On 14 May 2017 at 7:36 PM, MandoBard said:Or, make it so you need t(w)o copies in play for full effectiveness, something along the lines of: When 2 of these dice are in the dice pool, double melee damage, and treat modifiers as regularly resovlalbe damage.
I'm assuming you were thinking out loud and hadn't yet thought this one through. Reason being, with two copies of anything "when X" in play, you effectively gain double the effect. And if that specific 'when' card was itself a doubling card (double melee in this instance), you would in effect quadruple it, because both copies are acting upon the same event.
Made even more powerful if that rule was attached to a die card (this case a weapon) as it also brings the target die with it, and with two copies in play you've got two such dice, plus the character die, and they're all being quadrupled. "Eat 24 damage Qui-Gon!" :0)
I've often found with rules writing (this is a general observation, not aimed at anyone), people tend to try and script multiple effects, usually with each added interaction unbalancing the whole. Whereas more often than not a good thematic rule is usually something understated and simple, capturing flavour over force feeding a prescriptive narrative.