for example 45 can be very bad. But 45 is not necessarly bad because for a support action, it means you can easily break the monster focus, or anything else in the middle of the turn
So melee builds will generally try to got very fast or very low cards in order to play first or after all monsters, and supports action can be very good whatever his initiative value.
The only one thing sure is that a shield for the round is useless if nobody attacks you. (or same think with a retaliate)
So the things to take in consideration is in general the available choices. How many times the character can play very fast ? What is his fastest initiative ?

For better analysis, you can read this interesting topic from reddit :
https://www.reddit.com/r/Gloomhaven/comments/aavov6/strategy...

3.3. Create the perks

You know it, each class got 15 perks in order to upgrade your modifier deck. You can earn 6 of those by battle goals, 8 from level up so, and others from retirement.

Many analysis has been made on perks, so I will just give you those 2 links in order to have a better comprehension. The goal of reading that if first to don't create too much powerful perks
https://boardgamegeek.com/thread/2058091/perk-analysis

Let's read these too on the benefits of Advantage and Bless.
https://boardgamegeek.com/article/30739246#30739246

Then, I know that many people don't like the RAW about advantage/disadvantage, and house rule to two piles or anything else. So you should create your perks following RAW, even if it seems that when peoples understand well the rule they finally house-rule it.

You can create your modifier deck, add whatever you want, I think you understand right now the bonus you gain from each perk without making powerful ones. Depending your class’s mechanic, you can often put your mechanics into perks.

For example 3 spears spoiler :
[o]Class mechanic is on item uses and he got some perk allowing to refresh items.[/o]

3.4. Balance your class

Congratulations if you reached this part, it's ever a long and good job to create around 30 cards and twice actions.

It was the easiest part.

Now you have to balance your class. The balance can be separated in 2 steps. First balance your level 1/X cards. Then balance others cards.
You should know that at level 1, common damage from a top ability is 3, 4 for strong effects, 5 or 6 for lost effects. About move, a move 4 is ever good, move 5 is strong and move 6 … is only for scroundel if we look on the starting class for example. So make your first balances.
Try to imagine what to do with your class on 1 or 2 turns.

After evaluating each actions indivudally, you have to balance the overall abilities. The scoundrel can’t perform an Attack 5 each turn, the Spellweaver can’t perform a Move 4, Jump each turn too. Evenif you tried to limit it, it can be very hard to say if you put too much damage, move, attack, heals, jumps, or something else.
You can make your first tests on a scenario alone.
Or you can make an analysis .

So I did analysis on actions on the starting class, on their max performance over a cycle by considering both sides of each level 1/X cards. It makes a good reference to use. I tried to find the indicators that can permit me to compare two class, but it's hard in fact because you have many things to consider.
Here is some easy examples :
- max damage that can be applied on one target with repeatable actions
- number of repeatable attack actions
- number of repeatable move actions
- max number of hexes you can move with repeatable actions
- max number of xp earned with repeatable actions

Of course I did some suggestions : a simple (Attack 2, Target all adjacent enemies) rise many issues for a quick analysis. Those analysis are consequently not exact, but are easy to done and the goal, is just to have a global view of classes and simplify balances.
https://docs.google.com/spreadsheets/d/1nI-YgvPhJXEQGglW0_aq...

Once you balanced the low level cards, it will be easier to balance other cards. Put minor ameliorations, don't forget that the modifier deck upgrape too with levels.

For each level, the more the choice is difficult, the more you create balanced abilities (or you just create two powerful actions)
When you find an ability too strong for a precise level, you can of course change the values into your abilities, or think that you can swap it with another ability of another level, there is not a big difference between 1 or 2 levels, while it’s not the level 9 cards generally OP whatever the class.

I suggest you to avoid Kill ability, or put some restrictions on it : Below X hit points value, only with some negative conditions, loss effect, others … And be careful with the words : normal enemy and/or elite enemy

3.5. Create the graphics

Once here, you can start to collect some feedback, but for that it’s better to put your cards into visuals. Isaac released the graphics of the fame, you can find them here :
https://boardgamegeek.com/thread/1733586/files-creation/page...
I strongly recommend you to use Photoshop or Illustrator in order to create those cards.

I don’t have good advices for this part, I am not a graphist, my girlfriend helped me each time I tried to create some cards (I asked her first to make the cards … but it’s very hard to do when you don’t know the rules evenif you got a model)

So if you are a graphist, I have nothing to teach you here. The only thing where I can help you are those files of my custom class with cards, icons and text ever formatted. It’s actually the last version of Photoshop.
https://drive.google.com/open?id=1wdGaKYWluUJYOkWBp8x0bDkJuk...

One thing to create during this phase is the icon of your class, each card got your icon in the bottom line, and if you got an Augment mechanic you will need an Augment icon too.
Once you understand how it works, it's not so complicated and you will create your cards very fast.
Create the perks too and make their visual, it’s almost only text.

3.6. Betatesting

You can manage your betatesting like you want.
I personally create only the level 1/X cards and share them for detect issues and imbalances. Once I got my level 1/X cards balanced, I review all higher level cards and make their visuals for a second share/feedbacks. After the second review, I correct the cards and start my self tests.

Reddit and facebook community are very active and provide you very good critiques.
If your class seems very good, maybe some people will test it too. At the end, you must test it yourself, and with a friend who learn your class.

Then it’s a very long phase between test, correct, re-print.
You must test it on different scenarios, different levels, with different level-choices. If wish you that your class will be original, interesting and good, then there are maybe some peoples ready to test it for you.
Is each level a difficult choice?

One you make many scenarios, with different peoples on different levels, maybe your class is ready to the official release.

3.7. First Release

If you reach this step seriously, congratulations.
One day maybe, Isaac will say “You created a good class, can I put in into the next extension?”. You have to know that at this moment, there is maybe 2 or 3 classes that really reached this step (and none of mine :’( )

Let's publish your class into the BGG forum, on Reddit on Facebook.
You created a class, but comparing to vanilla class (vanilla = as in the original game) you sill need :
- A custom solo scenario
- A custom item from the solo scenario (generally 50 gold cost)
- Two different ways for unlock your class, or make it available at start if it’s not a complicated class
- 2 or 4 events to add into the events deck

If you really want your class into the game, you can create all of these too. Isaac had ever put scenarios made by community, so why a custom class can’t be added by Isaac in the future ?

4. Feedbacks

Thanks for reading. As I said, all feedbacks are welcome.

I know that I did many mistakes, I am not a native english speaker indeed. You can notiy them to me with a private message then I will edit my message (and I will add you to the special thanks).

You can find a compiler of all custom class here :
https://www.boardgamegeek.com/geeklist/249843/gloomhaven-cus...

5. Special thanks

One very and big special thanks of course to Isaac Childes.

Then special thanks to all people who created posts I linked.
Thanks to everyone who read me.
And finally, future thanks to future feedbacks.

Era

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