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A friend and I are planning to play the Crimson Slaughter Altar of War mission "Storm of Spirits".
We like the concept/story behind it, but as the Crimson Slaughter player I feel it is a little OTT as written and have come up with a slight modification to the rules for the storm that I wanted to get some feedback on.
The idea was to make it's movement a little less predictible/controlled, and to have a chance for it to go away.
Here is what I was thinking:
* Roll scatter die & 2d6 when storm is supposed to move
- On a "hit" that isn't a double move the storm as described in the scenario (the full 2d6)
- On a "scatter" that isnt a double move it the distance of the highest of the two dice as described in the scenario
- Any double on the 2d6 (scatter or hit) means the storm does not move that turn and on a double "1" it actually is removed from play at end of turn for the remainder of the game
I was also thinking that I'd give my opponent +100pts. to compensate for the spirit storm. The standard scenario gives no points to opponent.
So what do people think?
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