Skill change opinions for custom work

By BJZSN, in Descent: Journeys in the Dark

Random post, going back to some of my old stuff and was wondering if the following skill would be considered too weak, too strong, or just right by the community. This skill belongs to a Scout custom class BTW.

2XP Skill: Quick Reflex Fatigue 1

Exhaust this card when you would test an attribute. Change the attribute tested to Awareness.

It depends on the overall power of the rest of the class, but I don't think that is an outrageous skill. It has the potential to be very useful, especially when many scouts have an awareness of 4 or 5. I think the fatigue cost and the "exhaust" are important aspects. I also think it should explicitly state "before rolling dice". In addition to putting a restriction on the hero to decide what to test before seeing the result, it cements the idea that it wouldn't work to combat things like the hybrid sentinel's "prey on the weak" because there is no test involved.

Thematically, the skill is a little strange. Can you really use reflexes to push open a heavy door (might), or fight off a magic spell (will)? From a balance perspective, I think it's alright (again, that depends on the rest of the class).

It depends on the overall power of the rest of the class, but I don't think that is an outrageous skill. It has the potential to be very useful, especially when many scouts have an awareness of 4 or 5. I think the fatigue cost and the "exhaust" are important aspects. I also think it should explicitly state "before rolling dice". In addition to putting a restriction on the hero to decide what to test before seeing the result, it cements the idea that it wouldn't work to combat things like the hybrid sentinel's "prey on the weak" because there is no test involved.

Thematically, the skill is a little strange. Can you really use reflexes to push open a heavy door (might), or fight off a magic spell (will)? From a balance perspective, I think it's alright (again, that depends on the rest of the class).

I agree that the skill is wonky thematically. Maybe change it so that you can only change tests enforced by the Overlord, like being aware of the Overlords schemes or something.

One more request. This is a skill from my Tactician Warrior class. I have an inkling that it's just a touch strong. Could be wrong but wanted a second opinion on it. It's also one of those kind of cards that works better in a 4-hero party so take that as you will.

3XP Skill - Group Tactics 2 Fatigue
Action: Exhaust this card and choose up to 3 heros adjacent to you. Then perform an attack with a Melee weapon. This attack gains +X Damage, where X is equal to the number of heros chosen. Then place 2 Fatigue tokens on this card. You cannot have more than 2 Fatigue tokens on this card.
At the start of each of your turns, remove one Fatigue token from this card and recover 1 Fatigue.
Edited by BJZSN