Does DC add damage to their second attack? I had this come up in a game this weekend at a con.]
"Whenever Mr. Fixer deals damage, he may deal the same amount of damage to 1 other target as well. Increase damage dealt by Mr. Fixer by 1."
In other words, does the "Increase damage" apply to the "base" "same amount of damage" mentioned in the proceeding sentence?
Example: Mr. Fixer faces two targets. He does his base base damage of 1 (increased by 1 per DC) for a total of 2.
Then on the second target does he do two damage (the "same" damage) or three damage (the "same damage" and then increase it by 1)?
The person said the computer game does the latter. It wasn't my game--I was just an observer--so didn't debate the matter. And I can kind of see it why he thought it does what he said it does. But... almost everything and everyone seems to say that Mr. Fixer is a bit of a weak sister as far a damage. Two attacks of 2 and 3 seems pretty powerful off of a one-card "combo". Granted 2 + 2 is relatively powerful as well. But not as powerful. It also seems a bit recursive that DC basically adds the +1 damage twice to the second attack.
Thanks!
Avid player, playtester
This is what we have from Fireside chats between Christopher and Handelabra Games regarding Dual Crowbars which addresses what you are asking:
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Correct. In your example, it would be 3 damage. The way dual crowbars work is to create a second instance of damage based on the total damage of the first instance. That second instance is then subject to all of the damage modifers the first instance is affected by. So you deal 1 damage and apply all modifiers (y) to do x = (1+y) damage. The second hit will be x base damage plus all modifiers for a total of (x+y) total damage.
This results in a possibly punishing second hit and also means strategy and order of targets can be critical to boost the second hit.
Thanks!
Avid player, playtester
To answer your question about balance, Fixer does have some good cards and combos. However, his best combos revolve around Dual Crowbars or Jack Handle, and he has no way to dig for those. He has great potential but he's inconsistent.
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I think a better way to put it is that 'his ability to garner high-damage combos' is inconsistent.
As a character, Fixer is likely the most consistent (and least build-intensive) in the game. It's simply a matter of flowing with the hand you're dealt, rather than trying to hammer out a specific strategy.
But this is an argument that's been had over and over here. No sense in picking at that scab. :P