Board Thread:Homebrew/@comment-31223609-20170206062436/@comment-454133-20180106074053

Maybe I'm overreacting, IMO that's a ton of defense ability, with each token being able to reduce another shot's damage (including multi-shots like TLT). If you cancel 2 dice you get 2 evades, or 2 to 4 if there's a crit in there somewhere. Against defensive enemies, if you don't think you'll hit, you just keep your focus token and max your defense against the enemies. Now it's high defense vs high defense, and the fight goes on forever. This will compound with other rebel defensive abilities, which is where it really becomes troublesome (all the greatest problems tend to be in potential combos).

Imagine this with Kanan Jarrus + Recon Specialist and Lowhhrick, or just Wullffwarro with a reinforce token. Wullff plus Lowhhrick would be really strong too (protecting Wullff a lot). Accuracy Corrector  presents a problem too, since it guarantees 2 hits that can be cancelled. TLT offers free shots for canceling as you please (think in terms of Miranda and how her ability keeps her alive). There is the saving grace that you need to be high PS (it won't work on scrubs since the evade is wasted unless they have comms relay ), but it's still alarming since many high-PS ships are defense masters (e.g. Rebel Regen Poe escourted by a buddy).

Free evades on two higher-PS buddies also lets you power up Swarm Leader.

IMO a possible fix is to remove "1 or more" and just allow "cancel 1 hit or crit to gain an evade token". Alternatively, "...may cancel all attack dice to roll 1 defense die per hit or crit canceled this way.  Gain an evade token for each evade result, max of 2.". Both are still potentially really strong in the right fleet.

It helps to also limit it to once per round... which helps with the high end of things.

You could also add one stress token per evade added this way, and it only works on unstressed ships.

So those are some ideas.

Hmm... alternatives to evade tokens... That second option is similar to just increasing your agility until the end of the round, but that's a bit hard to track, and is quite abusable e.g. with Proton Rockets. I think that's why R3 Astromech is so limited (primary only, once per round).