Quote:
Originally Posted by Scytale
Quote:
Originally Posted by Captain Stupendous
Journey Through the Spirit World
Whenever a figure you control ends its normal move adjacent to a Soul Guide you control, you may place that figure adjacent to a different Soul Guide you control. Figures moved by Journey Through the Spirit World never take leaving engagement attacks.
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This can cause problems with "after moving and before attacking" powers, as it adds another power alongside any such power a unit may already have. Though timing with those can be handled, there are messier ones that also happen when movement ends like Swamp Water Tunnel. Most importantly, it doesn't play nicely with the current design for Dienekes who is in the same set.
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Those are good observations. Do you think the concept as a whole is untenable, or would it be possible to craft a different version of the power that would avoid some of the messier interactions you mentioned?
I'd considered the following, which might fix some of the problematic interactions, but may introduce new ones, as well as introduce balance concerns?
Also, does the theme land any better for you than previous implementations?
Quote:
Whenever a figure you control moves adjacent to a Soul Guide you control, you may place that figure adjacent to a different Soul Guide you control. Figures moved by Journey Through the Spirit World never take leaving engagement attacks. Journey Through the Spirit World may only be used once per turn.
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