In a recent game I was playing, the players finally got a change to use their Misdirection abilities. And realized that unlike any other ability, Misdirection punishes the characters for rolling high. This is the only power we've found where you get a better result (more damage passed on to a minion) if you roll low.
The description of the ability is:
When a nearby hero in the Yellow or Red zone would take damage, Defend against that damage by rolling your single [power] die, then redirect any remaining damage to a nearby minion of your choice.
So the better you roll on the defense, the less remaining damage there is to redirect to a minion. While it's still a useful power (it saved a lot of damage being done to a key character), they players felt that they were missing something since their good defend rolls resulted in no damage to redirect.
Any comments? Are we missing something? Anyone have a sugested house rule to emphasies the damage redirection?
One thought I had is to allow them to change the power description to this:
When a nearby hero in the Yellow or Red zone would take damage, roll your single [power] die to either boost or hinder the damage, then redirect any remaining damage to a nearby minion of your choice if any are available.
This allows all the damage to be redirected + more for a good roll. Downside is that it's much less effective if there are no minions around or if the minions are freindly. Comments?