storm


Rules Questions and Gameplay Discussion


For the barrier storm when does a player roll any dice for it. My view is you only roll if you are at the same location as the storm when you start your turn there. My friends view is if you are not at the location roll to see if it moves. Is one of us right is there another solution?


You are right, and thank god for that! Storm is already one of the least fun barriers in the game. If you never get lucky enough to role a six, your only hope to get away from it is for it to move to a closed location (or at least an unoccupied location for a little bit).

Just last night in a two character game, my heart sank with dread when the other player drew a storm on his first turn. It's a horrible thing to have a Storm come up so early, with no locations closed yet. But then, on his next turn, he rolled a 6 and we cheered! Luck was on our side!

Anyway, the card says, "If you start your turn at this location [comma]". I really don't see how anyone can read it any way other than "when you start your turn at the same location as the Storm, you have to do stuff." This is a storm. Not a global catastrophe.


Global catastrophe is for AP 6 :-)


Frencois wrote:
Global catastrophe is for AP 6 :-)

Not funny. I pray you haven't given Mike ideas.

We pulled 2 in the same scenario on a 2 character game...

Almost literally a global catastrophe. We threw our hands up and let the ship sink, we'd have killed ourselves trying to reduce damage.

Pathfinder Adventure Card Game Designer

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Frencois wrote:
Global catastrophe is for AP 6 :-)

Hold that thought.


Mike Selinker wrote:
Frencois wrote:
Global catastrophe is for AP 6 :-)
Hold that thought.

Dun dun DUUUUUUUUNNNNNNNNN

Grand Lodge

Storm came up mid-game on Tuesday. Luckily it moved to a closed location right away (next turn). It stayed there quietly for the rest of the game ...


ryanshowseason2 wrote:


We pulled 2 in the same scenario on a 2 character game...

Almost literally a global catastrophe. We threw our hands up and let the ship sink, we'd have killed ourselves trying to reduce damage.

The exact same thing happened to us.

I hate that you have no control over this thing. No checks to make, just blind luck.


Mike Selinker wrote:
Frencois wrote:
Global catastrophe is for AP 6 :-)
Hold that thought.

Best thought-holding as of today... and I'm holding a lot. OK one day I'll invest in an airplane ticket just to meet Mike and empty my Go of hold thoughts. :-)


I got storm last night, too. But Oloch had Jalhazar's Wheel and took everyone with him on the ship at the end of his turn, leaving the storm behind.


Storm doesn't seem so bad if you can avoid it, and only face it once or twice overall. When I encountered it halfway through my third attempt at Toll of the Bell, though, I was about ready to scream. (That's the one with only two very full locations.)

Last game I played, I was using Harbor's (?) ability to move a character when you acquire a boon to pull people away from the Storm as a last resort.


There are also a lot of tools available to mitigate structural damage (Swashbuckler, your ships, impossible bottle, Bucanner's Breastplate etc.) that a well prepared party should be able to weather the storm without much damage. I can see how it would be rough on smaller parties.


I thought long and hard about including "Control Weather" just for this barrier. And it's other minor benefits. But still.


This barrier sticks around until the person encountering it rolls a 6 on a d6. Am I correct that there's nothing really you can do to modify the die roll?

For example:

* Can you play a blessing to roll an extra d6? If so, do you succeed on a total of 6 or higher, or do you need to roll an actual 6 on at least one of the dice?

* Can you play an ally or item or use a power that allows you to increase your check by some number, making a total of 6 more likely?

* Can you play a card or use a power that lets you reroll a failed check?

I'm thinking that none of these works, and that you just have to suck it up and roll exactly a 6 on exactly one d6, but if that's not true, I'd like to know...

Thanks!

Grand Lodge

None of those work because the roll is not a "check" and therefore you cannot enhance the roll.

Unless you have an item or power or something that specifically says "adding to a roll" and not adding to a check.

Sovereign Court

Hmm, there's an interesting character power for the future, adding to rolls instead of checks...


Theryon Stormrune wrote:

None of those work because the roll is not a "check" and therefore you cannot enhance the roll.

Unless you have an item or power or something that specifically says "adding to a roll" and not adding to a check.

I wondered about this, actually. What makes it not a check? Is it the absence of a specified skill?


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Bill Racicot wrote:
Theryon Stormrune wrote:

None of those work because the roll is not a "check" and therefore you cannot enhance the roll.

Unless you have an item or power or something that specifically says "adding to a roll" and not adding to a check.

I wondered about this, actually. What makes it not a check? Is it the absence of a specified skill?

The fact it just tells you to roll a die instead of "succeed at an X check" -- cards do what they say and don't do what they don't say, and nowhere does Storm say that you're making a check when rolling that d6.

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