This power is not commonly carried at 8 card points. Most missions that require this card for success will be ones where the characters can take a break and recover/change cards before going in for the kill. Before it really has value, you need to know it is needed.
Now I am going to head off on a tangent. This card points out how important it is for a Dragon Storm Gamemaster to be flexible. If the characters in your adventure find themselves armed with the wrong card selection you need to be able to let them retire gracefully from the field and regroup. The whole idea behind DS is that we have fun first. If your players are smart enough to realize they are in over their heads, they are smart enough to escape and recover. We are not bound by the rules, we bind the rules to our needs. It is a subtle difference, but our GM's and players can do it and have fun.
-- Post From My iPad
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