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Not Without a Fight's story is not that strong. It was designed more from a mechanical standpoint, I wanted targeted mill as a mechanic from Survivors. Something Worth Fighting For used to be heal 1 horror or draw 1 card and after a lot of discussion with playtesters, it felt like the draw 1 card would trivialize the flavor of the card, so I had changed it to 1 resource instead. I still need a bit of time to see how that card fairs.
Breaking and Entering, also thoroughly discussed/playtested, got its 3 exp to match its counterparts Backstab and Pilfer because it provided automatic evasion every round without forgoing advancing the game state (grabbing clues). Its a much stronger effect vs Cheat Shop and Slip Away because its advancing the game state and hence its 3 exp not 2.
Drawn to the Flame has a higher exp cost because maximizing the card can be pretty strong and 3 exp wasn't enough. You can force draw encounter cards not just with Delve, but during faster player windows in each phase with cards like Purifying Corruption and Shrine of the Moi'rai.