Storch wrote:Except what you are calling "more of a dimension" can quickly degenerate into "Rock-Paper-Scissors-I win" scenario.
Truly, I fail to see how this possibility applies here. This kind of rules change qualifies as minor tinkering.
You cannot base the effectiveness of one skill on its ability to be negated because, more often than not, it will not be negated, leaving you with a player with a too powerful skill in most of your games.
I agree that you can't grossly overpower a skill and then put in a skill to negate it and think all is well (Dodge would be like this, but that's pretty clearly a deliberate kind of thing in that case). Stand Firm is in no danger of this: its most relevant effect is not being debated here. You
can limit a skill (reducing its overall power) by putting in a negation mechanic. I'm not saying we need the old SF, but frankly, taking out the Dodge rule was much much less of a nerf for SF than was the creation of Juggernaut, and the two together knocked what really should (IMO) be one of the better tier-two skills down into the skill-selection gutter.
Honestly, how many Juggernauts do you actually see on a team? I could imagine one or maybe even two but, beyond that, it's just simply inefficient skill selection.
Like Dodge vs. Tackle, it only takes one.
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.