Now that these two are FAQ'd out of RTL, do ppl actually ditch them, or play w them anyways?
I figure the reason behind Bear Tattoo is it makes it too easy to beat Lieutenants and the Avatar... and it prevents them from retreating. Would a simple "Lieutenants and Avatars are immune to Grapple" make the card fair? Or is it the effect they have on dungeon leaders? "Lieutenants, Avatars, named level leaders, and monsters occupying 4 or more spaces are immune to Grapple"?
And then TK... it's so fun to play with, disappointing to remove it. Why not just remove the "you may use this ability multiple times" bit, thereby limiting it to 1 space per turn, instead of the full fatigue? Or again just exclude Lieutenants, Avatars, and named level leaders?
Or, simply change the "1 fatigue" to cost 2 fatigue to move a figure 1 space. That cuts its strength in half, and isnt nearly as valueable then. Or something more complex, like costs 1 fatigue, plus 1 fatigue per space the figure occupies - per space. Making a 1-space figure cost 2, but a hell hound cost 3, and ogres cost 5 fatigues to move per space. Dragons would be impossible w/o significant upgrades, and then it's surely not worth it.
At 2 fatigue per space, it's about the same as Knockback... requiring 6 fatigue to move another hero 3 spaces, which is equivalent to a fast character's movement, or 1 attack instead which could do the same thing w a staff and water pact.
I do see why they were broken before, but just nuking the cards seemed unnecessary. Thoughts? Any good suggested wordings for ways to tweak the card and keep them in play?
-mike