I'll second the fact that there are situations -- both as the attacker and as the defender -- where you are trying to lose an encounter rather than win it. I'll add that there are some situations where this is desirable even if you don't have any cards -- you might simply want to reposition a ship. I think there are therefore two key points:Ratburntro44 wrote: ↑28 June 2020, 22:06...
But yes, I would personally prefer to confirm each time. At best maybe there could be rules like "manually check for an attack if the opponent has Stubborn, manually check for a defense if you have Eager, Stealthy, Righteous, Clever, Curious, Tactical, or Stubborn", but even that wouldn't quite cover every edge case.
- you can't assume that all encounters are intended to be won
- you can't determine from the game state what they intent of the player is
- a manual indication from the player for each game that indicates their intent in future encounters. Once indicated, this would enable auto-rerolling for Cruel, Relentless, etc. At least two sensible widgets for this:
- a checkbox for each player (e.g. Dice Forge Blacksmith's Hammer) saying something like "Attempt to win all encounters", OR
- a dropdown saying something like "---/Attempt to win all encounters/Attempt to lose all encounters"
- a dialog box that asks each player for their intent at:
- the beginning of each encounter (e.g. "Do you want to win or lose this encounter"?), OR
- the first encounter in a given turn (e.g. "Do you want to win or lose encounters this turn?")
- a combination of these -- i.e. dialogs on each encounter unless you have checked the box/selected an item from the dropdown
If they were opt-in, these choices are unlikely to make a meaningful difference to game time unless they are between experienced players. I find that frustrating, but I haven't seen any "safe" suggestions that would make a meaningful difference possible. Happy to be proven wrong, though!