|Sarcastic Jazz Hands|
Yewstance wrote:Sounds promising, as long as players aren't punished for not covering other locations for temp closing. For example, it would be nice to have cards that would allow me to move to another location during an encounter, for temp-closing purposes, and then be considered to have moved back once the encounter is over. Or some other mechanic that allows us to "cover the exits" in a fight with a villain.
As a matter of fact, the playtest had a few changes that did encourage people to stick together. For one thing, there may be more cards and powers which explicitly can support 'local' checks (checks by characters at your location), but there was also a rule where, I think, if a player failed to defeat a bane then another character may bury a card to encounter that bane.
Or it was something to that effect; I heard my details second-hand, I'm afraid. Either way, there was some means of other people 'stepping in' to help.
This does add some interesting developments. Also then forces some characters like Merisiel to weigh the benefits of extra damage while alone versus the benefits of having friends along. Maybe future Rogues could have a power that would allow them to not count as local for bonus damage by them and other rogues sharing a location. Lets some rogues go tandem to help each other.
Also, I could see some teleportation spells or mount allies that could help with location closures. Perhaps something that could be displayed to allow for moving to an open location during a Villain encounter and then discarded, or buried to return back to the previous location. Something along those lines.