I like the Grim Reaper because he can put some added pressure on characters and potentially speed up the game.
I get the impression though that he's not active enough.
The reaper only activates when a character rolls a "1" on its movement die, so the reaper will activate on average only once in six movement rolls, that's only 16.66% of the time.
If you consider the fact that some characters do not roll the movement die all the time ( because they may Teleport or move under the influence of a Poltergeist etc ) that 16.66% drops even further.
And if you consider that the Reaper doesn't necessarily land on a character each time he's moved ( especially if you play with just 2 or 3 players ) his effect becomes very minimal.
For that reason, I'm inclined to make 1 house rule concerning the reaper :
instead of activating him when a player rolls "1" on the movement die, I suggest activating the reaper every time a characters moves only 1 space .
This way the reaper will activate (among others) :
- when a character rolls "1" on the movement die
- when a character with a Poltergeist moves
- when a character uses a raft
- when Blizzard is in play ( everybody moves only "1" for 2 rounds )
- when a character moves in the inner region
- etc...
I especially like the inner region effect.
As soon as somebody reaches the inner region and moves only 1 space at a time, the reaper becomes much more active, not to mention when two or more characters are in the inner region it sure becomes "hell" in the outer and middle regions for those still out there.
. Heck Talisman ONLY has 2 deck to shuffle, during normal AH set-up, I shuffle 8-9 decks (and plenty more shuffle in-game)
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