
HarryD |

As for capping damage I just tried to keep it as simple as possible and I think it makes shields vs 2-handed weapon more interesting.
You can use a two-handed weapon and go for a more random higher roll or you can use a one-handed weapon and go for the guaranteed damage reduction if you don't roll as well. Also by keeping the cap high it makes reducing damage to 0 with banishing armor more of a risk on lower combat damage when the next time you encounter something your armors could be all banished and you take a big hit and you are screwed.
As for spell casters of the arcane variety, I don't think the lack of armor is a problem. Right now evasion, at least in RotR I haven't played my S&S yet, is way under powered. Arcane casters have a ton of evasion spells yet why ever use evasion when the risk to doing combat is so little. With this it makes evasion more useful to use especially with spells or skills that put evaded creatures to the bottom of the deck. Also it makes items that are damage reduction usable now. How many people do you know that play use damage reduction items? I can't think of a single person.
I admit there is probably some damage problems with some of the divine casters that barely have any armor, but that just means they need to put a higher priority on damage reduction items.
Maybe instead of doing 1/2 the check for ranged and spells it can use 1/4 for spells and ranged to compensate for lack of heavy armor.
The ideal solution would be to have how much past the check you would have to make to not take damage built into the cards though, *wink wink nudge nudge at the game designers*.