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I have a gloomhaven box from second kickstarter, and there player may decide if it should be applied to an attack. but it exausted after single application until long rest.
>When attacked, the attacker gains Disadvantage on the attack.
here we are forced to apply it to to every attack, but it got two charges.
i don't know which way i prefer but i'm interested in reason behind this decision
Leather armor is because you already have the decision screen to apply shields if an attack lands damage, having to have another decision screen for every incoming attack that only applies to leather armor wearers would make the item quickly get really obnoxious. The current version is a sidegrade functionally, for improved visibility.
Incidentally, Chimeric Formula was also changed for playability. Letting anybody search through anybody else's lost pile and pull back any effect would be an absolute nightmare to code.
The original leather armor from the boardgame must be used before drawing an attack modifier card for the enemies (and its optional because there is no charges on it). In the virtual game when enemies attacks the modifier cards are automatically drew and aplied. If the leather armor was like the board game it would require an addiontal step between declaring attacks and applying modifiers for every attack targeting someone with the amor. Like ExperimentalGamer said it would be really obnoxious. Imagine having to confirm each enemy attack to have the modifiers apllied... Boring...
It was a nice solution and its balanced. I agree that the stamina potion was too powerful and find the new version more adequate.