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Agradeleous's page
76 posts. No reviews. No lists. No wishlists.
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Hawkmoon269 wrote: Not yet. Thursday there will be information about the next organized play season, but I don't expect any news about a new adventure path. May I ask why you think they won't announce a new adventure path? Do you think the PACG line is dead? (which I hope it isn't).
Mike Selinker wrote: One consequence of releasing two sets with 50+ scenarios and an OP adventure path on the same day is that it puts a long delay between that and the next time we're able to talk about future plans. We asked Paizo for a break after Core/Curse to evaluate what we are seeing in the player base and they were kind enough to grant it. When we have more to say about our future plans, you'll see it here first. Awfully quiet here. Anything on the horizon? Beyond the horizon?
Are there any promo cards being sent with Core Set or Crimson Throne orders?
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Elinnea wrote: Agradeleous wrote: I see that it says you can control the difficutly and speed of play. I would like to know more about this concept. I know my gaming group didn't like the difficulty of Wrath. In fact we gave up on it. We loved Rise though. If available, would someone kindly let me know where more details on how we can control the difficulty is executed? There was a blog post about this topic a few months ago:
[url=https://paizo.com/community/blog/v5748dyo6sgds?Core-Principles-Varying-the-Challenge-in-the]Core Principles: Varying the Challenge in the Pathfinder I just learned about the new PACG coming this past Sunday. Thank you for the link.
I see that it says you can control the difficutly and speed of play. I would like to know more about this concept. I know my gaming group didn't like the difficulty of Wrath. In fact we gave up on it. We loved Rise though. If available, would someone kindly let me know where more details on how we can control the difficulty is executed?
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When will the January shipping thread be created?
Zaister wrote: Agradeleous wrote: I thought I had read somewhere that Mummy's Mask had cards with hidden text and you would have to use a special reader(not sure the name of it) to see the hidden text (when instructed to do so). Did I dream that up?
I didn't find anything like that in when I opened up the game. No, there is no such thing in Mummy's Mask. That was only a joke a poster made after Vic had teased about some "new technology" being used in this set. However, Vic was only referring to the red highlight used for the Trigger trait. LOL, I guess the joke is on me.
I thought I had read somewhere that Mummy's Mask had cards with hidden text and you would have to use a special reader(not sure the name of it) to see the hidden text (when instructed to do so). Did I dream that up?
I didn't find anything like that in when I opened up the game.
Sharaya wrote: Hi Rich,
The Goblin's Burn deck is not longer an active subscription option, so it is not eligible for the discount.
If you have any other questions, please let us know.
Thanks!
~Sharaya
Bummer. Okay, thank you.
Hi,
I resubscribed to the class deck's today. I was trying to add the PACG Class Deck Goblin's Burn for my October order (before it spawn's tomorrow) but I am not seeing the class deck subscription discount when I put the item in my cart.
thank you,
Rich.
Keith Richmond wrote: We have many, many things we want to show you guys - class decks, Organized Play, con updates, strategy, and - of course - Mummy's Mask previews.
The previews are still on schedule to start this month, and continue into next month, right up to the release.
Must be soon if previews are still going to happen this month. The sun has almost set on September.
So is Mummy's Mask still on track for early October? Are there any previews yet?
Does anyone think that the release date for Mummy's Mask will be revealed at Paizocon?
Hi, please cancel my adventure card game class deck subscription. Thank you.
I hope the extra time allows for further refinement. Rise of the Runelords was a 10 out of 10 for my gaming group but Skulls and Shackles not so much. The added challenges seemed overkill at times. My gaming group hasn't started Wrath yet (we just finished Adventure Deck 5 in Skulls and Shackles this past weekend) but it sounds to be in the same vein as Skulls. Perhaps a way to scale difficulty for each gaming group tastes could be introduced in Mummy's Mask?
Guess I spoke a couple minutes too soon. LOL. Thanks for the update.
Vic Wertz wrote: deinol wrote: Probably the wrong place to ask, but what will the next base set? When is it expected? Whether or not I want to continue to subscribe does depend on how soon I'll be expected to spend ~$60, and which path is coming up. You'll want to read tomorrow's Paizo blog. Has this been delayed? I am not seeing anything on the blog about PACG.
Ragadolf wrote: Interesting rules idea. I think I like it, especially for those early characters with great weapons but small hand sizes. ;P
Would this rule apply ONLY to armors? Or to anything that can be worn?
This is a potential can of worms if so, but some things are magic items not armor IIRC (Ezren's robes comes to mind)
But if you open it up to 'magic items' (that are not one-shot like potions) that makes it too powerful, (Sajan and his favorite amulets, I'm looking at you!) :)
My group has discussed expanding the use of the rule for other things but I didn't want to include those thoughts in this thread as I wanted to keep it to our original idea about armor first. We haven't even had opportunity to play test the armor rule yet and want to do only that before considering other changes.
Ragadolf wrote: Hm, I may try this rule with my solo game I'm playing with Seoni and Kyra (RotRL) The time I've had just getting them through the intro adventure, I should be able to tell if this is too much advantage or not.
I like Brother Tyler's addendum rules and will play it that way.
Question, is this power available to any character? Or only those that are 'proficient' with armor?
Our group thoughts are that as long as a character has obtained armor, they can use this rule but then if anything requires that the lose the armor, then the must follow that rule. For example, I am playing a character that can't currently keep any armor. I might acquire an armor during an adventure but once that adventure is completed and I am resetting my hand, I can't keep it(even if the armor is still equipped). I hope that makes sense.
I would love to hear your thoughts on how your playtest goes.
Brother Tyler wrote: Two possible balancing additions:
1) If the character takes damage, they must use the armor to reduce the damage, if possible. This would prevent players from equipping one armor card and using a different (presumably better) armor card to affect the damage.
2) If the armor can be used to affect the damage and the character still takes damage after reducing the damage as much as possible (i.e., has to discard cards), the armor card must be discarded as the first card. This would mitigate some possible abuse of having the extra card. Damage that the armor can't affect wouldn't apply here, allowing the player to discard other cards.
My group was thinking the same thing. Thank you for writing out those rules.
skizzerz wrote: Does an equipped armor still count as being in your hand? I ask because there's a villain in S&S 5 that cares about that and you could run into issues if they are not counted as part of your hand. "Yes, it essentially would allow you to hold an extra card in your hand."
skizzerz wrote: Also, if you are instructed to recharge your hand and draw that many cards, would that include the equipped armor or does that stay put? "I think my group would exclude it from this rule."
Agradeleous wrote: Also, in order to equip armor a player couldn't have used the "once per game, you can discard a card to draw a card" rule and can't use that rule for the rest of that game. skizzerz wrote: That seems to me like an odd restriction, especially since you can always discard any number of cards while resetting your hand at the end of your turn (and that isn't limited to once per game). The power of the rule you quoted is that you can use it during your turn instead of just at the end of it, so that card draw can be used to keep exploring or whatnot. I don't see how it comes into play regarding armor though. Essentially equipping a card will mean that you will be able to have one extra card in your hand which seems like it could be pretty powerful, especially if it lasts several turns. So to try and balance it out, we thought that a player would have to make a choice to either during the game use the discard a card to draw a card rule or they could use the equip armor home made rule but not both.
If it helps, we drew some inspiration for the idea from Lost Legends which you equip cards to your character. We didn't like the game of Lost Legends but we really liked this concept.
In playing Rise and now working through Adventure Deck 5 in Skulls, my gaming group consensus is that armor is our least favorite card type and we dislike it taking up space in our hand. I think our dislike is that armor is a very passive card. So we are thinking of a way to negate this issue. We came up with the idea that instead of an exploration, you may instead equip your armor (assuming that it is in your hand), and that armor would then not count towards your max hand size. Armor would still then be used as normal, so if it is used then it is discarded, buried, recharged, etc. As per normal. Also, in order to equip armor a player couldn't have used the "once per game, you can discard a card to draw a card" rule and can't use that rule for the rest of that game. There was discussion that using an exploration to equip was skewed too far, so we decided that after equipping Armor, a person could roll a D6 and on a 5 or 6 still explore, but on a 1 through 4, they would need to use another card to allow this action. Thoughts about this idea? Does this rule seem "balanced?"
zeroth_hour wrote: Agradeleous wrote: I wish they made the difficulty level so it could be scaled to personal preference. Our gaming group is thinking of starting Wrath by checking a card feat to try and scale things back towards Rise level difficulty. I found Rise plenty difficult. At lot of times we wouldn't win until the very last turn (last blessing). But you never lost?
I think it may be a matter of expectations here. Are you expecting to grab the loot and walk all over the monsters? Do you try to grab as much loot as possible? Do you not expect to repeat any scenario at all?
Also the difficulty tuning gets off at 5-6 players I find - if you play above 4 players it can explain the last turn thing. We lost some too. My group doesnt mind replaying some scenarios but we don't like feeling we are banging our heads against a wall. Some Skulls scenarios took 3 tries to be successful and for us that starts to wear thinand isn't fun. Especially since we only get to game on average 3 or 4 times a month.
excellent ideas. Please keep the ideas coming if anyone else has any thoughts. My gaming group doesn't mind a challenge we just don't want to feel that it is a chore. I am going to discuss these ideas with my group to see what they feel works best us.
My gaming group loved Rise of the Runelords. We would rate it 10 out of 10. Skulls has been more hit or miss for us. We are in adventure deck 5 and rate our overall experience with Skulls a 7 out of 10. The reason? We didn't enjoy the bump in the difficulty level. From what I am reading, Wrath is even more difficult than Skulls and I know that my gaming group will NOT like it. So in order to try keep up our enjoyment level, I was trying to figure out a way to nudge down the difficulty a notch but not to nudge it down too much. To that end, we had the following ideas:
1) we could increase the blessing deck to 32 (and since there are 4 of us, it would even up the number of turns).
2) We could check a card feat before starting the base game
3) we could do a skill feat before starting the base game.
We are strongly considering maybe doing all three of these and then if we find we made the game too easy, we would skip one of the above achievements when they first come up in the game.
I am looking for any feedback and/or suggestions as to what people think of our ideas and/or if other people had alternative suggestions.
thank you.
I wish they made the difficulty level so it could be scaled to personal preference. Our gaming group is thinking of starting Wrath by checking a card feat to try and scale things back towards Rise level difficulty. I found Rise plenty difficult. At lot of times we wouldn't win until the very last turn (last blessing).
Thus is really discouraging to hear. My gaming group LOVED Rise of the Runelords. We have found Skulls and Shackles increased difficulty to not be near as good(we are in Adventure Deck 5 now). And now Wrath sounds even worse. I wish there was a way to set the difficulty like it was on Rise. I love the Egyptian themes so I hope Mummy's Mask gets back more like Rise.
Sara Marie wrote: Agradeleous wrote: My subscription class deck of Paladin didn't get created or shipped for whatever reason. Would someome please look into this issue for me? Thank you. In order to fix things I ended up moving the class deck and the adventure deck to a separate order. The totals for shipping for the item that already shipped plus these two have not gone above what you should have paid for this order had everything gone according to plan ($12.01). Thank you Sara Marie.
My subscription class deck of Paladin didn't get created or shipped for whatever reason. Would someome please look into this issue for me? Thank you.
My subscription order spawned but but only for Wrath Deck 4, the new class deck subscription did not get created. Are the class decks delayed?
Will these sets be made available through retailers like the first three sets were? I picked up the first three at Cool Stuff Inc and I am thinking that I might like to to she same with the new sets.
Sara Marie wrote: Agradeleous wrote: Sara Marie wrote: We have about 9% of subscription items left to ship. I must be in the last 9% then. Order number 3520687. I had ordered a bunch of Arkham Horror Dice to ship with me order, so hopefully that isn't holding it up. 1 set is holding it up. Would you like us to move it to your sidecart so the rest can ship? HI Sara, I called customer service and I had them go ahead and move the one dice set to my side cart. I just wanted to let you know here so you don't spend any more time on this matter. Thank you for your help and in letting me know what was holding up my order. :-)
Sara Marie wrote: Agradeleous wrote: Sara Marie wrote: We have about 9% of subscription items left to ship. I must be in the last 9% then. Order number 3520687. I had ordered a bunch of Arkham Horror Dice to ship with me order, so hopefully that isn't holding it up. 1 set is holding it up. Would you like us to move it to your sidecart so the rest can ship? Any idea how long that 1 set is going to delay it
Sara Marie wrote: We have about 9% of subscription items left to ship. I must be in the last 9% then. Order number 3520687. I had ordered a bunch of Arkham Horror Dice to ship with me order, so hopefully that isn't holding it up.
Thank you Hawkmoon269. It makes perfect sense to me now.
I don't understand Seelah's power: "When you attempt a check before you act, you may use your charisma skill instead of any listed skill." Why wouldn't someone use this power on every single check? What is it that I am not understanding?
Both Adventure Deck 3 & 4 are coming out in July? I wonder if 4 is supposed to list August.
Our group randomly picked and defeated the Dominator. The Enemy Ship card says you can seize the ship but the Dominator says it can't be seized. Which card do we go by?
Melemkor wrote: My current thought is to add all the appropriate cards from the class decks in when the box is built - then, allow "exiling" class deck cards that would be banished and that we don't want to keep (i.e. like what you do with basics and elites at the appropriate points).
That way, we aren't simply picking the best things to go into the box, and the ratios aren't affected *too* badly. There's still some extra chaff, but it'll gradually thin out as we play.
I really like your idea. I think my gaming group is going to do exactly this. Thank you.
What do you think Mike Selinker? It follows your unofficial rule and over time via play through allows any unwanted boons to be banished.
Wow. Thanks everyone for the feedback.
I got the class decks but have very little interest in doing OP. I got them to be able to use some of the unique boons in my groups current adventure path. My group is gearing up to start Skulls and Shackles this Saturday. We just want to add in the boons that aren't repeated in the base set and offer something that we think sounds helpful/fun**. Are their any rules around using the boons in this manner? Would using the cards in this manner change the balance of the game i.e. make it too easy? I am wondering what the consensus is about adding in boons from the class decks into regular adventure paths?
**We plan to add the appropriate boons based on our Adventure Path level, for example, we wouldn't be adding level 6 spells when we are just starting the base adventures.
Since the remaining Skulls and Shackles Adventure Decks have been delayed by a month, does this mean the base set that was scheduled to be released in February has been delayed to March? How will this affect the next set of class decks that were scheduled to be released in February as well?
I see that Adventure Deck 3 is now showing a November ship date instead of October (Adventure Deck 4 is still showing November). So is that true? Will we be getting two Adventure decks in November and none in October?
Agradeleous wrote: Charles Scholz wrote: Picked up a couple of packs at my game store yesterday. The look great.
Only problem I have is the UltraPro dot is on the clear side and is in the way of some of the text. They should have put it on the back side, or in one of the lower corners.
Would someone be able to direct me to a picture of the sleeves because if the dot blocks out text, then I might reconsider getting them. Bump. Any pictures of the sleeves yet?
I got my Skulls and Shackles base set yesterday. Woo hoo. I am having fun looking through it but my party wants to wait until we have the class decks and add on deck before playing. I think the "my subscription" page has gone bonkers. I not only have a duplicate base game but now have TWO character add on decks listed (and yes I know not to pay close attention to it until I actually get my authorization email. I feel for the folks at Paizo trying to work out these gremlins from the system. I hope it doesn't cause too many gray hairs.):
Payment method authorized: Today
Should ship by: September 26
1x Pathfinder Adventure Card Game—Subscriber Promo Card: Ranzak~(in sidecart)
1x Pathfinder Adventure Card Game—Promo Card: Mogmurch~(in sidecart)
1x Pathfinder Adventure Card Game—Promo Card: Goblin Keelhaulin'~(in sidecart)
1x Pathfinder Adventure Card Game—Promo Card: Goblin Weidling~(in sidecart)
1x Pathfinder Adventure Card Game—Skull & Shackles Character Add-On Deck, $15.99(in sidecart)
1x Pathfinder Adventure Card Game—Skull & Shackles Base Set, $47.99
1x Pathfinder Adventure Card Game—Skull & Shackles Character Add-On Deck, $15.99
1x Pathfinder Adventure Card Game—Promo Card: Blessing of Zogmugot~
1x Pathfinder Adventure Card Game—Promo Card: Owlbeartross~
1x Pathfinder Adventure Card Game—Skull & Shackles Adventure Deck 2: Raiders of the Fever Sea, $15.99
Charles Scholz wrote: Picked up a couple of packs at my game store yesterday. The look great.
Only problem I have is the UltraPro dot is on the clear side and is in the way of some of the text. They should have put it on the back side, or in one of the lower corners.
Would someone be able to direct me to a picture of the sleeves because if the dot blocks out text, then I might reconsider getting them.
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