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![]() HitmanN wrote:
Was there any announcements at Paizocon? ![]()
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![]() 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? ![]()
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![]() Elinnea wrote:
I just learned about the new PACG coming this past Sunday. Thank you for the link. ![]()
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![]() 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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![]() Zaister wrote:
LOL, I guess the joke is on me. ![]()
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![]() 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. ![]()
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![]() Keith Richmond wrote:
Must be soon if previews are still going to happen this month. The sun has almost set on September. ![]()
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![]() 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? ![]()
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![]() Vic Wertz wrote:
Has this been delayed? I am not seeing anything on the blog about PACG. ![]()
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![]() Ragadolf wrote:
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:
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. ![]()
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![]() Brother Tyler wrote:
My group was thinking the same thing. Thank you for writing out those rules. ![]()
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![]() 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. ![]()
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![]() Hawkmoon269 wrote:
Will there be two class decks in November then or are they all being pushed back by a month? ![]()
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![]() 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?" ![]()
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![]() zeroth_hour wrote:
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. ![]()
Pathfinder Card Game Subscriber
![]() 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:
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. ![]()
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![]() 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). ![]()
Pathfinder Card Game Subscriber
![]() 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. ![]()
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![]() Sara Marie wrote:
Thank you Sara Marie. ![]()
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![]() Sara Marie wrote:
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. :-) ![]()
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![]() Sara Marie wrote:
Any idea how long that 1 set is going to delay it ![]()
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![]() Melemkor wrote:
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. ![]()
Pathfinder Card Game Subscriber
![]() 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. ![]()
Pathfinder Card Game Subscriber
![]() 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? ![]()
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![]() Agradeleous wrote:
Bump. Any pictures of the sleeves yet? ![]()
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![]() 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.):
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![]() Charles Scholz wrote:
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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