Drawback cards with rolls to trigger the negative effect have always bothered me. I was confused at first when an enemy rolls low and I was happy, then the ability I thought should have happened didn't, or when I rolled high and got penalized for it. I had to think about the mechanic to understand why it was working that way and let it go as something I wasn't fully pleased with. Today I encountered a situation that brought this up again and illustrates why mechanically this is a bad approach. My character had the Defensiveness trait and the enemy cast Bad Luck on me. The bad luck was actually assisting me rather than hindering me. I would suggest rewording these types of cards so that the bad effect happens UNLESS you roll the inverse chance of the current success rate (Defensiveness is a 3+ so it would be changed to 5+). So Defensiveness would be worded something like this: Trait. Attach this card to yourself. Duration 2. When you play a Magic card, if an Enemy is within 3 squares, cancel that card.5+ Ignore this effect. Keep This would make the rolling mechanic consistent: high is always good for the roller. This would also allow cards to interact properly with roll adjusting cards like Bad luck. Edit: Digging through the wiki it looks like only Defensiveness and Slowed would need to be changed?
It's been mentioned: http://www.cardhunter.com/forum/threads/hang-on-bad-luck-makes-roll-based-drawbacks-better.933/ And Jon said: . . . back in February . . .
Yes I see the later replies, but I thought I'd point out Unstable Bolt as another card where you currently WANT to roll low and thus have "bad" luck cast on the character.