Disclaimer:
This thread is about house ruling existing rules. If the idea of people discussing some house rules to tweak an overpriced card offends you to the point that you feel the need to kvetch about it here, I suggest you immediately close your web browser, go outside, and take a walk. The fresh air, combined with a bit of perspective, will do you good.
I don't like Opportunist. It has too high a price point and too many restrictions for a very situational ability. Take stress to roll an extra die (not even a guaranteed result) if and only if you're not already stressed AND your target has no focus/evade tokens? Pbbb. Yeah yeah, I know you can build your entire list around it with the right pilots or upgrades (Wes Janson, Hotshot Copilot), but let's face it, it's just not that great. I'm not interested in suggestions about how to use the card... odds are I've probably tried or at least theory-crafted it already. I'd like to brainstorm about ways to house-rule it to make it good enough to take and have it be competitive.
If you think the card is fine as-is, that's great. No need to tell me... I'm not interesting in being convinced to play with it as-is.
A 4-point upgrade card needs to be really, really good. Expertise is an example of a 4-point EPT done right. In fact, I came up with a homebrew rewrite of Marksmanship that was virtually identical to Expertise. The only difference was that my version didn't shut off when stress is applied, but I'm fine with the stress clause in the official version. Thanks FFG, now I have to re-re-write Marksmanship to something else now.
I plan to create several threads on various underused/overpriced upgrades, so maybe I'll bring up Marksmanship in a future post.
Anyway, I've been thinking about ways to make the card better to the point that somebody might take it, and I have a few thoughts:
I think the simplest way to fix it would be to keep the price at 4, and simply remove both stress clauses. The ability would simply read:
When attacking, if the defender does not have any focus or evade tokens, you may roll one additional attack die.
Clean, quick, and easy. Or, if that's too strong, can keep the part about needing to be stress-free. Maybe drop the cost to 3 if you keep the restriction. Or, keep it the way it is and drop the cost to 2. I kind of like having another strong 4-pointer to compete with Expertise though.
One thing I'm
not
inclined to do is keep the "take a stress" clause but remove the "must be stress-free" clause. We learned our lesson about the dangers of that sort of thing from Dengaroo and Zuckuss.
The only combo that I can think of that might make it too strong is Gunner + Opportunist on a PWT ship, especially with a Hotshot Copilot. That's pretty strong... shoot once to strip tokens, then get an extra die on your second shot. However that IS a 9-13 point investment. That's akin to the Punisher JM5K title that just straight-up adds a die, or what the Outrider title has to pay to get the HLC Turret going. If it IS too strong, though, I could add a clause that states "when attacking a ship in your firing arc." PWT ships would have to fly more carefully to get a benefit. Could be quite strong on Rey... but then, so is Expertise.
Any thoughts or ideas?