Down here, I have choices in health and agility for players.
Agility is used for an enemy damage roll d6.
Roll the number or less for a hit. Thus lower numbers for agility are better.
Depending on the character, players can choose if their character goes for low health with a low risk on being damaged. Or high health with a higher risk on being damaged.
There are instances, where players choose to retreat. Having a low health to begin with is thus more risk for the player.
Imagine having 1 health left and risking getting 1 damage or having 2 health left with a certainty of getting 1 damage.
I think I have found a good balance, but I would like to put this to a test. Remember, agility is what the enemy needs to roll or less, for a hit. What would you choose from every class, and why?
Mage
10 health with agility 5
05 health with agility 2
Archer/Ranger/Footman
30 health with agility 6 (can't dodge)
15 health with agility 2
Knight
25 health with agility 4
10 health with agility 1
Paladin
30 health with agility 3
15 health with agility 1
PS, a combination of low health and bad agility of course means a very high damage output.
I keep the 2 separate. But there are instances where they are equal.
@Juzek
You analysed effective health!! That's awesome. I never knew someone else could do that.
I see where you are coming from, I have the same thought. But also have more insight of the game.
I don't know yet if "fodder/support" armies are going to be formed. But if there are armies, agility will be better indeed.
If it sticks by using only single character stays (hero), the question that I asked comes up. Originally, players always picked the health option. But showing them that effective health has made them wonder.
The damages centre's around 5. 445566 or 345567 or 234678 die are possible. But multiple enemies can attack. While the mage alone, can be defeated by 1 or 2, it can harm 6 goblins in an area (probably 5). The paladin can soak up damage twice or trice from these 6 goblins. By then, the job should be done. But if the paladin is alone, it can harm only 1 with each attack. And on average, the 6 goblins will win. I am not sure yet where the balance will be between the characters and their attack damage. But the average damage will be something along the lines of 1 versus 3 versus 5 goblins.
Bigger opponents are not added yet.
Due to silly reasons, we forgot to do that.
***
I have now 2 opposite answers.
But on a group as whole.
I wonder if there isn't an individual case of taking the other option.
For me, it is the mage and knight on health. Because a hit is a hit. And it gives me a chance to retreat.
The other 2 (4) options are on agility. For the exact same reason as Juzek mentioned.
Most of my players went for health. Despite the penalty they pay.
***
Something to think about.
Retreating and reviving are both equally annoying. But even for the mage, reviving is rarer than retreating.