Lirianne

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I agree that the intent was most likely to you receive the medal only once, but it needs to be reworded to actually do that.

It could be "Gain your first Medal." or "If there are no Medals gained on the Champions of Mendev, gain one"

Or the gain a medal Medal could be on the "City of Locust" adventure path, hence when you start the path you receive the bonus.

But as written you gain a medal every time you start the scenario.


The first scenario in Adventure Deck 6 tells you to

Onslaught on Drezen wrote:
At the start of the scenario, gain a medal on the troop Champions of Mendev.

We all know that you cannot gain rewards again. But this is in the During This Scenario section, not the reward section.

Does that mean that if you fail the scenario Onslaught on Drezen and repeat it, you will gain a second medal on the Champions of Mendev at the start? And if you fail again, you gain a 3rd medal at the start, and so on and so forth?


The Mythic Trickster has a move based power:

Mythic Trickster wrote:
Add your number of mythic charges to your Dexterity or Intelligence check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, after the encounter, you may move, ignoring any movement restrictions.

Can I still move if the I activate that power while not in an encounter?

Like if a location calls for a Dexterity check to close, can I spend mythic charge to gain the D20 on that check, and after I make the closing check, move?


As we began Audience with the Inheritor, our opening draw of the blessing deck was the Lady of Valor. This has caused a few problems.

First off, there is no top card of the blessing discard check. How does this function with cards that interact with the top card of the blessing discard deck. For example; Blessing of Nocticula. Does the Top Card of the Blessing Discard pile not have the Corrupted Trait?

We evaded the Lady of Valor. Since we evaded her, we would not activate the after of the encounter power of the Lady of Valor. So the blessing deck does not advance? Does this mean we have no blessing for that turn? Did we get a free turn?


The Grinder and the Battlebliss both have features where the location is banished.

What happens to cards displayed next to that locations, like the Mist Horn?


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We are doing Scenario 2 in Adventure Pack 4: Demondome.

One of our characters encountered an Incubus, which forces another character at the location to encounter the servitor Demon (Vulture Demon).

The Other Character beats the Vulture Demon by more then 12. Battlebliss states that if you succeed on a check to defeat a demon by 12 or more you may attempt to close.

Can that 2nd character attempt to close the location because of the location power? During the 1rst character's encounter with the succubus?

If he can, then Battlebliss moves the characters, but the encounter with the initial Incubus is still occurring. So do they move to a new location (another battlebliss), then continue the fight against the Incubus. If they do, can they beat it by more then 12 to now try to close that location?

Also, the temp close for the Battlebliss is summon and encounter the servitor demon. If we encounter the boss, during the temporary close, if we beat the servitor demon by more then 12, can we try to permanently close the location using the power granted by Battlebliss?


Joshua Birk 898 wrote:
You don't seem to account for the fact that, as a 6 person group, you have roughly 10-12 more cards in hand (slightly more than those 10 more cards that you are expending) and forty more cards in you decks, compared to a four person party. Those resources matter.

Whether or not there are two additional hands worth of cards present to give aid doesn't change the fact that a 6 person group MUST expend resources to succeed while a 4 person group does not have to.

With your comment about 10-12 more cards in hand, I think you are referring to the one area where a 6 player group does have a marked advantage over a 4 player group; which is on single checks. On a specific check, a 6 player group is able bring a lot of resources. In a 6 player game, most bosses are an after thought. Imagine having 6 blessings to help you on that check. Since losing to a boss is very costly (another place 6 players game have it harder, more location means more cards off the blessing deck), we throw everything we can against that boss. We generally beat bosses by twice their difficulty. When you pull out all the stops, the 6 player group can go farther on a check then the 4 player group.

But for the economy of normal play, 6 players is just more difficult. In a 4 player game, you could expend cards on each other player's turn to help them succeed. Since they only need to explore on average once this would cost you 3 cards a round. A character with a hand size of 6 can still have 3 cards left over in their hand on their turn for personal use.

In a 6 player game, to give each player aid will cost you a minimum of 5 cards out of your hand. But since 6 players need to generate 10 extra explores to suceed, that means that every 3 turns a character has to explore twice on their turn. That means that you need to spend between 6 card (if you do one of the extra explores) to 7 card (other characters do the extra explores). You need to be a hand size 7 or 8 to even have cards to use on your turn.

Our hands have to go farther then they do in a 4 player game. There are 5 other people who potentially need help, compared to 3. There are two more off-turns where off-turn damage or off-turn combats can threaten your hand.

The player group size changes the game. When you lower players, it reduces the pressures of the blessing deck; that 2 player game has 40 card in the locations, that is 20 cards they need to get through on average with 30 free explores. You have time to spare! When you raise players it reduces the pressure of specific checks, like I said earlier, imagine how great it is to receive 6 blessings on a check to defeat.

Since this debate regards an exploring power, 6 player groups have a pretty big interest in it since our true nemesis isn't villains but the blessing deck. That is why 6 player groups have been vocal about not stripping Alain of his power to cheaply get explores since that is a huge boon to us. It gives us a bit of breathing room in case something goes wrong.


w w 379 wrote:
I wish we had two more players to try out the 6p format. Without disparaging people I don't know, I think the biggest problem with a big group is the increased probability of having weak players. Each player receives less turns, but the team as a whole gets just as many turns. Outside of a blight, horde, or army, the difficulty isnt compounded by additional players. There are more blessings to throw to offset the extra cards. The reduced total turns per player means each player can play more aggressivsly. However, I haven't done 6p so this is just a thought exercise.

Here is one of the big difficulty increases for 6 players. Additional players add additional locations that need to be explored through, without additional free explores, since the blessing deck isn't increased.

This becomes most apparent in close every location scenarios: a 4 man group has 6 locations with 10 cards each. Assume you only need to on average explore through half of a pile to find the henchman and close the location. That is 30 cards worth of explores (6 locations X an average of 5 cards to explore per pile). You have 30 cards in the blessing deck, on average the provided blessings will allow you to complete the scenario with your free explores alone.

BUT a 6 man group is looking at 8 locations with 80 cards. That is on average 40 cards you need to explore through to complete the scenario. That means we need to generate 10 explores in addition to our free explores complete the scenario. That means we're expending 10 more cards as a group compared to that 4 person band, 10 cards that could go to helping succeed at checks.

If we each explored only using our free explore, we will on average fail, while a 4 person group on average will succeed.

SO, tying this into point at hand, Alain's ability to generate additional explores for a very low cost is really useful to a 6 player group since we're already behind the 8-ball when it comes to explores.


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I am going to chime in and agree with Dulcee. Armies are very difficult on a six player group. It is not just that at 6 players there is no choice for the armies, since every roll must be made, it is that all 6 people need to succeed. More people needing succeed is just harder.

We have a 6 man band (Alain, Imrijka, Balazaar, Enora, Ekkie, and Aedowyn). Earlier we lucked out and dodged most of the Undead Companies [though we had the "fun" of having a character with no Fortitude doing the Fort check with 4 blessings to succeed]. But then we hit Siege of Drezen.

Even with every character having the skills listed for the checks, we were left unable to complete the scenario. Those checks were hard enough that they required resources to be spent to succeed, but if one person got unlucky (or didn't spend enough) it is wash. Not only did we not succeed, but the 1d4 combat damage did a good job of knocking out most of our hands, so we'd have to wait almost a full round to have the resources to attempt again. Anyone who plays 6 players knows that losing a round is the kiss of death, that is 1/5 of your blessings deck right there.

This is just the curse of having six players. If each of you gets up to a 90% certainty to make your roll, that means as a group you only have a 53% chance of succeeding on this Barrier since if one of you fails, all of you fail (for reference, a 4 player groups at 90% is looking at a 65% and 3 players a 72%). Getting up to a 95% percent certainty gets you to a 73% (81% for 4 players, and 85% for 3 players). But a 95% will take some work. We'll use Imrijka as an example:
Imrijka goes for the Ranged 12. She has skill ups in Strength, so she has a 1d10+5 (we're assuming her mythic path adds to strength also). She only has a 30% if she gets no aid. An additional die, like from a blessing, only gets her to 85% (a bit too low). She need sat least another d4 (like a Sage's Journal or the recharge from a Caravan Guard or Balazaar tossing a monster). So we're looking at most likely 2 expenditures to get to 95%. Even Enora, with her 1d12+7 needs a bit of help. She needs either a d10 or 2d4 to get to her 95%+ roll.

Every character is expending some form of resources on this check, with a failure rate of about 27% for the group. These henchman are costly, draining each member of the group of at least 1 to 2 cards (even if the cards are recharged they aren't present for the next check, so it is still 'expended'). And then, you need to do this 5 more times, but most likely more, since if you're keeping up the 95% success level per player, the likelihood of doing 6 of these barriers without a failure is around 15% (a 4 player group is looking at a 43% chance to make it through without failure, and a 3 player looking at 65%).

We tried 4 more times. We always failed. We never even spawned the Citadel. Eventually the group decided that we had to do something beside bashing our heads against the scenario over and over. So we split into 2 groups, each doing a 3 person run. It feels cheap, but it seemed to be our only option.


Imrijka is exploring a location that moves you as a result of closing it. The Cavern and Grinder are both examples of this type of location.

Imrijka encounters a monster henchman and defeats them. How does this interact with her explore again power?

Does it go?
1. Defeat Henchman
2. Immediately attempt to close location as instructed by henchman
3. Close location, as a result get moved to a new location
4. It is now after Imrijka has defeated a monster, so now she checks to see if she explores again.

OR

1. Defeat Henchman
2. It is now after Imrijka has defeated a monster, so now she checks to see if she explores again. It won't really matter since the location is closing.
3. Now attempt to close location as instructed by henchman
4. Close location, as a result get moved to a new location. If Imrijka wants to continue exploring, she must expend resources

The heart of the question is if the location closing because of defeating the Henchman is still part of the Henchman's encounter?


In the FAQ it states that you cannot attempt to close a location you are not at. See FAQ here .

Does this ruling apply to the following rule from the Wraith of the Righteous rule book

Wraith Rule Book page 17 wrote:
If you Defeat the Villain, Close the Villain's Location

If you are moved during a villain encounter and still defeat the villain, does the villain's location close?

Specific Example
During the Fallen Fane, Alain encounters the villain Zanedra and Svennarobeth. The Villain states that

Zanedra and Svennarobeth wrote:
Before you act, a random character at your location must summon and defeat a random monster from the box...

Alain was the only character at his location, so he encounters the monster from the box

Alain drew a Mist Horror. The Mist Horror states that

Mist Horror wrote:
After you act, shuffle this card into a random location, then move to a random open location.

Alain defeated the Mist Horror and was moved to a random open location. This location was not the location he encountered the Villain at. He then finishes his encounter with the Villain, successfully defeating them. What happens?


Hawkmoon to the rescue! Yeah I figured Customer Service was going to be gone until Monday. I really appreciate your insight! If possible I'm going to try to get a refund from Amazon and then pick up a new copy at my FLGS so I can check it in the store.

Thanks again! I can't wait to get my butt kicked by those B scenarios.


Went ahead and sent an email to customer.service@paizo.com with my shipping address and Amazon Order #, as well as a link to this thread, since someone was probably going to ask for that information anyway.


Was disappointed to discover that my ACG core set box of Wrath of the Righteous is missing an entire pack of cards. I have no weapons, barriers, monsters, and most spells are missing (I have 5).

I ordered the box through Amazon and it was still shrink wrapped when it showed up. Please let me know what further information you need to resolve this issue. Thanks!