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Wow, those Rohan houses look amazing!
Thanks! I'm pretty happy with the look of the thing. The new playing mat helps a lot, too. The MDF buildings jar a little bit, but they faded into the background soon enough as I was actually playing. The different look was certainly helpful in figuring out where each picture was taken.
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With the fire rules I like how it's close to life in the sense that it is generally much easier to destroy something, than to create something.
That's fair. And making the fire permanence a separate roll would eliminate the hilarious-but-also-eyerolling idea of Guthlaf accidentally throwing gasoline on the fire instead of water.
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After a fire has been extinguished, it becomes harder to re-ignite.
That's a really good idea. Presumably you're dousing the flames with water, and wet wood is harder to light. Makes sense, and wouldn't add much in the way of new rules or record-keeping.
I get that GW doesn't want to set up a complete new fire subsystem into the game. But given that "burning down houses" shows up in elsewhere, too (e.g. Scouring of the Shire), and doesn't seem to really work there either, maybe a few more optional/advanced rules wouldn't hurt.
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The nice thing about MESBG I think is that it can quite easily be house-ruled to better suit balance / realism/ theme / etc. Of course it would be better if these kind of special rules were effective in those departments in the first place, which doesn't seem to be entirely the case here.
I agree with both those sentiments. I do realize that this is probably a minority opinion in the community, but: the narrative scenarios are the main reason I buy the supplements. It doesn't seem unreasonable to me to hope that they've actually been playtested at least a few times and obvious problems ironed out.
Since we're all human, a few issues will always get through of course -- I'm still finding typos in my old battle reports despite proof-reading them multiple times before I post!
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iffy scenario balance
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There does seem to be more of that than I'd like. And I get that exact 50/50 balance is neither desirable, nor interesting, nor even possible in a game with dice. But when it seems mathematically impossible for one side to win a scenario, that's a design problem.