Kayn Somos revision?

By jimjim19681968, in Star Wars: Imperial Assault

8 hours ago, Rikalonius said:

On another note, the continued attempt to nullify the dodge pip is really starting to ruin the game for me. I know there are some die-hard white dice whiners out there who go into apoplectic fits whenever the X shows up, but it is part of the mechanics of the game, and constantly nullifying it makes white dice characters less playable.

While I do agree with this in principle I don't feel like the Rebels have a whole lot of these abilities. Ko-Tun having one doesn't seem like a problem to me.

The flip side is that 1/6 is actually a fairly high rate when you consider how drastically it can affect a game's outcome. I've had a friend lose his taste for the game just because a late game dodge changed it from competitive to one sided. But, to your point they may be going too far to correct that.

Edited by Uninvited Guest
53 minutes ago, Uninvited Guest said:

While I do agree with this in principle I don't feel like the Rebels have a whole lot of these abilities. Ko-Tun having one doesn't seem like a problem to me.

The flip side is that 1/6 is actually a fairly high rate when you consider how drastically it can affect a game's outcome. I've had a friend lose his taste for the game just because a late game dodge changed it from competitive to one sided. But, to your point they may be going too far to correct that.

I understand the frustration with it. I've been on both sides of it. It has saved me and it has destroyed me, but white dice characters are normally more squishy. There is also the 1/6 chance that they eat the entire attack, but that rarely comes up in the argument. I've had my strategy burned to the ground because of a few ill-time blanks as well. I understand the frustration that comes with the wide swing of the white dice, but its primarily because the statisticians among us, who are all about munchkin-izing every aspect of the game are up in arms because their lengthy spread sheet calculating the average damage per turn is foiled by an inconvenient mechanic; no matter that the mechanic was baked into the game at its beginning.

I like the fix but I would change

gain 1 damage, 1 Pierce, 1 evade, and professional.

loose nothing.

Your max damage vs black die will only be 7 but strong chance of always dealing 5.

The current Max damage is 8. (Roll 2 on both blue and the green).

Remember that you don't have reroll by default and you still have Pierce 1 (already granted).

With the current dice, the chance to have Surge is low and I rather let the plaer to choose between 1 more Hit with pierce or focus a Trooper.

Accuracy is there in combination with Priority target to allow long range shoot that the empire is missing.

That also why i'm not giving any defense bonus. He will stay a little bit behind other storm but if you manage to get a line of sight to him, you can take him down (still 12 Health)

Futil

I understand your idea, I was just looking at it in a slightly different way. You see him as the sniper and I was thinking more the trooper leading from the front line.

I don't comment on other peoples post very often but you have a great idea and I was just adding my thought.

@Portage No worry, I was just explaining more the reason :)

I have Difficulty to find a way to make it "Front Liner" and try to take advantave of the current Dice he have (BBG).

My next Fix idea will be on Biv, Fenn and Sorin, but i will open a new topic after I found some idea

Edited by futil