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How much loyalty though? Would choosing the "Bodyguards" trait (+10 loyalty) give enough?
I too thought that it would be pretty neat to have an orc in the party, until I figured it could only become a craftsman or gatherer, and on top of that it would resent me for choosing either.
That's unfortunate. Would really like if the developers could at least increase the chance of getting more options if "Bodyguards" is chosen. The orc child card is not that good to begin with, and adding some sort of synergy between the cards would at least make it somewhat worth choosing, imo.
Yes, all inhuman children are more or less traps on the start:
1) Orcs can't became fighters with any reasonable chance for success + bad gatherers/crafters.
2) Goblin can't became shamans (in theory you will need Witch in party AND will have only 15% chance to see the option without goblin tribe, but in fact event is broken and simply refuse to do so) and other unique option is even more rare.
3) Elves can't became druids/mages without tons of luck. At least their gatherers are OK.
And you have no way to know that placing any points in related stats is either completely waste, or almost don't have any chance to success.
I think you underestimate how strong non-human gatherers/craftsmen can be.An elf gatherer is probably stronger than any non-elf class, and while a dwarf gatherer might not be quite as strong as an elf, I'd still consider it considerably stronger than any human at least (a dwarf chosen as Triglav is also pretty awesome - sacrificial blood on a dwarf does a massive amount of instant damage when you're in a difficult fight, and as Triglav you can pick four legged friend to get a horse to offset the low speed of the dwarf). An orc craftsman isn't on the same level as the others, but it also has a much smaller investment since it only takes 1 trait point - an orc craftsman is stronger than a human warrior in combat still. It's difficult to fit them in a team on the highest difficulty because you just don't have many trait points to work with (that applies to absolutely every character that costs 3 or more trait points though), but I think elf/dwarf child starts are likely still going to be among the strongest starts if you have more than 4 trait points to work with. I think the orc child's biggest problem is just that it uses a turmoil trait, and it's hard to compete with getting a warrior for 1 trait point.
I'll at least agree with you on the goblin point - I think the goblin child is kind of a miserable choice at the start of the game, because goblins aren't that much stronger than humans and it also only has 3 speed which is a pain to deal with.
Some good points here, but I'd like to comment a few of them:
"An elf gatherer is probably stronger than any non-elf class, and while a dwarf gatherer might not be quite as strong as an elf, I'd still consider it considerably stronger than any human at least"
Look at what you're giving away though: 3 Trait Cost + 1 Light or Harmony Card Slot. This equals a 1 Trait Cost Craftsman (Light) or a 1 Trait Cost Gatherer (Harmony) PLUS a potential neutral warrior, gatherer or craftsman. I just don't see how this is anywhere close to being worth the investment as it stands now.
"(a dwarf chosen as Triglav is also pretty awesome"
True, but this only applies for one single God. A God which can't even be unlocked for most players for quite some time.
"An orc craftsman isn't on the same level as the others, but it also has a much smaller investment since it only takes 1 trait point - an orc craftsman is stronger than a human warrior in combat still. "
Fair enough, it's not that bad of a choice. But you still have to carry around that child for a good few turns before it grows up, sacrificing some freedom of movement that the 1 Trait Cost Warrior (Turmoil) would give (talking about freedom both in terms of that extra movement point, but also not having to worry about potential fights). Either way, I really think there ought to be better synergy between the two cards "Orc Child" and "Bodyguards". We're talking a combined unlock cost of 8 God Points as well, which I think should be taken into account when balancing the power of different cards (higher unlock cost should, imo, give better value).