14 hours ago, stonestokes said:Your layout is great, and some of the house rules are pretty good. Giving a bunch of the named pilots EPT slots is a good change (though I wonder why some, like Hobbie or Tarn, got left out). Yet there is a lot in here I don't care for.
First of all, there is already a way to say "Limited to once per player." It is called " Unique ". Many of the cards you change to Unique , don't really need to be unique. The only one that might need that is Push The Limit, but I'm not sure.Now for specific changes you've made:
Jek Porkins. This ability is almost worse than the original — assuming you can't gamble away the two stress tokens he just received, turning the game of X-Wing into a long game of drunken walk while the player just keeps rolling until Jek has no stress tokens on him. I've played standard Jek several times, and I've used his ability when getting an action was more important than avoiding damage. His new ability doesn't give me that option. I can't think of a situation where it is better to risk getting two stress to remove one.
Luke Skywalker. Yeah, Luke needs some love, but that's only in the current meta. Against wave 1 and 2 ships, Luke is fine as is. And in fact, his standard ability is probably stronger than the one you gave him, unless he has a way of piling on focus tokens. Currently, Luke is pretty resilient to multiple small attacks, but struggles against fewer large attacks. Your change merely flips that.
Ten Numb. Your wording is awkward. And again, I don't see why a change is needed here.
Fel's Wrath . Ok, this one I actually quite like. Well done!
R2-F2. This is much better than the standard version of this droid. At 3 points on an agility-2 ship, it could possibly be done without the stress token. Overall, though, I like this change.
R5-D8. This is another fine change.
R5-K6. At two points it should probably just work like Fire Control System. At least this is an improvement.
Bomblet Generator. I don't think this change is needed. Also, your wording is awkward, and like Jek it isn't clear that you cannot do both.
Autoblaster Cannon. Is this necessary? I haven't seen autoblasters really warping the game, honestly.
Sabine Wren. Ok. I'm not someone who sees any problem with the current Sabine Wren, but this version isn't awful.
Adaptability. Why?
Elusiveness. This is a fine change, but again I think the original card is fine too. I'm sure that your intention is to make the card stronger, but for some pilots (Ezra Bridger, e.g. ) this seems less strong.
Expose . 2 points is too cheap for this card.
Marksmanship . I like this change.
Push the Limit. I can't see any thematic reason why this should be unique, but I can understand why you would want to do so from a game mechanics point of view.
Veteran Instincts. Why?
The Power of the Dark Side . Ok.
Black Market Slicer Tools. I don't know why this needs to be nerfed.
Amplified Cannons . This is interesting. I would have to see it in play before forming an opinion.
Unguided Rockets. You don't like infinite rockets?
Engine Overcharge. Of all of the MANY proposals I've seen to "fix" the T-65, this may be my least favorite. For 2 points, I would prefer just to take Vectored Thrusters, even losing the Integrated Astromech. I fly X-Wings a lot. I mean A LOT! And the thing I love most about them is that they fly slow very well. But they need to take the focus action every turn, pretty much to survive. Taking that action away from them so that they can fly faster is not a good change for them.
Lightweight Frame. Why?
Autoblaster Turret. See Autoblaster Cannon above.
Blaster Turret. Pretty much how everyone thinks it should work.
Twin-Laser Turret. This is my favorite change you have made, and pretty much exactly how I've been wanting the TLT to work from the beginning. Very accurate, but not very powerful.
Cheers.
Edit : I forgot to add...
Initiative Phase. I like the idea of an initiative phase where the initiative changes. I don't like it to be random. If anything, it should switch back and forth from turn to turn. If it is random, then you will have a whole lot more unintentional bumping, which most people find to be a downside of the game. If I know you are moving your ace before I am moving my ace, I can account for that in the planning of the turn before (some of us do plan a couple of turns ahead).
Ok, the big one. Let's get it over with...
Kidding, mate. Your feedback is most appreciated. We have to thank Shane Gooseman for the awesome layout. He's our go-to guy for everything that requires an unhealthy level of devotion and effort.
Concerning your point about uniqueness, we just wanted to make it absolutely clear that these are not meant to be "unique-unique" (like, once on the table), but once per player. But yeah, from a rule viewpoint, the label "unique" would suffice.
Alright, now for the list:
Porkins: The risk is still there. Also, this is exactly what got the guy killed in the first place. From our experience, nobody ever takes Porkins because using his ability makes him less durable. We wanted to make his ability more like he's stunned by too much stress.
Luke: You are absolutely correct. But keeping our Rogue Squadron title in mind, this makes him a **** of a tough nut to crack. The main objective is to seperate Luke from his Rogue Squadron wingmen now. *cough* trench run *cough*
Ten Numb: The intention was to make Ten Numb + Mangler less of an auto-crippler. There's nothing more frustrating than having Soontir (or any ace without shields) hobbled by an unavoidable crit at range 3. So with our alteration, Numb still hits like a truck and will de-tokenize any target, but he'll not change the whole game in the second or third round. We are thinking about toning the effect down a bit, though. Anyway, what do you find awkward about the wording?
Fel's Wrath: Thank you, I'm proud of this one, too. Now people are gonna think twice before shooting this guy down.
R2-F2, R5-D8, R5-K6: Again, thanks.
Bomblet Token: We'll change the second "when"-condition to "after" for clarification. Good find! But in our opinion, the change was necessary to prevent too much bombspam. Imagine 5 Scimitar Squadron Bombers layering the field with bomblets. It's just not pretty.
Autoblaster/Autoblaster Turret: Again, unavoidable damage is something we are looking to get rid of in most cases. Now dodging an autoblaster can be done, but it's hard.
Sabine: Unavoidable damage again. Just a little change that makes Sabine's bombs more lethal. Makes sense from a fluff point of view.
Adaptability/VI: Because we added lots of Elite slots and we wanted to put more importance to the initial pilot skill values, we though it necessary to at least limit these.
Elusiveness: Exactly our thoughts. Elusiveness is underused. So now, it's a good situational counter against potentially devastating attacks.
Power of the dark side: Yes, it's just a very experimental talent. We'll still have to test it, but we liked the idea. The "I have you now" feel of it.
BMST/Unguided Rockets/ LWF: I 'splained our thought process on these in an earlier reply.
Amplified Cannons: Was a whole lot of fun during our test runs. Provides a little more punch to the A-Wing, but the tradeoff is there. One of our best balanced mods, imho.
Engine Overcharge: It's a "may" effect, which can be immensely useful. Yes, it makes the X-Wing faster, but it also provides the option to correct your bearing and prevent being blocked before you execute your maneuver. If you're good without it, you can still fly slow and focus.
Blaster Turret: yep, I guess this one's a no-brainer.
TLT: Oh yes! We were thinking about ditching this one completely at first, but during one of our balancing sessions, we came up with a considerable nerf which makes the TLT what it should be: a turret that doesn't hit too hard but is great at plinking away at the enemy. Its point cost is high enough to keep it from being an auto-include now.
Initiative phase: Alternating initiative is also something we considered at first. You are absolutely right about planning ahead. As of now, it can be one big monkey wrench - not getting that initiative roll when you need it most. And it's been really fun to have that nailbiter at the beginning of each round.
Well, that was quite the wall of text. Thanks a lot for your thoughts!