If Henchmen are in LH, what are they going to cost since Influence is removed?

And what will be the mechanism for getting them?  Same as in 1.3+ FE, or different?

Also, how will you reward being the nice guy in quests?  Influence fit perfectly as a non-solid "goodwill currency", and gold/metal or artifact choices are already in.

Can't you have influence in in some form?  There's an element missing when you don't have influence for doing the right thing in quests and taking no official reward.

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Reply #1 Top

afaik there will be a new "fame" resource that is required to hire champions etc., so my guess would be that henchmen will cost fame (thus, you'd also have more of a balancing act- spend the fame on a henchman or pool it to unlock the next champion). the influence quest rewards could also be translated into fame, i guess.

Reply #2 Top

I wonder whether henchmen will count as a champion in combat or not - if they do it will be the choice of a custom designed henchmen or a champion with possibly better magic skills.  I wonder whether they will or not.

That is of course if the stacking limit still applies - with the reduced number of champions etc. it may be that they all get full XP.

Reply #3 Top

I'd say tie Champions to Henchmen, you get one for each champion who reaches a certain level.

 

I'd like to see the stacking rules gone, as they lead to gameyness/exploits, or at least make the stacking penalty lower for lower level champs.

Reply #4 Top

Personally I would love to see Henchmen made into a traditional follower type unit so when you get a hero you would actually, as suggested above, get two units grouped together.  This is typically what a henchman is for most tabletop settings.  Henchmen are not supposed to be more powerful than your heroes ever.

Reply #5 Top


Henchmen are not supposed to be more powerful than your heroes ever.
End of quote

You never played "Magic Realm" did you?

Reply #6 Top

Nope, I have never heard of it.

Reply #7 Top

Maybe Henchmen should be an additional unit for heroes once they reach lvl 5, and an additional one every 5 levels that come in at lvl 1 and are attached to the hero.  You can disband them if you wish.

Reply #8 Top

Still skeptical over the elimination of Influence.  Not sure how they intend to replace it, without knowing the details it just feels like a mistake.

Reply #9 Top

I agree with both previous comments here, not having influence is not the solution.  Additional resource management that has multiple uses is just part of the strategy.  For the Henchmen being attached would solve the problem of heroes being singe units but would you make it that the henchmen attached would perma die or be able to be replaced as per normal units?

Reply #10 Top

Still skeptical over the elimination of Influence. 

End of quote

Same here :-(

I actually thought Influnece was/is a neat idea (same as Prestige), and would have preferred to see the concept expanded .  Kael said is was a case of go big or go home with Influence, i'd have rather they went big with it.

Looking forward to seeing how LH plays with the change in resources.

Reply #11 Top

Personally I think Influence should have been a much harder commodity to get and had more effect when you did get it so than when you had the choice to spend it to get a Henchman it hurt your political standing with other nations by the loss of influence.

Reply #12 Top

Quoting halmal242, reply 6
Nope, I have never heard of it.
End of halmal242's quote

Do a google. One of the best boardgame fantasy games made. You actually designed the playing area every game since the map tiles were like 6 inches each and hexagon. There's a computer version of it also that fans made. Has quite the challenging AI too. Those henchies will stomp your butt in that game also. ;)

Reply #13 Top

I still have Magic Realm in the box with most of the contents still unpunched/untouched.  The exterior box itself is pretty ragged from moving =/