|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Chad Brown wrote:
The other Sharks have suggested that I tell you all that there will be some dissenting opinions (theirs) on which is the Best Character in the weeks to come. I'm sure that their posts will be witty, eloquent, well-reasoned, and incorrect. I'm looking forward to it already.
I'd be shocked if everyone had the same opinion on relative character strengths! I love how much strategy and playstyle variation exists in this game; it allows for all these wonderful debates.
Well I think if all else is equal, dex based builds are usually better because their primary stat affects AC, initiative, reflex, hit, and damage, while strength is just hit and damage. I guess what I'm saying is, if you get all that for free, is there really any reason to go strength based? Maybe some two-hander build, since that still gets 1.5 strength modifier.
So it sounds like the new rogue class kind of forced to use dexterity-based builds? One thing I liked about rogue was that you could pretty easily make a strength-based one, since sneak attack worked fine for any weapon. With all the new class features that benefit off of dexterity, is there really any reason to build a strength rogue any more?
Orbis Orboros wrote:
She is probably the most influential card in my Jirelle deck; it's really difficult to overstate just how powerful she is. It's not only a +2 bonus; it's +2 per card. It gets the point where for most combat checks, I didn't even have to roll. Even for those really nasty enemies like Admiral Druvalia, it lets you get down to only 2 cards in your hand so the after combat ability hardly hurts you at all.
It's also a great way to cycle, even when you don't need the bonus. I don't think it's fair to say she clogs up the hand if she gets used all the time; in fact, she keeps my hand selection fantastic more than anything, due to her cycling.
It matters if you're a subscriber. There aren't any stores near me (like, within an hour) that stock on the PACG past the base box, so subscribing is the most cost efficient option for me, and it comes with some neat promos to boot.
If you're a subscriber though, you have to buy every sequential adventure, and if they're coming out too fast for you to handle, it doesn't make much sense to keep your subscription, and you have to miss out on the 20% cost reduction and promos if you later decide to pick up releases afterward.
There's also the theoretical issue of less time in development equating to lower quality, but that hasn't been a problem for Paizo or Lone Shark Games.
Joseph Thea wrote:
My question is this: who is a good character that can solo and support? I have heard Alahazra, but can she handle checks and closing locations on her own? I think barriers would stop her cold, especially since many of them require strength or dexterity.
The thing about Alahazra is she rarely goes into a situation without being prepared. Scout out an annoying barrier? Just go to a different location this turn. Virtually no character is going to be good at every combat check and every barrier, and there are ways to make up for any particular deficiency (masterwork tools or Blessing of Abadar, for example).
But regardless, here's how I would divide the S&S characters based on their support/solo abilities
Good at solo and support:
Good at support, but not solo
Good at solo, limited support
There's also Ranzak, who kind of defies categorization here. He helps the group by aquiring cards and taking extra explores, but he needs other players to help him out with combat.
Another good choice for Seltyiel is Lady Agasta Smythee. Lets him recharge cards every time he gets in to combat!
I think you're the only one salty about this, to be honest.
I'm sure this has been asked before, but...
The Ring of Regeneration lets you recharge a card at the start of your turn. How does this sequence with cards (scenarios, locations, persistent barriers) that cause you to discard at the start of your turn? Is there a set order that they occur in, do you get to pick the order, or do they happen simultaneous. In other words, can the Ring of Regeneration recharge other cards that you discarded at the start of your turn. I checked the rulebook, but in the turn phases section, there doesn't seem to be any specific rules for what you do at the start of your turn.
Orbis Orboros wrote:
You'd put Meri up with Alahazra? Why's that?
I play in a pretty small group of 2-3, so her evade power ends up being a lot better than it would in a larger group (you can't afford to miss as many explores with 4-6 people). In a large group I'd probably switch where I placed Merisiel and Lem, since Lem gets better the more people he can support, while Merisiel's contributions become more marginal. Skulls & Shackles has some straight up nasty barriers and monsters that Merisiel can shuffle back into the deck, giving about half a chance of you not having to see that card again. If there are cards remaining in a location, but the villain is on top, she can also shuffle them further in without having to lose a combat check on purpose.
The Shadow role is also phenomenal because of how many enemies throw out damage before and after encounters in the later scenarios. That alone has probably been the biggest pitfall for my group in the toughest scenarios. Smuggler has some decent abilities as well, as Hawkmoon pointed out.
Merisiel's position is a bit tentative though, seeing as I haven't played her to part 6 yet. I do think Alzahara's better, but I moved her down because I think Damiel needs his own tier. I could see all Merisiel's advantages maybe not being as pertinent as I anticipated in actual play, so that's why I'm hoping some people have late game experience with her.
Having the lowest tier as "okay" isn't just for being tactful, I also genuinely think every character has their strengths and can be an asset for their group if played to their strengths. Lirianne seems to be a bit less consistent than, say, Valeros, but when she wants to bring the heat, she absolutely does, and Deadeye has some neat tricks to add to the table.
If anyone has finished with any of the returning RotRL characters, I'd love to hear about it. I specifically chose not to play as any of them since they were fairly similar to their first incarnations (well, except Lini), and I'm curious how well they match up in this new set.
If I had to re-rank the characters based on late game experience, it would probably look something like this (characters marked with * are ones I haven't gotten to deck 6, and are guesses that could very well be inaccurate.)
This is very tentative, and I'd love to hear some different opinions.
Unfortunately, I haven't been able to play nearly as much, and I haven't been able to play a few of the characters past adventure deck 1. Haven't finished part 6 yet, but here's a very short summary of my findings.
Damiel - Still ridiculous. There are many threads about this :P
Oloch - Extremely impressive support character that can still break heads if needed. Doles out impressive bonuses, and offers healing and support through his powers and spells. I think his sweet spot is actually 2-3 players, to get the most out of his reveal bonus.
Jirelle - I've actually been struggling with her to get finesse weapons. There seems to be proportionately fewer the further you go, and a few just aren't that good to keep around (like the 2 weapons that can add stealth to your combat check. Seriously? Merisiel is the only character in this set that has stealth!). Still, her ability to re-roll just about anything and move at the end of her turn while on a ship has been very powerful.
Lirianne - Combat powerhouse with a great wisdom score to boot. Low hand size and focus on weapons/armor makes it a bit difficult for her to handle some banes, but Deadeye offers some scouting and avoiding abilities.
Feiya - She can rip through monster infested areas with the new spells that give you combat checks each turn + Man's Promise. Barriers are just about no obstacle to her.
Seltyiel - I figure experiences will be a lot different depending on which role you give him. I picked Marauder, which really helps out with barriers and ships. His hand size is better than most weapon users, and he generally has few problems making his combat checks with enough power feats. Still not the most impressive party member, but he has his uses.
My RotRL cards are holding up very well. I have a few S&S with some strange white residue on the side (they came like that out of the box), which makes them a bit difficult to shuffle. Sleeving would fix that I guess, but it seems like a huge money, time, and space investment that probably isn't worth it, since I haven't had any problems so far.
Orbis Orboros wrote:
I find this funny, because those were some of my reasons for thinking restoration didn't need to be nerfed :P (Of course, that was before the organized play was announced, so I'm retroactively in favor of it now)
Joshua Birk 898 wrote:
I think you're really underestimating the imp, here. Damiel doesn't need a boost to his bombs, but a card that gives you two cards back (or cycles for free) is incredible.
Vic Wertz wrote:
Wait, what? Literally every card except one has the owner mechanic in WotR?
No deaths, no failed scenarios. I wasn't told what to put for Current Ship, so I'm just listing the one used most often, instead of most recently acquired (Sea Chanty), or most recently used (Devil's Pallor).
Character Name: Jirelle
Character Name: Damiel
Eh, depends if you find the monsters or not. A lot of the time I play augury and look for monsters, one of the following happens:
1. One monster is moved to the bottom (about the equivalent of playing haste.)
2. No monsters are found, all I receive is some card information (haste probably would have been better)
3. Monsters are found and moved, but because of another effect, like a villain escaping, they get shuffled a second time (augury ends up with little effect)
4. Henchmen is next card anyway, don't end up changing the order (haste would have been better to have in hand)
5. Accidentally shuffle a boon that I really wanted further down.
I'm not saying augury is bad, but I hardly think it can be definitely said it's so much better than Haste that a comparison isn't even close.
The great thing about the game is how customizable it is. If you don't like certain cards, you can take them out, or proxy them for cards you'd like more of. Personally, I like a good variation of cards of all power levels, and I don't think any of them are so overwhelmingly powerful that they need to be removed from the game.
I'm spoilering this since it is off-topic, but as a linguistics major, I feel strongly about this :P
The problem with that, though, is that English, in its status as a trade language, pretty much takes what it can from other languages so everything is actually descriptive - as long as you know another dozen languages to figure out the roots.
That's not entirely relevant here, and not entirely true either. English isn't any more of a "descriptive" language than, say, Spanish.
The other problem with that is that you get people using the casual usage of a term as if it were fact, and then trying to argue seriously with that mistaken fact.
That's not a problem with descriptive grammar, that's a problem with people being silly. It's like how toddlers think that rabbits only eat carrots, despite that not being true; it's just part of how we assimilate knowledge, which will happen regardless of whether we view languages as a prescriptive or descriptive process.
Well, I'm a strong believer in descriptive grammar. Since the majority of people don't know/care that a chimpanzee isn't a monkey by taxonomic standards (same for pteranodon as a dinosaur), then it pretty much is a monkey, at least in a casual sense. Unless you're in a zoology convention, the majority of people are fine with calling a chimpanzee a monkey.
The standard wording for locations where you have to fight a monster to close a location is "summon and defeat." In the case of the Teleportation Chamber, you aren't summoning a card, so instead it just says "defeat."
I think it's supposed to be "encounter and defeat" but there wasn't enough room on the card for it (the card is incredibly cluttered already). As it is, there rules are currently set up so that the only time you attempt a check to defeat (or acquire) are card are while you're encountering it. So regardless of the intent of the Teleportation Chamber's closing effect, I think the text needs to be cleared up. As jones314 said, it's really not cut and dry.
But you wouldn't have to put away the allies you acquire if it weren't for the effect of the scenario in the first place. All scenarios are rewarding in the sense that you can get great boons in the location decks, but Rum Punch doesn't give anything besides that.
Funnily enough, there's another scenario like that in part 4: Red Rum. The reward is that you get to keep all cards you would have acquired anyway. I guess "rum" is keyword for lame reward :P