fexen: Got some more balancing ideas on the abilities.
First of all, I would like to ask again if it would be possible to make Tank (and now also Fortitude) so that only the team that used it and you, Stoic, would know on which target it was used. You would just announce that a warrior used Tank or Fortitude.
Every ability where there is 20% chance of success, I think should be upgraded to 25%, investing in an ability that works one in five times is not a wise idea, one in fourth sounds more sensible. This would apply to Controlled Rage, Shield Bash (this is actually doing the damage too, so maybe no need for the upgrade), Confusion and Propaganda.
Blood Frenzy looks very powerful, but not if it's only 40% chance of it succeeding, there will be rarely an occassion when a warrior will have less than 10 HP, because the team attacking a warrior will try to kill him in one turn if he has 20 HP or less. I guess the ability should either always work with a limit of about 10 damage, or the chance would be about 75%.
Summon Scurry should be able to be used before move step (or squirrels couldn't be targeted for the 1st turn after summoning) because they would be an easy target with only 5HP and the ability to deal 5 damage.
Also a question, will every character after level up have more HP? If yes, won't 6-sided dices do too little damage? Maybe we should switch to d8 dices?
1. Tank can be changed as such. I feel it would be appropriate then to raise the HP surrendered to 4, because non-declaration of the target is a significant increase in power.
2. Confusion raised to 33%
3. Propaganda raised to 25%. I do not want to go much further than this, since Propaganda is INSANE. (You can basically steal a potion/item, stop them from attacking you, AND have them deal their damage against their ally.)
4. Not giving the Scurry invulnerability, so as to avoid giving me headaches. I have, however, boosted it's HP and attack to 7 and 7 (from 5 and 5). Putting it on the battlefield basically gives you a free attack with it (use the skill BEFORE attacking) AND becomes a target to take away focus from your character.
5. Controlled Rage goes from 20 -> 30%. Double damage with a Warrior (especially the more offensive Berserker) is pretty crazy.
6. Blood Frenzy from 40 -> 50%. HP requirement moved from 10 to 15, making it more usable.
7. I'm fine with Shield Bash. It's a good "evergreen" ability because damage is based on your level. The stun chance is just a nice bonus.
8. HP/Damage: also, we're introducing armor, which reduces the damage from each physical attack, so that is a concern too. However, so that you can customize your character, each character gains a combination of attack value and/or HP when they level up. Additionally, in the future, weapons will be strong and will modify dice roll. Items (such as the gauntlets) also increase attack value. More, some new subclasses also modify dice rolls.