I frequently play with all different kinds of people in the campaign, so I don't have a steady group.
One thing I would like to change is the traps and a bilities that involve interrupting someone moving into a single space. It makes it difficult when I am welcoming new players that come into the game store, answering questions, and new players slowly moving step by step eyeing me for reactions. It also can help with newer players who keep for getting they have a skill or ability that only has a minor window to respond to unless I remind them every time I move.
So what do you think of these revisions to the following cards:
Nimble Option #1 Skill (starting skill)
1 Fatigue - If you are adjacent to a monster during to your turn, exhaust this card to move up to 2 spaces to an empty space.
Nimble Option #2
1 Fatigue - If you are adjacent to a monster during your turn, exhaust this card to move up to 2 spaces to an empy space, moving through any obstacle or space occupied by a monster.
2 Fatigue - At the start or the end of the Overlord turn, exhaust this card to declare an attack on one monster.
Guard Skill #2
2 Fatigue - when a monster begins or ends its activation, you may immediately declare an attack on that monster.
Pit Trap Option #1 (rename from Pit Trap to something else) - Play at the end of a hero's turn. That hero tests Awareness. If he fails, he is stunned.
Pit Trap Option #2 (can keep it named 'pit trap' assuming the ground gave way since the player stood there too long) - Play after a hero performs a non-move action. that player tests Awareness. If he fails, he is stunned
Tripwire - Play at the start of a hero's turn. That hero tests Awareness. If he fails, his movement is reduced by 2 until the end of the turn.
The whole goal is to revise these cards that interrupt moving once space at a time, and let newbies be able to go about their turn without having to watch me constantly or have me interrupt them or correct them until they 'finished' something.
I made multiple versions to avoid the discussion being about why the cards are a bad idea, or that I should just pay more attention to player movement, and more about what alternatives would be to the cards.
Anyways, suggestions? Thanks!
Edited by kerred, 15 November 2013 - 03:52 PM.