This idea game up at our game night on Monday and, weirdly, I think it kinda makes sense. So here's what I'm positing: what if, in some future version of the game, the evade action wasn't even in the game? To be clear, I'm NOT saying that it should be taken out of the current game; predicting the aftereffects of that revision at this point would be way beyond my level of expertise, especially considering all the "assign an evade token" stuff that's out there . . .
BUT, if there were to be an X-Wing 2.0, would you object to having the evade action removed? Some benefits I can think of:
1. More Variance
Yeah, I'm saying that like it's a good thing, largely because I think it is. Listen, I love playing competitive X-Wing, and I accept the need to be able to control variance. HOWEVER, I feel that the game in its current state has too LITTLE variance, particularly on the defensive side of things. Look at Dengaroo -- how often are you going to roll zero evades? Hell, how often are you even rolling less than two evades? Same goes for Defenders, and Palp Aces, and PtL Corran, and so on -- basically, for all the most negative play experiences in the game. They're annoying to fly against in no small part because their dice vary so little, which means you have no hope of pushing through the damage you need. Variance makes the game more fun, plain and simple, because it allows more of those exciting, edge-of-the-seat moments where you really don't know what's happening.
More variance also leads to the other stuff:
2. Lower Barrier to Entry
Jumping into X-Wing can kinda suck. You basically get ROFLstomped consistently for the first few months you play. Of course, that makes it very rewarding when you manage to start winning consistently; but it's nice for newer players to have the ability to punch through the defenses of other ships. Even if you don't win, at least you got some damage through, right? Plus, like I said, it's more exciting that way. But don't worry, veterans, because greater defensive variance means . . .
3. Greater Focus on Maneuvering
It's the difference between flying Fenn Rau and flying something like Soontir Fel or a Defender. With Fenn, you have to make a lot more decisions centered on controlling range and arc, whereas with Soontir, if you get caught in an arc or two, you can just shrug and turtle up, knowing that there's just about no way you die this round. If green dice are more iffy, there's a greater incentive to avoid rolling them at all. And if you're looking for proof, let me refer you to our World Championship matches. In my opinion (and most folks I've talked to agree with me), the 2013 one -- with the X-Wings and B-Wings and TIE Fighters -- is the most exciting and well-played game out there, and that's the one with the most variance. Past that point, you get things like Fat Han, Regen Poe, and Dengar, all of which are focused to an absurd degree on mitigating the effects of fickle green dice.
Basically, if you don't have an evade, you get a lot more excitement. Living and dying by the green dice is, IMHO, a lot more fun than shrugging and turtling up. The Fang fighter is the most fun arc-dodger in my opinion (both playing with it and against it) simply for that reason: your decisions matter more.
Anyway, just some thoughts. What say you?
