Core Principles: Embracing Chance in the Pathfinder ACG

Friday, May 3, 2019

To date in the Core Principles series, we've covered adding more story, varying the challenge, reducing complexity, encouraging teamwork, and rewarding heroism in the new Pathfinder Adventure Card Game: Core Set. Now we're going to tackle another important design principle: injecting more drama into the game. One of our biggest tools to do that is embracing the vagaries of chance. The game comes with dice for a reason, and we wanted to change how we use them and give you even more ways to set yourself up for great payoff or greater disaster.

An early principle of Core design was establishing that uncertain outcomes are a lot more interesting than certain outcomes. We attempted to inject more chaos into the system in a few key ways. Core players have many ways to empower their characters and encounter exciting challenges, and there is almost always a chance that occasionally the dice will backstab them (or foot-stab them, in the case of the d4). We wanted more tools for managing chance, and fewer tools for removing it, extending the "lean into the fun" approach.

Now, that doesn't always mean increasing the number of dice. More dice isn't always more chance, because you can add certainty when you add more dice. One of the big lessons that we learned from the first several Adventure Paths is that, as characters grow over time, it's possible (in fact, pretty common) for players to choose feats and options that accumulate large bonuses to rolls. The more you can add a scaling bonus, like from a mythic path, marksman's bow, or cohort, the less the dice matter. Often, especially in large groups, players could find themselves attempting checks with a static bonus so high that they could not actually fail the roll. This was one of the reasons we removed the ability for all the characters to play blessings on a single check.

While there's a lot of fun to be had in coming together as a team to demolish a check, this is one of those cases where we as designers might be giving out "too much candy"—robbing those critical moments of tension and excitement. With this in mind, we've adjusted our design philosophy a bit, so that we're more often adding dice in areas where we might have previously added static +1s or +4s. We want Harsk, Lem, Seelah, and Valeros adding a d6 or d8 to your roll, not a d4+1 or d4+2. More variance leads to more suspense leads to more excitement leads to more fun.

Core avoids automatic success in most aspects of the game, especially against banes. Automatically succeeding on a combat check against the villain can be fun occasionally, but it's mostly bad for the game. Not needing to roll recovery checks for Seoni's spells? Sure, that's a pure quality of life improvement that sets Sorcerers apart from other casters like Ezren and Kyra.

If you like throwing dice, Sajan is a good pick.

Sajan loves throwing blessings on his checks, recharging any blessing he plays on himself. Or 2 or 3 blessings, if it's an Acrobatics check, combat check, or even an Acrobatics combat check. He also gets some interesting power feats for manipulating the dice he rolls, letting him really strive towards self-perfection. If he's not using a weapon, he can add a couple of extra dice. That said, Sajan also gets to add a card's level to his unarmed attacks. Many higher-level weapons grant static modifiers, and Sajan shouldn't fall behind there.

Harsk thinks Sajan should hold his beer.

When redesigning Harsk for Core, we really wanted to hew more closely to his RPG story. Harsk's origin story involves him getting revenge for his brother's death using crossbows and axes against Giants. So, bonus dice for axes and crossbows, and against Giants. And his Ranger assist power lets him assist anyone (including himself) anywhere for another die. That d4 becomes a d6 instead of becoming a d4+1, though.

Fewer ways to ignore the odds, more ways to control them.

The Frost Longspear shows why only some weapons grant static modifiers. Energy weapons, in general, are following the RPG's lead in adding extra dice, and also allowing you to choose to turn off that extra die when needed. For those of you worried that a focus on more dice instead of static bonuses will make the game too unpredictable for you (some of us try to avoid rolling important rolls if we don't have at least an 80% chance of success, and what do you mean you haven't calculated the odds?), there are plenty of ways to reroll in the system, like the new design for shields, or the previously mentioned hero points. And if you're unlucky enough to fail after rerolling (Hi, Gaby!), your friends might be able to avenge you.

Healing is also more "consistently random" (in game design, that's definitely a thing!). Time and time again, we've experienced regret due to targeted healing taking away the fun and uncertainty of what card is coming up (and also for sometimes breaking the game). Now, the new heal rule always heals random cards from your discards.

Okay, some story banes are just mean. Not all. But definitely some. Maybe most. Blame Chad.

Sometimes we want a story bane to cover variable options. Not all drakes breathe fire and not all elementals are immune to it. When we need them to be fixed for a scenario, we can declare that it is always a particular result.

Ruins are a very friendly place to encounter any of these 36 story banes. Honest.

Sometimes you need to encounter the danger, but there isn't just one and you don't know for sure what you're going to encounter. For example, a scenario might tell you the danger is a random Undead from the table. Maybe it's an Ancient Skeleton (yay!). Maybe it's a Vampire (boo!). And don't worry if you can't yet imagine fighting a Vampire. If the result you roll is higher than the adventure number, you just reroll.

That Story Bane Roster can also be used when you want to generate an entirely random story bane or story bane type for a random scenario. What's a random scenario, you probably ask? It's a new concept introduced in Core and expanded in Curse that lets you choose and/or randomly generate all of the requisite details for a scenario.

Something you hunt, not an open pit mine. They don't run very fast.

For example, Core's Random Scenario 4: Chase the Quarry steps you through a process wherein you select a location theme (Sacred, Underground, Urban, or Wild) then get a number of locations equal to twice the number of characters + 1 (and at least half of the locations have to have the trait for the theme you selected).

You then choose a story bane to be your quarry that you're chasing, a story bane to be your danger, and another stack of story banes equal to the number of characters + 1 to be not so friendly inhabitants of the locations you're chasing through.

Just select 3 wildcards to provide interesting scenario conditions and you're ready to start your chase.

Chase the Quarry is extra-random because as you're chasing your primary story bane from location to location, you are presented with a choice of two random locations to continue your pursuit. Your quarry is shuffled into the location chosen, as is another story bane that happens to be lurking in that location. Sometimes a little mix of surprise and choice is really excellent.

There are six random scenarios in Core and two more in Curse. We hope to introduce more over time. We haven't done out all the math to tell you exactly how many different scenarios you can create with these tools, but we feel comfortable stating that with the nearly limitless options available in these random scenarios, on top of the already healthy number of normal scenarios, you'll be able to play your hearts out with the Core Set and Curse of the Crimson Throne.

Keith Richmond
Adventure Card Game Designer

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Keith Richmond wrote:
...on top of the already healthy number of normal scenarios, you'll be able to play your hearts out with the Core Set and Curse of the Crimson Throne.

Yes, great idea with random scenarios, but what are these numbers of "normal scenarios" included(in core / curse)?

Quest book for core is only 24 pages and picture from one of previosblog shows that starting scenario is on pages 6-7 so I estimated the number for core to be olny about 10 . And now you want to fit also 6 random scenarios there?


Pathfinder Rulebook Subscriber
Rafał Kruczek wrote:
Keith Richmond wrote:
...on top of the already healthy number of normal scenarios, you'll be able to play your hearts out with the Core Set and Curse of the Crimson Throne.

Yes, great idea with random scenarios, but what are these numbers of "normal scenarios" included(in core / curse)?

Quest book for core is only 24 pages and picture from one of previosblog shows that starting scenario is on pages 6-7 so I estimated the number for core to be olny about 10 . And now you want to fit also 6 random scenarios there?

We don't know how much space a scenario takes up. Given that in the old sets a scenario takes up 2 sides of a standard card, you could fit 4 per page with room to spare (a whole cards worth of extra space.) Given that the old sets "waste" space with redundant art (the same image is on both sides) the ratio is actually better. This means you could fit all of a standard AP on less than 10 pages. Now I'm sure the scenarios are going to take up more than 1/4 of a page each, but it shows there is plenty of space for an adventure of whatever size.


Malk_Content wrote:
Rafał Kruczek wrote:
Keith Richmond wrote:
...on top of the already healthy number of normal scenarios, you'll be able to play your hearts out with the Core Set and Curse of the Crimson Throne.

Yes, great idea with random scenarios, but what are these numbers of "normal scenarios" included(in core / curse)?

Quest book for core is only 24 pages and picture from one of previosblog shows that starting scenario is on pages 6-7 so I estimated the number for core to be olny about 10 . And now you want to fit also 6 random scenarios there?
We don't know how much space a scenario takes up. Given that in the old sets a scenario takes up 2 sides of a standard card, you could fit 4 per page with room to spare (a whole cards worth of extra space.) Given that the old sets "waste" space with redundant art (the same image is on both sides) the ratio is actually better. This means you could fit all of a standard AP on less than 10 pages. Now I'm sure the scenarios are going to take up more than 1/4 of a page each, but it shows there is plenty of space for an adventure of whatever size.

Most likely going to take up a bit more than that though because of the henchmen not being printed and instead having to use proxies.


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Malk_Content wrote:
We don't know how much space a scenario takes up.

Actually, yes we do.

Mike mentions that each scenario is a two-page spread. So, for Core, if the pictured scenario 0 really starts on page 6, that would mean a maximum of 9 scenarios for the 24-page storybook. For Curse, if the first scenario is on page 2, that's a maximum of 23 scenarios for the 48-page storybook.

I'll have to admit, being used to 30+ scenario APs, this (seemingly?) low number of scenarios has me a bit worried. Still, I'm reserving final judgment until I get the actual products/ official confirmation.


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Regarding win-loss ratio in coop games: to me, there's a HUGE difference between a one-off game and a campaign game.

For one-off games, like Pandemic, Spirit Island, and The Mind, having a low success rate is all right, and can even be a feature. I play these games for the challenge first and foremost*.

But for campaign games, like Gloomhaven, Sword & Sorcery, and PACG, my main reason to play is to experience the story and character progression. I don't want to have to replay every scenario two or three times to win it, especially since playing a complete campaign is already a big time investment, and having to replay scenario feels like a waste of time. I'm completely fine with having a success rate of 100% (or almost) for campaign games.

Regardless of the type of game, I still want my choices to matter: to me, no game can justify a turn 2 loss due to randomness with no player agency!

*Obviously, the actual first and foremost reason to play coop games in general is for the camaraderie and fun!


Pathfinder Card Game Subscriber

All these people worried about never being able to overkill bosses now, but I'm looking at lvl 0 Harsk with a giantbane great axe, and recharging a card rolls Combat: 1d10 + 1d6 + 1d4 + 1d12 + 1 + 1d8 + 1d10 + 1d4 ⇒ (4) + (1) + (2) + (7) + 1 + (4) + (3) + (3) = 25 well into the 20s at a 90% rate.

That's with no help and only recharging a single card, and yes, this is situational against a particular monster type, but with the Avenge mechanic, characters are much more likely to be able to tackle the boons they are particularly good at defeating.

Sovereign Court RPG Superstar 2011 Top 32

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Morph147 Korundo wrote:


Most likely going to take up a bit more than that though because of the henchmen not being printed and instead having to use proxies.

Where are you getting that the henchmen are not being printed as cards? Apocrypha uses proxies but the henchmen-equivalents are still cards. You set the appropriate henchmen/villains out on the table and when you draw the proxy you refer to the card, not the scenario book. It just means they only need to print 1 copy of each henchman instead of 7.


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Shnik wrote:
Malk_Content wrote:
We don't know how much space a scenario takes up.

Actually, yes we do.

Mike mentions that each scenario is a two-page spread. So, for Core, if the pictured scenario 0 really starts on page 6, that would mean a maximum of 9 scenarios for the 24-page storybook. For Curse, if the first scenario is on page 2, that's a maximum of 23 scenarios for the 48-page storybook.

I'll have to admit, being used to 30+ scenario APs, this (seemingly?) low number of scenarios has me a bit worried. Still, I'm reserving final judgment until I get the actual products/ official confirmation.

9 scenarios in Dragon's Demand is confirmed in another blog post. :(

It is very misleading calling adventure card game version of "Dragon's Demand" adventure path in the list of content while RPG equivalent was only a module (PDF has 64 pages vs. for example 480 pages of Crimson Throne ).


Morph147 Korundo wrote:


Most likely going to take up a bit more than that though because of the henchmen not being printed and instead having to use proxies.

As I did understand that was written on the blog, at least one copy of each "story bane" will be printed and proxies will be used only in location decks for henchmen previously printed in multiplies.

Paizo Employee Chief Technical Officer

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The number of scripted scenarios in Core is right in line with previous Base Set boxes, which have ranged from 8 to 10. Adding the random scenarios on top of that, we are providing vastly more play value in Core than we have in any other single product (and that’s not even counting the unprecedented *replay* value that Core’s 12 unique characters provide).

The term “Adventure Path” is correct; in PACG, an adventure is a collection of scenarios, and an AP is a collection of adventures. The term is not a specific indication of size; while it has often described sets of 6 adventures, we also used it for Season of the Goblins, which consists of 2 adventures. (Dragon’s Demand consists of 3 adventures.)

(The term Adventure Path is not an indicator of size in our RPGs, either; while most RPG APs have been 6 volumes, Starfinder has had a couple of 3-volume APs.)

Paizo Employee Chief Technical Officer

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Rafał Kruczek wrote:

As I did understand that was written on the blog, at least one copy of each "story bane" will be printed and proxies will be used only in location decks for henchmen previously printed in multiplies.

There is indeed 1 card for each story bane in Core and Curse. (And proxies can be used for villains too...)

Proxies do, though, help us introduce new story banes in non-card products like the PDF-only Adventure Card Society scenarios and the Free RPG Day We Be Heroes? storybook.


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Now I'm curious about the number of scenarios in Curse. I seem to remember having read somewhere that it would have 35 scenarios, but seeing as the storybook is only 48 pages, I'm probably mistaken.


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Vic Wertz wrote:
elcoderdude wrote:
We need a basic translation from old terminology to new terminology, as well as (I think) some general errata. The one that comes immediately to mind is that all discard-this-weapon-to-add-x-to-distant-combat-check cards should be understood to have the term 'freely'. (Shouldn't they? Or should such cards only aid casters and unarmed martials?)

You can easily use the new rules with previous APs. A single page of the Core Rulebook gives you an overview of what’s new in Core as well as the “basic translation” rules you’re looking for. We will also be posting a document shortly before PaizoCon that covers the handful of cards that need adjustment beyond that. (This includes cards from both APs and Class Decks.)

Adventure Card Society requires that you use the new rules including the adjustments above. (We will have to issue adjustments for a few older scenarios; that probably won’t happen before PaizoCon.)

As primarily an Organized Play player, I'm worried that organized play will be significantly less "fun" because all the players will be using Class Decks full of old, less interesting versions of the cards in Core. This is something that was addressed in organized play previously with the traders in Mummy's Mask and "temporarily replace 1 card in a player's deck with X" scenario rewards in the later seasons. I'm just worried that organized play is going to suffer until Core Class Decks are released (if ever) and that the small player base we've built for organized play won't survive the transitional period where we're using new rules for old cards.


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sean rabun wrote:
I'm just worried that organized play is going to suffer until Core Class Decks are released (if ever) and that the small player base we've built for organized play won't survive the transitional period where we're using new rules for old cards.

I'm not worried about players surviving the transition - though maybe I should be. I'm more worried about characters surviving the transition.

One thing that's always been fun about PACG is that all characters are playable in the sense that even "bad" (less useful?) characters can pass checks if the party throws enough blessings at them. That's no longer an option under the new Core rules (except for the "freely" rules).

So my concern is that the characters from old class decks will end up being clearly broken up into Tier 1, Tier 2, and Tier 3 characters. The Tier 1's will be helpful and playable, the Tier 3's will be unplayable, and the Tier 2's will be somewhere in the middle.

In Season of the Plundered Tombs, for instance, maybe it's only specific characters (or worse, specific combinations of characters) that can actually beat the campaign under the new rules. We won't know until we try out different combinations, though.

And a quick amendment to my statement above:

I'm not worried about losing players in general, but I am a bit worried about losing online PACG players. All the cool stuff that's being added to the new version will make face-to-face play more fun, but at the same time it will make online play more challenging.

Ironically, online PACG currently works well because there isn't a ton of teamwork. Players take their own individual turns, and that's that. There are two things that the current asynchronous PACG system doesn't handle very well: cooperation (particularly party actions that require precise timing) and gameplay interruptions (e.g., out-of-turn actions).

I'm worried that most of my online time after the release of the new version will consist of waiting around to see if someone wants to avenge a failed check. :) That wouldn't be particularly fun, but perhaps I'm exaggerating.


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Pathfinder Card Game Subscriber

I think that given ACG just recently got their own Organized Play guild, rather than be part of the RPG guild, is a pretty good indicator of how important Organized Play is to Paizo.

Yes, we don't know how some of the interactions will be for older sets with new rules, and we don't know how our class decks will fare in the new rules. I am, however, confident that ACG Organized Play is a priority and they will make adjustments/errata/etc/whatever to ensure that Organized Play is still fun. For all we know it could end up being OK since new seasons can be balanced around the new rules.

Lone Shark Games

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We've done quite extensive testing of Core+Curse PbP, so I can assure you that it still works well.

My intent for Organized Play is to continue to present ways to play with cards from the box through rewards, as I've done the last few seasons.

That said, if a character was fun before Core, they should still be fun post Core. Maybe you'll enjoy acquiring boons more than you used to in Organized Play, but the basic gameplay hasn't changed.


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eddiephlash wrote:

All these people worried about never being able to overkill bosses now, but I'm looking at lvl 0 Harsk with a giantbane great axe, and recharging a card rolls [dice = Combat] 1d10 + 1d6 + 1d4 + 1d12 + 1 + 1d8 + 1d10 +1d4 well into the 20s at a 90% rate.

That's with no help and only recharging a single card, and yes, this is situational against a particular monster type, but with the Avenge mechanic, characters are much more likely to be able to tackle the boons they are particularly good at defeating.

You are discarding the axe for that additional D10. Just to put everyone in the right context, you are also getting two additioanl dice due to the bad guy being a giant (one from Harsk, and 1 from the axe). That wont be the typical roll set up.


Vic Wertz wrote:

The number of scripted scenarios in Core is right in line with previous Base Set boxes, which have ranged from 8 to 10. Adding the random scenarios on top of that, we are providing vastly more play value in Core than we have in any other single product (and that’s not even counting the unprecedented *replay* value that Core’s 12 unique characters provide).

The term “Adventure Path” is correct; in PACG, an adventure is a collection of scenarios, and an AP is a collection of adventures. The term is not a specific indication of size; while it has often described sets of 6 adventures, we also used it for Season of the Goblins, which consists of 2 adventures. (Dragon’s Demand consists of 3 adventures.)

(The term Adventure Path is not an indicator of size in our RPGs, either; while most RPG APs have been 6 volumes, Starfinder has had a couple of 3-volume APs.)

In previous cores included scenarios were clearly marketed as beginning of campaign. It even used fake box in the box tactic to kick-start buying habit :)

But this model of buying/selling scenarios was wasteful. It wasted paper on 5 boxes. It wasted time for players having to buy 6 products , money for sending 6 separate products. It was hard to predict sales for the publisher, shops and all in middle. it was hard to plan playing the campaign. It was hard to buy and sell campaigns on the secondary market.
But it isn't clear what to do with scenarios in the core box.
Am I supposed to play this scenarios be or playing the curse( as it was previously?). Or curse is supposed to be played with fresh characters? Obviously playing core after curse isn't balanced.


Pathfinder Card Game Subscriber
Rafał Kruczek wrote:


But it isn't clear what to do with scenarios in the core box.
Am I supposed to play this scenarios be or playing the curse( as it was previously?). Or curse is supposed to be played with fresh characters? Obviously playing core after curse isn't balanced.

We do know that they're separate adventure paths with different names: Dragon's Demand vs. Curse of the Crimson Throne. You should be able to play them in either order, and you'll do so with fresh characters rather than carrying them over from one path to the other.

Perhaps the scenarios in DD show off the new features of PACG 1.1?


Sorry if that was asked before.

In future sets (post Curse), can we add all Curse cards to the core?

I know you told us that we will only need Core to play all other future sets, so Curse is not needed, but will it make the core more "fun"? Or will they be too thematic/specific for its own set?

I don't remember seeing anybody mixing cards between RotR, SS, WotR and MM.

Also, is the core box supposed to fit more than Curse? Or should we start looking into another storage solution?

When are you planning to release the next set? (too soon? :P)


wkover wrote:
Ironically, online PACG currently works well because there isn't a ton of teamwork. Players take their own individual turns, and that's that. There are two things that the current asynchronous PACG system doesn't handle very well: cooperation (particularly party actions that require precise timing) and gameplay interruptions (e.g., out-of-turn actions).

For whatever it's worth, this is why I stopped doing the forum play-by-post. It's no fun to play when you (effectively) can't work together; I might as well just play by myself and do a Scenario in an hour instead of a week.


Pathfinder Card Game Subscriber
alucardeck wrote:

Sorry if that was asked before.

In future sets (post Curse), can we add all Curse cards to the core?

I know you told us that we will only need Core to play all other future sets, so Curse is not needed, but will it make the core more "fun"? Or will they be too thematic/specific for its own set?

I don't remember seeing anybody mixing cards between RotR, SS, WotR and MM.

Also, is the core box supposed to fit more than Curse? Or should we start looking into another storage solution?

When are you planning to release the next set? (too soon? :P)

The idea is Core is playable by itself, or you can have it as the base for each of the other paths e.g. Core + Crimson or Core + Dragons Demand. I don't think you are meant to play with multiple paths


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Parody wrote:
wkover wrote:
Ironically, online PACG currently works well because there isn't a ton of teamwork. Players take their own individual turns, and that's that. There are two things that the current asynchronous PACG system doesn't handle very well: cooperation (particularly party actions that require precise timing) and gameplay interruptions (e.g., out-of-turn actions).
For whatever it's worth, this is why I stopped doing the forum play-by-post. It's no fun to play when you (effectively) can't work together; I might as well just play by myself and do a Scenario in an hour instead of a week.

Just to offer a counterview: I've played >100 scenarios of PBP PACG. I find that a party *can* work together - it's just markedly different from the tabletop experience.

For example: in my last few outings, we used a Google Hangout to aid us in discussing strategy & tactics (I do realize we could instead just use the Discussion tab in the Campaign). Major decisions (villain takedown, and the like) were made by consensus (or, more accurately, consensus-of-those-who-chimed-in.)

I sympathize with Parody's disappointment, but IME the PBP cooperation level is significant, albeit less than IRL.


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Pathfinder Card Game Subscriber

Indeed; it absolutely depends on the team. Including how willing/able/interested they are in communicating (preferably through live-chat such as Hangouts or Discord), how cohesive instructions they leave for using their cards or character skills off-turn and how much contribution is made to strategic considerations. I've played with very low-teamwork parties and very high-teamwork parties... though almost every table I've been a part of has had a partial or heavy 'flavour/roleplay' component to their character turns, which leads to a dramatically different experience in PbP to physical play.

(There's some downright hilarious people on these forums. Creative, too.)


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Yep, agree that Hangouts is a huge help in terms of cooperation. The Discussion tab can work for strategy - especially long-term planning - but Hangouts is better for spur-of-the-moment actions and reactions. Not sure I'd want to play without Hangouts, really.

And oddly the lower cooperation level can sometimes be a positive, in that it's much tougher for a single player to take control - the "quarterback" syndrome that can plague co-op games. I've found that players have more freedom to do whatever they want online, which has been interesting and somewhat refreshing.


Pathfinder Card Game Subscriber

Core box can only hold core box cards. curse needs separate box... Not sure how you can have all those cards sufled together. Maybe we need ”current game box” or some other way of keeping all current cards in one place?
Hopefully we get some product that can store all current story cards in one place, that is easy to transport, is big enough to all possible core + what ever adventure pack combinations with all promos and card sleeves and rules etc.


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Yewstance wrote:
though almost every table I've been a part of has had a partial or heavy 'flavour/roleplay' component to their character turns, which leads to a dramatically different experience in PbP to physical play.

Highly group dependent; I do more in person than I have here in regular forum posts or play-by-post games. It helps when you can tailor your actions to the group and the environment, rather than to a bunch of unknown handles.

wkover wrote:
Not sure I'd want to play without Hangouts, really.

At that point you might as well jettison the play-by-post format and just play whenever everyone can get together.

Hannibal_pjv wrote:
Core box can only hold core box cards. curse needs separate box...

The Core Box is a three-row card box; they said (in the Encouraging Teamwork blog) it'll hold 2500 cards. That's a lot more than Core+Curse, sleeved or not.

ObTopic(Spur): Will Society games be less fun because we're using old cards? I don't think so. I had plenty of fun when I was playing from the first seven decks in later APs with people using newer decks, whether or not I'd seen their deck before. We're all in the same boat as far as not knowing what the adaptations will be, but hopefully no reasonable character build will be affected too badly.

I'm still not looking forward to switching, mostly due to uncertainty and being in the middle of a campaign. It's a big change, and I'd prefer to wait until starting a new campaign. We'll see.


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Anyways, there's one thing I'd like to point out:

There's no way that Sajan would hold Harsk's beer, because Harsk is a tea drinker.

Paizo Employee Chief Technical Officer

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Axoq wrote:
Am I supposed to play this scenarios be or playing the curse( as it was previously?). Or curse is supposed to be played with fresh characters? Obviously playing core after curse isn't balanced.

Another benefit of all the challenge adjustment tools we’ve added is that Curse can (and does) includes challenge adjustment rules that allow you to play it with characters who have played some or all of Dragon’s Demand.


Pathfinder Card Game Subscriber
Hannibal_pjv wrote:

Core box can only hold core box cards. curse needs separate box... Not sure how you can have all those cards sufled together. Maybe we need ”current game box” or some other way of keeping all current cards in one place?

Hopefully we get some product that can store all current story cards in one place, that is easy to transport, is big enough to all possible core + what ever adventure pack combinations with all promos and card sleeves and rules etc.

Mike S posted in a thread on storage solutions that the core box would hold core + Crimson cards

On tablet, so can't find link


Parody wrote:
wkover wrote:
Not sure I'd want to play without Hangouts, really.
At that point you might as well jettison the play-by-post format and just play whenever everyone can get together.

I disagree for about 50 reasons, but rather than go into to those here I'll assume that maybe you didn't get enough sleep and leave it at that. :)

Online PACG has its pros and cons (link here), in my opinion, but that's probably a discussion for another thread.

Parody wrote:
I'm still not looking forward to switching, mostly due to uncertainty and being in the middle of a campaign. It's a big change, and I'd prefer to wait until starting a new campaign.

I don't think Paizo is expecting anyone in the middle of a campaign/season to switch rules in mid-campaign. Are they? I assume only new campaigns will be affected.


wkover wrote:
Parody wrote:
I'm still not looking forward to switching, mostly due to uncertainty and being in the middle of a campaign. It's a big change, and I'd prefer to wait until starting a new campaign.
I don't think Paizo is expecting anyone in the middle of a campaign/season to switch rules in mid-campaign. Are they? I assume only new campaigns will be affected.

I think they are, just like when they switched to Tiers. From earlier in this thread:

Vic Wertz wrote:
Adventure Card Society requires that you use the new rules including the adjustments above. (We will have to issue adjustments for a few older scenarios; that probably won’t happen before PaizoCon.)

We'll see once the new Guide comes out.


Pathfinder Card Game Subscriber

I REALLY hope not!
Those rule changes that have been spoiled so far will have a large impact on the tables I am currently playing in.
+1 vote for the PACG rules changes to take place at the move to season 6 and not apply to older scenarios

Shadow Lodge

Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber
Hannibal_pjv wrote:
Hopefully we get some product that can store all current story cards in one place, that is easy to transport, is big enough to all possible core + what ever adventure pack combinations with all promos and card sleeves and rules etc.

I've got a couple of these just waiting for Core+Curse to arrive. I'll be able to put all the cards, sleeved, on the upper level, and have a lot of extra space for character decks, dice, extra sleeves, etc., etc. on the lower level.

(I've got two because I anticipate having at least one Core+Curse set to run PACS games as well as my own personal set)

I'm not sure if the rulebook will fit in it, but that's a minor worry - I generally have a whole lot of other stuff to lug around as well (character decks to loan out, chronicle sheets, reporting sheets, ...)

Paizo still show it as preorder (although I believe Vic is looking into that), but it's available from other sources.


Any news on whether Core will be available to purchase at UK Games Expo?

Paizo Employee Chief Technical Officer

We don't sell directly at UK Games Expo, but Travelling Man (a local comic and game retailer) should have copies of PACG (and many other Paizo products) for sale.


parody wrote:
I'm still not looking forward to switching, mostly due to uncertainty and being in the middle of a campaign. It's a big change, and I'd prefer to wait until starting a new campaign.

According to this post, existing OP campaigns can continue to use the old rules until August 1, after which date they should/must switch to the new Core rules.


wkover wrote:
parody wrote:
I'm still not looking forward to switching, mostly due to uncertainty and being in the middle of a campaign. It's a big change, and I'd prefer to wait until starting a new campaign.
According to this post, existing OP campaigns can continue to use the old rules until August 1, after which date they should/must switch to the new Core rules.

I saw that. It isn't all that helpful, mostly letting us finish the current Adventure before switching. (We'll only have a few sessions before Gen Con, as we only play every other week.)

We have a game tomorrow so we'll probably talk about it then, but we won't really know anything until the first one in June since the rules and Guide aren't out yet.

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