My enemy has Bad Luck on it thanks to my Priest. Okay, that means reducing rolls by 1, so any Blocks are less likely to work. Yay? Not really, since my enemy is Bup'Trull the Lizardman Cleric, currently suffering from Defensiveness: when my party is too close, any of the enemy's Magic cards will fail on a roll of 3+. But unless my eyes deceive me, that drawback is now BETTER for Bup'Trull "thanks" to the reduced roll from Bad Luck. It's now, effectively, 4+. Any chance that all BAD dice rolls from drawbacks could be inverted? Say, making Defensiveness into "4-"?
Would make sense this confused me greatly every time he succeeded on the drawback it interrupted his spell and when he failed he got to cast it not logical.
Oh, hang on, that's the better way to approach it. Ahem: Any chance that all BAD dice rolls from drawbacks could have their MEANING inverted? Say, making Defensiveness into "On a 5+, you get to cast your spell--otherwise your Magic card fails"?
This works both ways. It's counter-intuitive to me that I always want to roll high to succeed in something (blocks, or armor, or whatever) but if I have a drawback active, such as large weapon, I want to roll under the number, so suddenly I'm rooting for the dice to fall the other way (and, as you said, it gets hinky with things like bad luck). I think that a standard should be met of high roll is always good (for the roller) and low roll is always bad, this would make bad luck (and good luck, if there is such a card/trait) always applicable. You would simply need to reverse the drawback cards - instead of large weapon blocking your attack when adjacent to terrain on a 3+, make it always block, unless you roll a 5+. Exactly the same odds, but in line with the way dice are used by other cards.
Holy monkey, I never noticed that. Sir Knight for Mayor! (Useless post, but I was moved. Liking wasn't enough.)