Interesting New Opportunity Spends

By swammeyjoe, in Rules Questions

Anybody have fun Opp spends that add to the game? Specifically thinking in Skirmishes/Duels here but open to any.

I know with FFG Star Wars everybody gets bogged down with the "Official Lists" and I assume the same thing happens here, but the game is quite clear that the lists are examples and we should feel free to make our own.

narrative reasons (p.28) cover all the non-mechanical uses for me. SOMETIMES, I will give a tiny bonus for a good idea, but I am careful it doesn't devolve into a discussion and dealing with the players wanted buffs at each roll. Already a player turn takes an eternity in this system.

The 'if tainted' ones from shadowlands are quite cool.

Making the Taint occasionally something desirable......if spiritually toxic....is an interesting effect much akin to being a daemonvessel in 40k RPGs.

I'd agree that the generics are pretty comprehensive, if a little vague. A big part of it is getting people to narrate what 'I assist my mate' actually means, because when they think about it, many of the 'clever uses' basically boil down to assisting a friend or adding disadvantages to an opponent

The beginner box does also mention the concept of double 1211841275_OpportunitySmall.png.acf41343 costs to pick opportunities from other elements. That adds a lot of flexibility, so consider whether you want to recommend it, but it does open up a lot of flexibility to the use of opportunity, which is broadly a good thing.