Variant WotR AP - Design Discussions


Homebrew and House Rules

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I know, I know. I *said* I wouldn't make a variant adventure path for Wrath of the Righteous, but I'm now doing so. My bad.

I thought long and hard about what I didn't like about WotR, and it came down to (i) overly difficult early scenarios, and (ii) mythic stuff trivializing everything in the later scenarios. So in my variant WotR AP, I'm removing mythic altogether and being careful to smooth the difficulty a bit.

That doesn't change the fact that WotR is *hard*, and the characters need boosts to help them overcome challenges. I'm doing this in two ways. First, I'm being more generous with feats. Second, I'm providing powerful once-per-adventure benefits that hinge a bit on the story I'm telling.

The AP will be called "Godcallers of Sarkoris," and it takes place in Sarkoris before the Worldwound opened (or, alternatively, in a Sarkoris where the Worldwound never opened at all). There's plenty of demon cults and such running around, so there's no end of adventure there using WotR cards.

The characters all get a special cohort throughout most of the AP that is their own fragment of divinity. (Sarkorians call summoners "godcallers," and consider their eidolons to be "mini-gods" at their sides--I'm running with this awesome idea.) Everybody gets one, not just Balazar.

Here are my rules for this, as currently drafted. Comments, suggestions, etc. welcome:

Godcallers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). As with all cohorts, each character receives only one of these, and they are returned to the box after each scenario and added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “Godcaller Feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

Godcalled Eidolon Powers Sheet
[ ] Bury this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero.
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed next to any character or any location).
[ ] Bury this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster).
[ ] Bury this card to evade a monster ([ ] or, if you fail a check to defeat a monster, bury this card to reduce damage dealt by that monster to 0 and evade that monster).
[ ] Bury this card to choose a character at your location and shuffle 1d4+1 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck).


Mesa like a lot! Godcalled Eidelon powers sound guite powerfull, but because They Are bury the card powers, They should be fine.
There Are some characters who does have special powers conserning buying a card. So maybe a rule that character power can not save Godcalled from buruing the card effect or something similar rule may be needed.

I think that there is a lot of potential in the wrath set. It just needs some rebalancing and maybe getting rid of some cards that causes most troublesome situations... (U know what card we mean...)
Really pleased to see an AP in this setting! I like the desperate feeling of the original wrath set. So having the same feeling with less random effect seems nice!


Ron Lundeen wrote:
Comments, suggestions, etc. welcome:

This looks like an awesome idea!

On to the feedback:
- I don't think the Eidolons in their present shape will be able to compensate for the complete removal of Mythic paths (with regards to the Banes difficulty progression). Yes, the Paths made a bunch of banes obsolete, but others (come AD5 and 6 in particular) seem to account for them and would eat a bunch of blessings to defeat otherwise. Which leads me to:

- One of my big disappointment with the Paths was the way they were implemented: by having the Tokens giving a constant bonus, the players are severely disincentivized to spend them (in fact, we ended up spending tokens only a handful of times in the Adventure Path, outside of the obligatory Villain nuking). I always thought the system would be better served if the players only got the flat bonus (= #Tokens), only if they afterwards have to spend a Token. So, you might think in that direction – some expendable resource, that the players are actually *encouraged* to spend

- About the Godcalled Eidolons, in general: I'd like to see some party-wide and party-size dependent effects (that could compensate for things like Abattoir and Armies, especially with the Paths removal)

- the 1st and 4th Eidolon power upgrades seem to overlap almost completely (the 1st protects VS Barrier/Location damage and failed Combat checks; the 4th – against failed Combat checks, AYA effects and the blessing loss if that check happened to be against a Villain) – one of these seems redundant (in the context of spending a whole feat on it); personally, I would go with something like ([ ] and put it on the bottom of its location deck) – to counteract some of the more annoying banes (Flies, Horror Mist, Acid Shark...)

- the Second Eidolon's power upgrade seems completely useless, statistically speaking; I can only think of the SinEater as a displayed barrier that actively hurts you, there are maybe only a couple more (displayed Temptations don't hurt you, so don't warrant this power). I'd think about replacing this power, which brings me to my next point:

- You set out to right the wrongs of WotR, so I'll have to bring up the two things that can suck the fun out of this game in the space of flipping a card: Demonic Hordes and Armies. In a big party especially, they can bring the game to a halt, sometimes for up to a half-hour, and they can devastate characters off-turn, which makes the next 'empty' turn not a thing of joy. They also both happen to be barriers, so here's a few anti-Barrier powers that I would find leagues ahead in usefulness than even Second Eidolon's base power (which is basically anti-Pit Trap):
1) Evade a barrier (will be consistent with 'evade monster' power)
2) … and you may put it on the bottom of its deck
3) … and you may put it on top of its deck
4) … or any non-villain barrier (if you restrict the base evade only to non-villain, non-henchman barriers)
5) … auto-succeed against a non-villain barrier (so you can use it against Armies; it is also consistent with the 'auto-defeat monster' power)
Any combo of the above would go a long way towards making those two barriers a bit more manageable, and will have a greater party benefit (as normal 'check to defeat' barriers would usually only hurt one party member and/or can be beat by throwing Blessings of the Kitchen Sink at them)

That's about it :) Thanks for sharing your ideas, and keep up the great work!


I don't have much time right now, but I'd suggest to just take out the demonic hordes and arboral blights to smooth out the difficulty curve.

I'll comment more later on, but thanks for considering a new AP!

How are you going to deal with corrupted cards, btw?


I think - in general - it's a great idea. However I do have a problem with the complete removal of Mythic Power. The addition of more feats would help - to a certain extend. Wrath is already designed to give you 11-12 power feats (or at least these are the numbers I always ended up with) and enough skill feats to easily improve your combat skills to the highest extend possible. So, adding feats to an adventure path that is already stacked with them would, at least in later scenario's, not be of that much help.

I'm curious about the scenario benefits, but I believe it will be very hard to come up with new ideas for every scenario (by adventure 2 or 3 you will almost never not need such a boost). They will definitely help with the problem I outlined above, but I would consider making them adventure based rather than scenario based, unless you have an imagination far above my own limitations (you probably do, but we better don't get into that ;-))

Now on to the god-called eidolons: their powers might be quite strong, but they come at a costly price (they are basically one-offs every scenario, which I personally don't like for cohorts who should feel like they are somewhat important to their master). Maybe there could be other powers to choose from which do not require the bury (but are considerably less powerful).
Overall, though, I like the idea of the god-called eidolons very much and they could be a good replacement for a mythic path. Maybe they could even take over some of the mythic paths features like adding d20, which would otherwise be largely disregarded in your version of the game (judging only from the bits of information you gave us here).

Another point to consider are boons (and banes) that care about your mythic charges (Elemental Bombardement and the likes). What are you planning to do with those?


I'm leery of removing the official Mythic Power rules. In general, this goes for any of the rules for the game.

Similarly, giving everyone a cohort throughout the adventure seems odd to me. This works fine if you're creating a whole new batch of characters that fall into this mold, but doesn't seem appropriate when applying to existing characters. Realistically, since this adventure path is set either in the past or in an alternate reality, creating a whole new batch of characters might just be the way to go. Still, unless they're all summoners (ahem..."godcallers") or have some other basis for having a cohort, the concept of giving everyone a cohort still seems "off" to me.

The banes of my Wrath of the Righteous experience, Demonic Horde and Arboreal Blight, have been brought up, as have Armies. To be honest, The Army trait banes haven't really crushed our souls like the Demonic Horde and Arboreal Blight, but we may have been lucky. Perhaps an easier balancing mechanism for these is to allow characters to expend a mythic charge (or a quantity of mythic charges) to evade a summoned bane. This puts characters in a dilemma when "every" character must defeat the bane, but provides an "out" for the threat while incentivizing the expenditure of mythic charges.

To me, balancing things really needs to be focused on the scenarios, both in terms of composition (locations, villain, henchmen, objectives) as well as in terms of rewards and special rules. Even though the aforementioned banes were a pain in the neck, it was often the combination of those banes with challenging scenario objectives that did us in.

And all of my naysaying comments above aside, I think this is an awesome idea and I look forward to seeing what comes of it. Perhaps you might consider adjusting the setting to the opening of the Worldwound. There would be fewer forays into locations with the Abyssal trait (which further balances things), but most of the boons/banes in the adventure path would be applicable.


I've recently startet playing through WotR 4-6 as AD 7-9 for my characters from RotR as suggested in the blog by mike, who suggests to just transfer the AD6 characters without giving them mythic paths of their own. This seems very similiar to what you are suggesting, since this is where the characters would end up if you give them more feats in the first half of the AP.
However, I must say that so far, this experiment hasn't been much fun to me as it is much harder than a normal playthrough of WotR, up to the point where I suspended this party for now. While you'll probably balance your scenarios around this assumption much better, I agree with the sentiment that not having any form of scaling for your attributes seems risky.

My main concern about the mechanics of the cohorts is them being buried, since this can easily be abused by CD Damiel in his Miscibility Master role:

[□ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)].

I'd suggest a compilation of what everyone else has already been suggesting to work around this:

Give each character a custom 'Mythic Path' at the end of AD0 that makes them a god caller:
This mythic path allows you to spend one mythic marker to either ignore the corrupted trait while playing a card or to use any of the unlocked Godcalled Eidolon Powers.

This solves the following issues:
- corrupted cards and cards interacting with mythic charges function properly without any changes
- since there is no stat boost, the paths don't make the banes obsolete
- there is no abuse possible with characters interacting with buried cards or things like ressurection

The difficult task now is to properly balance eidolons powers against this. With regards to the power level, I'd suggest to follow Longshots idea by just making the first unlocked power of each eidolon to add your number of mythic charges to one of your checks. Since this costs you a mythic charge, this makes it quite balanced imho, since there will only be a couple of times where you can use this power.

As everyone else, let me also reiterate that this is an awesome idea and that I'm very interested to find out where all of this is going!

Contributor

Wow, I step away for the weekend and come back to some great ideas and questions! Some of these are things I hadn't considered before, but some of them are already in the works.

First, I don't intend to have Godcalled Eidolons fully balance out the lack of mythic paths. This AP as a whole will be easier, and mythic-fueled characters would wreck it. What I'm trying to do is make sure the PCs are able to handle the monsters and barriers and such that the game throws at you, particularly in Adventures 5 and 6. It doesn't matter if I give you an easier villain and henchmen in Chapter 6 if the ordinary monsters smash you to a pulp!

I've already got a comprehensive list of cards that need to be removed from the WotR box because they don't fit with the adjusted rules (but props to Vandrair who mentioned Elemental Bombardment, which wasn't on my list!). That leaves a lot of gaps that need to be filled in, and I'm filling them in with Skull and Shackles cards. The largest switch is to remove all Blessings of Ascension from your WotR box and replace them with Blessings of the Gods from your S&S box. But there are other switches, too. You'll need both sets to play, but you won't need any cards other than those found in those sets.

To Longshot, Doppelschwert, Brother Tyler, and others: no armies, no Arboreal Blights, and no Demonic Hordes (the latter because the "Servitor" trait means something different in my set, so there are no servitor demons). I agree with you that removing them is a good way to smooth the difficult curve.

I really appreciate all the thoughts about the Godcalled Eidolon powers specifically. I'm revising these, and I'm also adding a minor incentive to use them: while the card is buried, it provides some static bonus (like adding +1 to your checks to defeat barriers), so there is a disincentive to hold onto them all game (but not really an incentive to bury them at the first conceivable opportunity, either). I won't be tying this to mythic charges specifically, since there are no such things in my AP, but tying it to the adventure deck number somehow seems prudent--it should definitely scale up.

I wasn't aware that there were any ways in WotR to pull buried cards back into your hand; I'm not really designing this for every possible class deck character too. That said, concerns about, e.g., Miscibility Master Damiel is something I need to consider. Thanks to Hannibal and Doppleschwert for pointing this wrinkle out.

What an awesome community. I'll post more of my design pieces on this new AP shortly, after incorporating the above!


Ron Lundeen wrote:
Wow, I step away for the weekend and come back to some great ideas and questions! Some of these are things I hadn't considered before, but some of them are already in the works.

Well, that's just how we roll ;-)

Ron Lundeen wrote:
I've already got a comprehensive list of cards that need to be removed from the WotR box because they don't fit with the adjusted rules (but props to Vandrair who mentioned Elemental Bombardment, which wasn't on my list!). That leaves a lot of gaps that need to be filled in, and I'm filling them in with Skull and Shackles cards. The largest switch is to remove all Blessings of Ascension from your WotR box and replace them with Blessings of the Gods from your S&S box. But there are other switches, too. You'll need both sets to play, but you won't need any cards other than those found in those sets.

I have to say I don't like that much for two personal reasons, which I'll allow you to completely ignore: 1. Elemental Bombardment is awesome and my by far favorite Attack spell. 2. I don't own S&S

Ron Lundeen wrote:
To Longshot, Doppelschwert, Brother Tyler, and others: no armies, no Arboreal Blights, and no Demonic Hordes (the latter because the "Servitor" trait means something different in my set, so there are no servitor demons). I agree with you that removing them is a good way to smooth the difficult curve.

I'm intrigued. What exactly will the "Servitor" trait mean in your Adventure path?

Ron Lundeen wrote:
I really appreciate all the thoughts about the Godcalled Eidolon powers specifically. I'm revising these, and I'm also adding a minor incentive to use them: while the card is buried, it provides some static bonus (like adding +1 to your checks to defeat barriers), so there is a disincentive to hold onto them all game (but not really an incentive to bury them at the first conceivable opportunity, either). I won't be tying this to mythic charges specifically, since there are no such...

That sounds like a cool idea. I would prefer, however, if largely for reasons of "feeling", but also to get rid of the Damiel problem (it may, however, create problems with other characters, I don't feel like fact-checking right now), to display the eidolons instead of burying them. This way they are still in play (which could help players to remember their existence and would prevent Damiel from retrieving his eidolon), but their other powers can not be used, as they would likeways require them to be displayed as an action. Then you could easily add a power that adds to your checks while your eidolon is displayed.

Contributor

Vandrair wrote:
display the eidolons instead of burying them

This is exactly the solution I came up with last night!

Contributor

Vandrair wrote:
I'm intrigued. What exactly will the "Servitor" trait mean in your Adventure path?

Servitor demons are shuffled into locations, just like any henchmen (not all scenarios use them, as there aren't very many). From my rules:

Servitor is a trait on some henchmen. Servitors are particularly loyal demonic minions, willing to protect their masters fanatically. If you would banish a henchman with the Servitor trait from a location deck, put it next to the blessings deck instead. When you would defeat a villain while a henchman with the Servitor trait is displayed, return a Servitor henchman to the box and the villain is undefeated.


I had one question on the godcaller cohort, and specifically, how it would interact with characters that already have a cohort. In the rules, players draw their hand, then add their character's cohort, then could potentially add a scenario Cohort. Does the Godcaller count as the character cohort, the scenario cohort, or something else entirely? I'm hoping it doesn't overwrite the character's cohort, since that would essentially invalidate a large swath of characters from the AP. If it's the scenario cohort, then you potentially have to list it on every scenario after you acquire them, and you can't have any other cohorts at all. If it's something else, then it's a much bigger rule change, and if you still have the scenario cohorts, that could lead to a character having as many as 3 cards over the starting hand size.

I also want to second the 'Display' wording, especially if you are adding a secondary power after it is used. It makes it clearer that it stays active, and from a psychology perspective, doesn't feel as severe, and so a less experienced player would probably be more willing to use it.


Ron Lundeen wrote:
Vandrair wrote:
I'm intrigued. What exactly will the "Servitor" trait mean in your Adventure path?

Servitor demons are shuffled into locations, just like any henchmen (not all scenarios use them, as there aren't very many). From my rules:

Servitor is a trait on some henchmen. Servitors are particularly loyal demonic minions, willing to protect their masters fanatically. If you would banish a henchman with the Servitor trait from a location deck, put it next to the blessings deck instead. When you would defeat a villain while a henchman with the Servitor trait is displayed, return a Servitor henchman to the box and the villain is undefeated.

I'll be honest, any forced 'undefeated' condition on a villain makes me nervous. Especially in larger games, if you get bad luck and end up encountering the villain before you've had a chance to properly spread out, it can cause a scenario to become very hard to win when there was little the group could have done about it. Maybe something like 'locations can't be temporarily closed' could be a significant drawback without requiring an unlucky team to lose 5+ turns.


Vandrair wrote:
I would prefer, however, if largely for reasons of "feeling", but also to get rid of the Damiel problem (it may, however, create problems with other characters, I don't feel like fact-checking right now), to display the eidolons instead of burying them.

It might be just me, but I find it really counter-intuitive to continuously design around a single card/power, instead of *fixing* that one card/power, if it's indeed deemed too offensive. Homebrew is one thing, but I really hope Lone Shark don't take that approach.

Also, the fact that some people may *chose* to play a perfectly viable character in a manner that others would consider "exploiting", does not create a "Damiel problem", per se. (In the sense, no one can force *you* to retrieve your Eidolon with Damiel, and if other players prefer to do it - they're allowed to enjoy the game in their own manner). My two cents, I don't own a CD, so I don't have a particular bias for CD Damiel or Myrtle.

Contributor

isaic16 wrote:
I'll be honest, any forced 'undefeated' condition on a villain makes me nervous.

Yes, it might be too brutal, particularly when coupled with the fact that Servitor henchmen don't let you close the location when defeated. Playtesting will be illuminating here.


Longshot11 wrote:
Vandrair wrote:
I would prefer, however, if largely for reasons of "feeling", but also to get rid of the Damiel problem (it may, however, create problems with other characters, I don't feel like fact-checking right now), to display the eidolons instead of burying them.

It might be just me, but I find it really counter-intuitive to continuously design around a single card/power, instead of *fixing* that one card/power, if it's indeed deemed too offensive. Homebrew is one thing, but I really hope Lone Shark don't take that approach.

Also, the fact that some people may *chose* to play a perfectly viable character in a manner that others would consider "exploiting", does not create a "Damiel problem", per se. (In the sense, no one can force *you* to retrieve your Eidolon with Damiel, and if other players prefer to do it - they're allowed to enjoy the game in their own manner). My two cents, I don't own a CD, so I don't have a particular bias for CD Damiel or Myrtle.

I apologize for not making myself clearer the first time around. I did not sit around and desperately searched for a solution for a "Damiel problem" (especially since it is not even my problem to begin with). Instead I wanted to propose a change to the eidolon powers that I, personally, found aesthetically more pleasing. When I wrote it down it suddenly occured to me, that it would also take care of Damiel's power, so I put it in my post to point out that particular advantage. It sort of just fell into place. Apparently, Ron beat me to it anyway (just as he beat me to this whole thread, as I too wanted to make a variant WotR adventure path, but I wasn't yet ready to share anything about it as my ideas are not very far along).


Vandrair wrote:
I apologize for not making myself clearer the first time around. I did not sit around and desperately searched for a solution for a "Damiel problem" (especially since it is not even my problem to begin with). Instead I wanted to propose a change to the eidolon powers that I, personally, found aesthetically more pleasing. When I wrote it down it suddenly occured to me, that it would also take care of Damiel's power, so I put it in my post to point out that particular advantage. It sort of just fell into place. Apparently, Ron beat me to it anyway (just as he beat me to this whole thread, as I too wanted to make a variant WotR adventure path, but I wasn't yet ready to share anything about it as my ideas are not very far along).

Sorry, I too didn't mean that 'display' wasn't the better approach for the Eidolons. It was more of a general remark to design considerations, as many people seem troubled by the "Damiel problem".


Count me among those who were sad there would be no Ron Lundeen campaign for WotR. So this post immediately perked my ears up!

I'm among those who thought Mythic Paths made WotR pretty stale. I felt like the amount of static +s you have trivialized almost all banes, except for the ones you really, really needed them for, so I'm interested how you shake things up. I definitely like the idea of having more cohort pals, and it seems like the structure of having them function as a powerful "nope, don't want to deal with THAT" button would get around some of the issues you might raise with needing mythic paths for high-level banes.

Contributor

Okay, I've been doing some writing and testing. My first big catch was that "god callers" is two words, not one! (Although I'm still calling the new cohort type "godcalled eidolons.") The new God Callers rule will follow in the next post; comments welcome!

Contributor

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God Callers
After completing Adventure 0, the characters receive powerful fragments of a benevolent deity to help them in times of need. At the beginning of each game, each character gains a cohort to represent the godcalled eidolon bound to that character. Use the Unfettered Eidolon henchman card for this cohort (although they have no powers on that card, are cohorts instead of monsters, and have none of the powers Padraig or other eidolon cohorts do). Each character receives only one of these godcalled eidolon cohorts. They are returned to the box after each scenario (or if banished) and then added to the character’s starting hand at the beginning of each scenario.

Unlike normal cohorts, godcalled eidolons don’t have any predetermined powers; they instead use the powers that the character has chosen for them. Print out a Godcalled Eidolon Powers Sheet for each character. When the character gains his godcalled eidolon at the end of Adventure 0, he immediately checks off two boxes to reflect his godcalled eidolon’s basic powers. These initial powers must be on two different lines; they can’t be a power and an upgrade to that power. At the end of each adventure, the characters gain a “god caller feat.” This allows the character to check off another box on the Godcalled Eidolon Powers Sheet, which can be a basic power or the upgraded version of an existing power, just as with a normal power feat selection.

A godcalled eidolon provides only those powers selected by the character when it is played. For example, even if Seelah gives her Unfettered Eidolon card to Alain, when Alain uses it, it functions based on Alain’s choices, not Seelah’s.

[ ] You may display this card to reduce all damage dealt to you before you act or after you act to zero ([ ] or all damage dealt to you) to zero. While this card is displayed, reduce damage dealt to you before you act by 1; if you have a role card, reduce damage dealt to you before you act by 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman barrier ([ ] or to banish a non-villain, non-henchmen barrier displayed in front of any character or any location). While this card is displayed, add 1 to your checks to defeat barriers; if you have a role card, add 2 instead.

[ ] You may display this card to succeed at your check to defeat a non-villain, non-henchman monster ([ ] or a non-villain monster). While this card is displayed, add 1 to your checks to defeat monsters; if you have a role card, add 2 instead.

[ ] You may display this card to evade a monster ([ ]and you may put it on the top or bottom of its location deck, if it came from one). While this card is displayed, when you would evade a monster or barrier, you may also move; if you have a role card, you automatically succeed on any checks required to move.

[ ] You may display this card to choose a character at your location and shuffle 1d4 cards from that character’s discard pile into his deck ([ ] and shuffle 2 cards from your discard pile into your deck). While this card is displayed, when you would shuffle one or more random cards from your discard pile into your deck, you may choose 1 of those cards; if you have a role card, you may instead choose up to 2 of those cards.


The powers look genuinly different and interesting now. I especially like the passive healing power, which seems very powerful.

I guess you want this to be a conflict between a well-placed powerful effect vs a lingering small effect, but I'm not sure if the risk of losing the cohorts in your hand is worth the potential payoff of keeping them for later.

Personally, I would just display them as soon as I can - the risk of losing them to damage for the rest of the scenario / a lucky heal seems pretty high if you carry them around in a set like wrath.
In particular, the more feats on your eidolon card you check, the more beneficial it becomes to just display them immediately - you can only display them for one effect anyway, while the passive effects stack and become more and more lucrative.
I'd also argue that due to this there is not much of an incentive to upgrade a power instead of learning a new one first, but that might be just me.

Compare this to the traditional cohorts:
You can display them immediately, so their baseline is the passive effect, and you can sometimes put them on top of your deck for a stronger effect, which suspends the passive effect until your next turn as a trade-off. This decision seems much more difficult conceptionally.

Maybe thats your intention though, and its certainly better than the original mythic paths, which give incentives to never use their big effect.

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