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To get the players moving when there's no monsters on the board. When there are monsters on the board it's not an issue so it doesn't matter. Sacrificing movement for an extra or improved attack is a great way to add abilities without overpowering the them because it's only useful in fights that go over one round. A bowman that take up a position and rapidly fires their bow is characterful and realistic. I got the idea from D&D but in that they don't have to sacrifice movement to do it.Anderas wrote:The worst you can design is an ability that gets stronger if you don't move. All the door-blocking actions get support by this kind of ability.
We invent new monsters and the EWP deck and do everything to get the heroes moving, so i wouldn't support anything that makes them stationary again.
At least the "don't do anything else" rule would help a little bit; but not enough in my eyes.
In the confined spaces of the standard board it's not an issue. That was a large open area that due to a combination of bad luck, bad decision making and forgetting that you had a weapon you could throw, meant one of you got killed. It should be challenging enough that the heroes are actually under the threat of dying.Anderas wrote:My second point is, always think about what happens if the EWP uses the same monster or ability against heroes. Everything is always for both sides.
Do you remember the quest when we just couldn't be fast enough no matter how we tried? You placed one single of these guys in a far-away position and were constantly shooting at us. That has been enough.
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