Thankfully that is something I was able to talk to Sandy not long ago, with those 2 and a third damage\to die character you can take of many lords by harvesting courage, I can tell you I had thrown way to many dices with those 2.
Sandy will look into that couple and cripple her ability, currently I house rule it to help only equal to the amount of players\heroes used 😛 until Sandy throws an official update, I had not played against Stheno with my copy, (previous to launch It was way to easy with 3 heroes up) so I will see if she remains the same with the life boost she got since the campaign
Had an incredible game yesterday, please let me know if something like this has happened on your table as well.
We had a three player game, with me as Pendor (doing unfortunately very little) and Friend 1 as Dorothy Hall and Friend 2 as Bernice.
Now, Dorothy and Bernice have a combo that people might already be aware of – Dorothy can supply Bernice with a lot of d6’s. In our case, a LOT. On the later turns of the game, Stheno spawns the Raparee on the board who steals all of our collected Courage. Roughly 30 to 40 late-game Courage go into the monster, ouch. We promptly go kill the Raparee and a few tag-alongs with great success and then realise that a horrific scenario has opened itself before our eyes. Our very next step is to enter Hell Time, we kill a couple small creeps on the way. You may already realise what is about to happen but it gets even better; Bernice pools together a total of 40+ d6’s against Stheno, but then Dorothy reminds us of her Saamaa ritual boosting the whole lot into d8’s. A massive roll of dice later and BANG! Bernice one-shots the Lady back to Hell.
Naturally, this scenario only works when, krhm, the stars are right, but it was pretty jaw dropping to see. d6’s or even d8’s are not commonly useful against the Lords but against Stheno they were more than enough. I feel this same situation could also work quite well against Humbaba, Scylla and also the dreaded Spider-Mastermind.
Surprise surprise, we might consider a house-rule cap on the amount of help Dorothy Hall can give!
Discussing this on the PA Facebook group, people have pointed out that this nerfing of Dorothy’s Inner Strenght ability might make her too weak in other situations. It seems neither ability is overpowered by itself, it’s only this particular combination that’s problematic. So, I don’t think nerfing either hero is a good solution, it would be better to just ban this combination – maybe add: “Cannot be used with Teamwork” on Dorothy’s Inner Strength and “Cannot be used with Inner Strengh” on Bernice’s Teamwork. This way you can still get the most out of these two heroes, you just cannot one-shot low-toughness Lords anymore.
Alternatively, maybe add “Use only once per attack” on Bernice’s Teamwork ability rather than limiting Dorothy’s Inner Strength.
I will post my opinion here since it might be the most official forum to do so. I agree with others that have requested no change to Dorothy. Address the combo directly if at all possible as Ville mentioned.
If a more subtle fix is desired I would suggest capping Bernice’s teamwork ability at the number of Heroes in the game. She is naturally limited to heroes-1 helps. Capping at number of heroes would allow that one extra boost when Dorothy is on the team so their synergy is not completely lost.
Okay now here’s what I want to do: I’m going to change Bernice’s Teamwork ability so it adds this line: “You cannot more than double your total dice rolled by this means.” It thus synergizes with abilities such as Death With Honor or Frag Grenade and stays interesting, but keeps her from adding 20 dice and breaking Stheno or Chthon or whoever. It also makes her interested in getting extra abilities that work with it, which I think makes her a better hero.
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