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Eh. Getting attacked by missiles isn't precisely uncommon, which makes Cut From The Air a very solid investment. It's almost as expansive in use as the defensive aspect of Opportune Parry and Riposte, and cheaper to use.
And it's not just ranged attacks against you, it's against adjacent allies as well!
I'll agree that Smash from the Air is much more niche, but I feel almost obligated to take it, just so I can say I suplexed a boulder away from my buddy.
The blessing is awesome! What a pitty that it takes 4 weeks of shipping to get my hands on these new cards here in Germany...
Isn't it just a worse version of Blessing of Deskari?
Vellexia seems really mean, and not in a fun way. Unless you get lucky and scout her out or she ends up in the last location deck, she'll basically make you discard you hand every time you see her, and burn a bunch of blessings from the blessing deck as she escapes to a random location :/
This is also bad for most urban adventures, which would probably start in a metropolis or similarly large environment.
My suggestion for the ability would be to allow an option to affect a certain sized community among a city. For example, when you get renown at 3rd level, allow it to affect a district or neighborhood among the city with around 200 people. This would work out well if the PCs sort of have a go to place for downtime after their adventures.
Vic Wertz wrote:
That makes sense. Thanks for the clarification.
I play with only 2 people, so that isn't often an option for me. My best shot typically is each player burning a blessing for 3d6, which is pretty bad odds against a 14. This has actually happened 4 times so far (one of those also had an extra 1d4 from a bow), and every single time Enora lost the check anyway. Yeah, those 2 golems seem to have an unnatural attraction for showing up when Enora explores, so that's why I just chucked them from the box altogether. My point is that no monster from the base set should even put you in the kind of situation where failure is 9 cards lost. Certainly nothing in RotRL or S&S base set would put you in that kind of situation. The worse you'd get is a Siren.
The henchman says "Each character attempts a different check to defeat..."
Does this mean each character is encountering the barrier? Does it apply to all characters in the scenario, or just at the location? It could get pretty awful if all 6 characters have to encounter the barrier and no one has fortitude for example.
Does Sanctuary work? I don't have the card in front of me at the moment, but I thought the Carrion Golem was immune to mental?
Donny Schuijers wrote:
Third and Last: The Carrion Golem is not THAT hard to kill with Seoni or Enora. If you have an ally that gives you a combat boost or some blessings over the characters, or even a longbow here and there, then every character can Melee a Carrion Golem to pulp, yes, even Enora.
Yeah, you can burn a crapload of cards (if everything's aligned that way) to get better than chance odds of defeating it, although there's still a decent chance of losing anyway after burning all those cards. 3 characters burning a blessing is 4d6 total, which only gives slightly better than 50% odds. I play with 2 players, and I've never even come close to being able to get enough dice to make the attempt worth it. If you play with more, there's a good chance everyone could burn a blessing or so, but with more people, you need those blessings for extra explores, making it a pain to burn them all on a crappy encounter.
The fact that it's random is precisely my problem with it. I had no qualms with the Scarecrow Golem in RotRL. You go into the scenario knowing that there's a magic immune monster lurking in one of the location decks. I'm fine with random monsters being resistant to spells (take hags for example), or immune to certain traits. Hell, I'm fine with random magic immune enemies after a certain point, but putting it in the base scenario? It's just frustrating and not fun to go against when your entire starting build is hosed over by a specific card, causing you to already be at death's door with almost no option for counterplay (unless you're in a sufficiently large group and lucky enough to still make the check).
By the way, the Carrion Golem in Pathfinder actually is affected by magical fire and cold spells; it just slows it down instead of damaging it. I feel like this could have been represented by allowing a character to discard a fire or cold trait spell to evade it.
I've since taken the Carrion Golems out of the box, and it's been more fun not having to worry it. I just don't find it enjoyable discarding 9 cards after my first exploration because a random card completely shuts down any chance I have of defeating it.
While more difficult cards certainly contribute to the overall difficulty of a scenario, I feel that the difficulty of Wrath is also a result of some generally underwhelming boons, and some banes that seem unnecessarily punishing. Take the Carrion Golem for example... if you go against that as Enora, it basically reads "discard your hand and the top 3 cards of your deck." Unless you happened to get lucky enough to pick up a javelin earlier, there's pretty much no chance for counterplay or even evasion (immune to the mental trait). Bilious Bile is another bane I find to be a bit unfun, similar to how Storm was in S&S; you roll a die to see how bad the effect is without even being given an initial roll to defeat.
I'm all for higher difficulty scenarios, but some of these banes are just downright cruel. Yeah, I get that it's thematic for the AP, but it doesn't end up being particularly fun for the players, in my experience.
First World Bard wrote:
See, I can see my fiancee and I arguing over who gets to slot this armor into our respective character's deck, should we acquire it. My reasoning will almost certainly be "Balazar is Small sized, so he'd actually *fit* into it"
Careful, that sounds like an equally good reason to sacrifice Balazar to an otyugh while the rest of the party runs away.
I'll give it a shot! :P
*Warning, not remotely balanced*
If Damiel uses more than one boon with the potion trait on his turn, the second boon has no effect. Instead roll 1d10, and look at the following table to see what happens:
1. Damiel and all characters at his location take fire damage equal to 1d4 plus the adventure deck number of the boon.
2. Damiel must make a constitution/fortitude check equal to 10 plus the adventure deck number of the boon. If he fails, he must bury 1d4 cards from the top of his deck.
3. Damiel must summon and encounter a random monster from the box. Its difficulty is increased by the adventure deck number of the boon.
4. No effect. The boon is discarded.
5. No effect. The boon is recharged as normal.
6. The boon functions as normal.
7. Draw a random item from the box with the potion trait. If applicable, Damiel uses the power on that boon instead, and then banishes the drawn card.
8. Damiel recharges a number of cards from his discard pile equal to the adventure deck number of the boon (minimum 1).
9. Damiel draws a number of cards equal to the adventure deck number of the boon (minimum 1).
10. Damiel exchanges his role card (if any) with a random one from the box. He is treated as having all the power feats on that card. At the end of the scenario (but before getting the reward), return his original role card.
Just got mine in the mail. Holy crap, there's flavor text on regular monsters now! Yay! Also, the name text for monsters is black now instead of white. Interesting.
I also noticed every single weapon has either the basic or elite trait, even the magic ones. This is a pretty good change, since we'll stop getting repeating base set/set 1 weapons once we can banish elites. The only exception is the heavy crossbow, which probably doesn't have the elite trait because its RotRL version doesn't either (which I think it should, but it's probably more trouble to change than it's worth).
Keith Richmond wrote:
Careful, you don't wanna know what happens when you reach critical Damiel.
Mike Selinker wrote:
While I appreciate an argument that involves cocktails, I must point out for the record that Damiel is not dressed entirely in the bones of his enemies. So.
That's probably because when Damiel is done with his enemies, there aren't any bones left to wear.
Vic Wertz wrote:
Well at least it's you telling us this and not a doctor. :P
Genuine question (I have very limited experience of playtests) - how difficult would it be to play-test with +1/-1 location, and/or different numbers of blessings in the timer?
It wouldn't be difficult so much as time consuming. For the best results, you'd need the same player to do each scenario at least once to see how much of a difference +1/-1 would make for a specific group. In the same time, they could test 2 scenarios and point out the best/worst/confusing parts of those.
Currently, the only thing I can think of is Olenjack who has a role that lets him do something extra if he uses the poison trait to defeat a bane. Other than that corner case, it's always been a liability.
I am guessing that there will be some sort of way to change the traits on your spells, or perhaps the electric trait just won't come up very often this time around.
I'm having a really hard time understanding the special raw materials. Like, I understand that using them is supposed to modify your craft checks (such as making them crafted faster or less likely to fail), but how do I determine how much I need? The price is only given per pound, but that doesn't seem right. For example, an adamantine rapier weighs half as much as an adamantine scimitar; these two are supposed to cost roughly the same, but under this system would you need half as much adamantine for the rapier, thus making it half as expensive to craft?
Shouldn't these special materials just be price modifiers? I don't understand why the costs are per pound.
The Knight Argent wrote:
It wouldn't add the bonus. You're adding your arcane skill when you use the staff, but nowhere do you actually make an arcane check (a check needs a difficulty number that you're rolling against).
"Oh dear, that was not the ally I wanted to encounter."
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.