Why buy Wrath of the Righteous?


Pathfinder Adventure Card Game General Discussion


As much as I enjoy playing RotRL and S&S I must say I'm a bit disappointed by the USP of S&S: the ships. I had expected ship to ship battles, where your own ship would fight other ships, with anybody on the ship as crew to help. But no. I had expected more fire arms, and canons on the ships that you can fire in battle, and gunpowderrooms that you drop a spark in to accidentally blow up and sink your own ship. Again, no. So before I sink yet another 180 euro in WotR I would like to know much more about the game, other than the very limited stuff I've seen so far, which makes me believe that WotR is RotRL with different art-work.

My questions to the Paizo crew that I think more potential buyers would like to know:

1. What makes WotR quite different from the other two sets; what is the USP?
2. What is this mystic feature, how does it work, and how does it influence gameplay?
3. Will the characters (including the expansion set) be new or will some of them be recycled like in S&S?
4. Can we see cards, get an overview of special cards, game mechanisms, is there a demo video?
5. What is the excitement about a d20 about, and how does this change the game?

I have 180 euro in my pocket. Make me spend it.


The only one I can answer outright is for #3.

Paizo has several "Iconic Character"s that are the names they use in examples in their RPG books. These characters are pretty much the epitome of the classes they represent, and as such, those characters tend to be the 'recycled' ones you seem to be talking about.

Please note that in S&S, the characters weren't recycled from RotR, their names and base class information was the same, but their abilities, as well as associated roles and role abilities were not recycled. They were different functional characters.

That being said, just as S&S introduced some 'new characters,' it's very probable that WotR will, as well.


1. What makes WotR quite different from the other two sets; what is the USP?
The use of a D20 seems different, I'm sure there are other surprises. Will the gameplay be fundamentally different? No

2. What is this mystic feature, how does it work, and how does it influence gameplay?
Paizo is very good at releasing the rules and character sheets before the launch of the game. All will be revealed in due time.

3. Will the characters (including the expansion set) be new or will some of them be recycled like in S&S?
The majority of characters in wrath are going to be brand new characters, see here: http://paizo.com/threads/rzs2s2u3?Wrath-of-the-Righteous-Characters-name-yo ur
And as mentioned, even the recycled ones are basically new characters as they will have different powers.

4. Can we see cards, get an overview of special cards, game mechanisms, is there a demo video?
See answer to #2

5. What is the excitement about a d20 about, and how does this change the game?
See answer to #2

Scarab Sages

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Firedale2002 wrote:
Please note that in S&S, the characters weren't recycled from RotR, their names and base class information was the same, but their abilities, as well as associated roles and role abilities were not recycled. They were different functional characters.

I know everyone keeps saying this, but at the end of the day, it's really not a different character. Even Paizo doesn't seem to make the case that they're different, with Vic arguing rather that Paizo's "iconic" characters are super-famous (like Star Wars characters) and therefore inclusion of the characters is justified. Whether or not you buy the argument that Paizo's iconics are as popular and well-loved as the characters from Star Wars (and clearly some people don't, or you might hear fewer complaints about the repeats), it doesn't appear as if they're arguing that you're getting actual, different characters - just that the (same) characters you're getting are ones you shouldn't mind getting, or that should rightly be included even if you do mind.

You're still getting a female elf, or a human wizard, or a gnome druid - the same character as before, but with slightly different mechanics. Because of this, it's really unlikely that you're going to get certain mechanics with the "iconic" characters - Lem is probably not going to sport a d10 strength and effectively wield Melee weapons any time soon. If one assumes that there is less value in a product that is substantially similar to a previous product that one already owns, then it's not entirely unreasonable for someone to ask how much new value is going to be present in the set, if that person doesn't consider the iconics different enough from set to set.

Paizo Employee Chief Technical Officer

Calthaer wrote:
I know everyone keeps saying this, but at the end of the day, it's really not a different character. Even Paizo doesn't seem to make the case that they're different, with Vic arguing rather that Paizo's "iconic" characters are super-famous (like Star Wars characters) and therefore inclusion of the characters is justified. ... Because of this, it's really unlikely that you're going to get certain mechanics with the "iconic" characters - Lem is probably not going to sport a d10 strength and effectively wield Melee weapons any time soon.

I never said anything about different version of a character not being different! They just need to be different within the constraints of their character classes. Lem's never going to be a strong melee fighter, but that's not so much because he's Lem as it is because he's a bard, and that's not what bards do. If you look at the class descriptions in the RPG (or online in the PRD), you'll find that each class has a stated role. For bards, it's this:

Core Rulebook wrote:
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

So whether we give you a bard named Lem or a bard named something else, you can expect that paragraph to be a fair description of the character. But there's still quite a lot of range in how to achieve that.

Paizo Employee Chief Technical Officer

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And on the original topic, we haven't talked much about Wrath yet because we've just finished releasing Skull & Shackles, so our focus has been there. That all changes next Tuesday, when we start talking about Wrath in the Paizo blog. Now, we're not going to answer all of your questions in a single post—we have a couple months to reveal these things, after all—but we will answer *some* of them next week.


I agree about the ship mechanic being a little flat most of the time. But I like to think of it this way: why do we buy the different RPG AP's? They're all technically the same gameplay: roll a d20; fight monsters; make diplomacy checks; all that good stuff. What makes it different is the story, the way we play, and the parties we join. So in that sense, I'm going to buy WotR because I want to join my friends as we play through a different story.

Of course, my group is odd because we talk out our actions and roleplay it out, so a single turn can take five minutes...


Vic Wertz wrote:
I never said anything about different version of a character not being different! They just need to be different within the constraints of their character classes. Lem's never going to be a strong melee fighter, but that's not so much because he's Lem as it is because he's a bard, and that's not what bards do. If you look at the class descriptions in the RPG (or online in the PRD), you'll find that each class has a stated role.

ENORMOUS THANKS Vic!

The whole D&D system is based on classes since the beginning, and a paladin (therefore Seelah) has to keep being a paladin, no matter what adjustements you make to her. Else our all world built over 30 years would collapse.
Yes it would be cool to have a gnome paladin or a orc paladin for a change, but that's what class decks are there for. Seelah, on her side, must stay Seelah, with a couple of slight changes each time so it isn't boring to replay her in a different AP.

Scarab Sages

Vic Wertz wrote:

I never said anything about different version of a character not being different! They just need to be different within the constraints of their character classes. Lem's never going to be a strong melee fighter, but that's not so much because he's Lem as it is because he's a bard, and that's not what bards do...

So whether we give you a bard named Lem or a bard named something else, you can expect that paragraph to be a fair description of the character. But there's still quite a lot of range in how to achieve that.

If the only limit to the iconic characters are those inherent in the class, then I look forward to an Ezren that has blessings, a Seelah that uses a lot of items, a Kyra whose special powers involves a non-basic blessing that's not Sarenrae, etc.

Paizo Employee Chief Technical Officer

Calthaer wrote:
If the only limit to the iconic characters are those inherent in the class, then I look forward to an Ezren that has blessings, a Seelah that uses a lot of items, a Kyra whose special powers involves a non-basic blessing that's not Sarenrae, etc.

Yes, the iconic characters each have their own quirks, but the designers are creative enough to not let that be much of a limiting factor. For example, though Kyra is always going to be a cleric of Sarenrae, that doesn't mean that her character necessarily needs to have powers that reference that. And I'm not going to get too specific about other things you asked about, but what is it Mike says? "Hold that thought."


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Calthaer wrote:
... a Seelah that uses a lot of items, ...

I would disagree strongly on this one. The whole origin of paladin was that she wasn't keeping valuables. If you felt frustrated for that, play another character. But if you start giving items to paladins, then you give greatswords to wizards, fireballs to warriors and healing power to rogues. At the end, you build the superhero that can do everything, there are no more classes, no more challenges, no more flavours, no replayability... just go play an online solo RPG IMHO.

Sorry if I lack a little diplomacy, but I feel strongly on this one.


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Re: Why buy Wrath of the Righteous?

Because this game is awesome.


Because I don't want to drop my sub. I need to keep them rolling in. :)


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Honestly speaking I'm a bit disappointed with S&S, especially with the mentioned ship mechanics. I really hope WotR and the AP after it could somehow spice up the formula.

But currently, I can't answer why should you buy WotR, except if you really interested in the theme. I guess it will be good, but I'm not sure if it's "another $180 for PACG" good.


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1) Because Orbis said this game is awesome.
2) Because you want to keep trying to beat Hawkmoon in cornering can'o'worms.
3) Because Mike promised there will be no FAQ (just kidding...).
4) Because I screw up playing the Savage Tide and I need to get my revenge on demons.
5) Because I have already 95% of the minis for WotR.
6) Because I need a good excuse to push Erik Mona to design the remaining 5%.
7) Because I'm too lazy to cancel my subscription.
8) Because I have to do something to get out of Gabe-Goblin-Weirdling's list.
9) Because I now know 23.156.487 FAQ by heart and that would be a waste.
10) Because I still have 2 cubic meters of free space at home.


I'm excited for WotR because I really think the design team has gotten enough experience with the two sets so far that it now really understands how to make challenging but enjoyable scenarios. I was really pleased with S&S deck 6 and if the quality of that deck is going to be a sign of things to come I'm anticipating that WotR will be the best set yet.


Vic Wertz wrote:
And on the original topic, we haven't talked much about Wrath yet because we've just finished releasing Skull & Shackles, so our focus has been there. That all changes next Tuesday, when we start talking about Wrath in the Paizo blog. Now, we're not going to answer all of your questions in a single post—we have a couple months to reveal these things, after all—but we will answer *some* of them next week.

<giddy with anticipation>


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In the UK, it's very nearly Tuesday already...


If you're worried its not worth it just wait.

Video reviews will show up after it releases, or you can just ask around on the forums about the new mechanics.

Then you can be sure whether it meets your expectations.

Patience is a fairly obvious solution to problems that don't really exist.


The_Napier wrote:
In the UK, it's very nearly Tuesday already...

Soon it is Tuesday in Germany again...

Next secret revealed?

Sovereign Court

The cohorts are next week's blog.

Paizo Employee Chief Technical Officer

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Hey, we said cohorts are in an *upcoming* blog, not necessarily next week's...

(Also, I knew Germany is in a different time zone, but I didn't realize it was several *days* ahead...)

Sovereign Court

No Vic, that's when you say "Oh, did we confirm that? I thought we were keeping it a surprise". Give us our cohorts!

Adventure Card Game Designer

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Vic Wertz wrote:
(Also, I knew Germany is in a different time zone, but I didn't realize it was several *days* ahead...)

Well, Oktoberfest does start in September...


Mike Selinker wrote:
Vic Wertz wrote:
(Also, I knew Germany is in a different time zone, but I didn't realize it was several *days* ahead...)
Well, Oktoberfest does start in September...

I know shipping duration from Paizo HQ to Germany takes quite a few days...

But, the release of the next Wrath of the Righteous blog is delayed till then ???

Lantern Lodge

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Some of the comments here about ship battles kinda makes me wonder what exactly players were expecting? This is a game where a bog standard fight (lets say a Fighter versus an Ogre) is reduced to one roll of the dice (maybe two if you're using a spear).

Why would ship to ship battles be any different?

Admittedly, I probably would've liked the game to include more ship to ship battles (FOR THE PLUNDER, ARRRRRRRR!), but that begs the question of balance. Too much ship/crew time and the individual heroes will begin to feel neglected.

And as this is a game of heroes, I feel the creative team did a pretty bang up job keeping the focus where it needed to be.

And I'm betting with the adaptation of the AP for Wrath of the Righteous we're going to see characters able to do things that we've never seen before with weapons and spells that threaten the heavens.

I think a better question is "Why wouldn't I spend my money on this game?"


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I wasn't asking for anything different. However, ...

Being on a ship could have been a scenario. Go to the Port cannons location, draw a card for an encounter:

- incoming boarding party! (BYO Blunderbuss)
- dodge a cannon ball
- shoot at another ship using your Gunnery skill
- repair damage Task
- find a crew member to add to your squad

Try to get your ship to a final destination before your ship sinks due to the Blessings deck running out. Various types of failed encounters could discard from the Blessings deck. Control Weather could be the new Holy Candle.

It would have been different.


Mad Jack Deacon wrote:

Some of the comments here about ship battles kinda makes me wonder what exactly players were expecting? This is a game where a bog standard fight (lets say a Fighter versus an Ogre) is reduced to one roll of the dice (maybe two if you're using a spear).

Why would ship to ship battles be any different?

It's not a problem that ship combat is a dice roll, but how the dice roll is defined.

In a fighter vs. ogre confontration your check is defined by your weapon and your combat skill.

In a ship combat it doesn't matter if you controll a merchantman or a battleship, and survival or a seemingly random skill goes for defeating the opposition.

For any ship-related campaing your choice of ship really matters... is it something fast and manouverable, or a huge warship with immerse firepower? In the ACG there are only rarely used abilities which define your ship.

And the other ship related things you may want from a pirate based AP is somewhat lacking, as mlvanbie said.

Grand Lodge

mlvanbie wrote:

I wasn't asking for anything different. However, ...

Being on a ship could have been a scenario. Go to the Port cannons location, draw a card for an encounter:

- incoming boarding party! (BYO Blunderbuss)
- dodge a cannon ball
- shoot at another ship using your Gunnery skill
- repair damage Task
- find a crew member to add to your squad

Try to get your ship to a final destination before your ship sinks due to the Blessings deck running out. Various types of failed encounters could discard from the Blessings deck. Control Weather could be the new Holy Candle.

It would have been different.

There is a scenario in OP where you are on a ship and the locations are areas of the ship rather than travelling to different locations.

But I think the issue that I'd have with your idea is that this really isn't a ship combat game. This AP has pirates and ships but that's the flavor. I think you idea has merit but it doesn't fit in well with the main AP ... that's more of an idea that can get fleshed out in OP.


Theryon Stormrune wrote:


But I think the issue that I'd have with your idea is that this really isn't a ship combat game. This AP has pirates and ships but that's the flavor. I think you idea has merit but it doesn't fit in well with the main AP ... that's more of an idea that can get fleshed out in OP.

It's maybe only me, but ships/pirates is the main theme of the AP. But it's really feels like tacked on, whcih would be ok in my book for an eurogame, but not for a heavyly thematic game.

On the other side :

Based on the preview they've done it much better in WotR with the mythic and corruption mechanics. It's stayed thematic, provides an interesting twist, and still not overly complex.

Or just look at how they managed cohorts like Donohan. It helps in movement or in combat, and readily available... as a cavalier's warhorse should do. Perfect.

Ships in S&S do almost nothing what a ship should do, and do things they shouldn't.

Grand Lodge

Zoltán Mészáros wrote:
Theryon Stormrune wrote:


But I think the issue that I'd have with your idea is that this really isn't a ship combat game. This AP has pirates and ships but that's the flavor. I think you idea has merit but it doesn't fit in well with the main AP ... that's more of an idea that can get fleshed out in OP.

It's maybe only me, but ships/pirates is the main theme of the AP. But it's really feels like tacked on, whcih would be ok in my book for an eurogame, but not for a heavyly thematic game.

On the other side :

Based on the preview they've done it much better in WotR with the mythic and corruption mechanics. It's stayed thematic, provides an interesting twist, and still not overly complex.

Or just look at how they managed cohorts like Donohan. It helps in movement or in combat, and readily available... as a cavalier's warhorse should do. Perfect.

Ships in S&S do almost nothing what a ship should do, and do things they shouldn't.

What ships do and what they don't do is simply an opinion. Some people like pirates and ships, some don't. Can't hold that against them. But the main stay of the Pathfinder Adventure Card Game is the characters and the development of these characters. The ships and pirates was flavor theme to the adventure path: Skull & Shackles. It isn't a ship combat game. There are ones out there like Sails of Glory. I think the ship mechanics were fairly well integrated into the S&S set. Not sure why you feel that it was thrown on ... but again, that's an opinion.

We'll see how WotR looks and plays soon enough. And I'm sure there will be new people to complain about that set and the mythic & corruption mechanics ... because lots of people have opinions.

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