New rule for Soar

By IKerensky, in Descent: Journeys in the Dark

Here is my new Soar rule, extra-simple, no FAQ needed :

"Every creature with Soar is treated as having Fly in outdoor maps.

Figures with Soar can attack when in the same space as another figure , if they target their own square they are unaffected by their own attack (even with Blast ).

Figures with Soar can flee the fight at the beginning of their turn, thay cannot do anything else before or after fleeing. They are treated as if they exited the map.

Soar is inactive on indoor map."

Opinions ? I find it interesting because of the extra protection for leaders, but at a cost and much more logical and simple that the whole swooping issue.

Ivan Kerensky said:

Here is my new Soar rule, extra-simple, no FAQ needed :

"Every creature with Soar is treated as having Fly in outdoor maps.

Figures with Soar can attack when in the same space as another figure , if they target their own square they are unaffected by their own attack (even with Blast ).

Figures with Soar can flee the fight at the beginning of their turn, thay cannot do anything else before or after fleeing. They are treated as if they exited the map.

Soar is inactive on indoor map."

Opinions ? I find it interesting because of the extra protection for leaders, but at a cost and much more logical and simple that the whole swooping issue.

Except you know have Soar violating one of the base rules in JitD.

"Figures may pass through spaces occupied by friendly figures during movement, but they cannot attack while in the same space as another figure" (p. 9)

Figures with soar already are considered to be flying during outdoor encounters...such as the dragon.

I think your added rules add a bit more confusion to an already confusing ability.

Big Remy said:

Except you know have Soar violating one of the base rules in JitD.

"Figures may pass through spaces occupied by friendly figures during movement, but they cannot attack while in the same space as another figure" (p. 9)

All abilities violate basic rules. That's the entire point of having an ability.

So...this is instead of the normal rules for Soar ? Meaning that they do not ignore terrain, do not count as being 4 spaces further away, and can be attacked exactly as normal? It's exactly like just having Fly , except that you can attack from another figure's space and can always flee the map? Hardly seems like it's worth having a separate ability for that.

I've been thinking a bit on my own about modifying it, because taking out 4 range is brutal in copper level (getting "The Sky Darkens" or something of the sort early in the game could probably make for an easy TPK), although by the time you get to gold it isn't so bad. So I was thinking that Soar would start at 2 range loss for copper monsters (maybe 3 if they're master), then go up by 1 or 2 every time the monster is upgraded, ending up somewhere between 5 and 8 at diamond level (again, not so horrible at gold level when heroes roll lots of dice with great surge efficiency)