2 minutes ago, Spider said:Generally speaking, does this change Palp that much? That dice roll you absolutely need to make is not really unexpected. You know Soontir really needs to evade, you know Whisper really needs that crit...now you just have to commit.
Obviously this removes Palps flexibility, but does it change his power? I'm thinking if not, then the change is pointless.
Yes it does actually. Palp's power gets washed out quickly the more instances there are to use him. It wasnt that big of a deal since you could largely hold off on using him until either the last attack (might as well make that hit a crit) or until one of your defenses botch. Now you HAVE to use him for a specific event in your list every time (Soontir's defense) because you cant roll it and happen to not need it so you can palp something else.
he should NOT be 2 crew AND 8 points if you cant save him if you didnt need him after all.