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The_Murker



Joined: Jan 30, 2011

Post   Posted: Oct 31, 2024 - 18:36 Reply with quote Back to top

Oooo.. are you dissing Safe Pair of Hands? That might be pretty situational, but I quite often find myself trying desperately to hold onto a lead for just two more turns with just 4 skaven left.

Safe Pair of Hands means you can kill my gutter runner with your BLITZ, but that ball IS going to be very hard for you to pick-up, and hopefully easy for my second gutter to scoop once I'm active again.

Safe Pair of Hands for the dodgey teams that stall out to win.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Oct 31, 2024 - 18:39 Reply with quote Back to top

The fact is, there are better skills to take and the slots are 6.
Your Gutter Runner could have: Block, Side Step, Sprint, Two Heads, Leap, either +AG or Break Tackle.
No room for Safe Pair of Hands in the build.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Oct 31, 2024 - 18:53 Reply with quote Back to top

That's a selling point for the new rules. A discount for a grab bag doesn't just let you fish, it incentivizes you to keep anything you can get half mileage on, which in turn encourages creativity. Good design in that respect, if you ask me; it's just the drawbacks that need ironing out.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Oct 31, 2024 - 19:07 Reply with quote Back to top

I play lots of games and the common skills (Block, Dodge, Tackle, Guard, Mighty Blow, Stand Firm, Side Step, Leader etc.) are still the most used ones. Adding random skills didn't change the games as we thought when they were announced.
There is no creativity, people mostly stick to the good old skills. At least, people playing competitively.
I sometimes find weird players built with random skills, but it's not a common sight.
With 6 skill slots you can't be very creative, the synergies between the common skills are too good.
Also, some skills are very specific: if I roll Safe Pair of Hands on a Elven Lineman I fire him, if I roll Sure Hands on a Zombie I fire him. There is no way to adapt and find a use for Sure Hands on a Zombie.
Grab is not useless, but way less useful than Guard or Mighty Blow.
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