BlindBadger's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Thanks - I think I understand now, but want to make sure:

Given the +1 damage buff from the original example:

-Thrown lit oil flask that has an attack roll to hit target creature gets +1 to fire damage to that creature from resulting fire
-Splash damage from thrown lit oil flask never gets +1 fire damage from resulting fire
-Thrown or swung torch that has an attack roll to hit target oil-soaked creature gets +1 to fire damage to that creature from resulting fire
-Thrown torch that has an attack roll to hit target oil-soaked area does not get +1 to damage to a creature standing in resulting fire

One additional question:
In the burning club example where a player hits a target oil soaked creature and catches it on fire, I understand that the player gets the +1 bonus only once, but can the player choose where to add the +1 damage, in this case to either the club melee damage or the fire damage? This might make a difference if the target has damage immunities or takes bonus damage from different types of attacks. (Such as if the target was immune to fire or could only be damaged by fire.)


So when the torch or flask actually hits a target as part of an attack roll bonus damage is triggered but when there is not an attack roll directly against the target the bonus damage is not triggered. Is that right? Does that mean the bonus damage is caused by the impact with the flask/torch itself instead of the fire? If so, would that mean the bonus damage points from the examples above count as general combat damage instead of fire damage for the purposes of resistance?

Say the above character is using a club that is burning to whack at a target that is covered in oil. If the character hits, she gets to add a bonus point of normal combat damage to her normal combat damage from the club. If as a result of being hit by the burning club the target catches on fire, does the target take an additional bonus damage point of fire damage from the fire too?

I think the rules are pretty clear that the character with the burning club gets to add a bonus damage point from the successful impact of the club attack. If the character does not also get to add a bonus damage to the fire they caused by hitting the target with the burning club, why does a character that hits her target with a thrown torch whose impact normally causes no damage get to add a bonus damage to the fire caused by their attack?


How do attacks that generate mundane fire work with attack bonuses?

-If a character currently under the bard performance Inspire Courage which gives a +1 competence bonus on attack and weapon damage rolls throws a flask of oil with a lit fuse at an enemy and the flask successfully hits its target, how much damage will the target take from mundane fire? If another enemy is on a square adjacent to the successfully hit target, how much splash damage will that enemy take from mundane fire?
-If the same character throws a burning torch at an enemy that has been previously coated in lamp oil and the oil ignites, how much damage will the enemy take from mundane fire?
-If the same character throws a burning torch at an area of ground that has been soaked with lamp oil and the oil ignites, how much damage will an enemy standing on that ground take from mundane fire?

I am unsure when, if ever, to apply weapon damage bonuses to attacks that generate mundane fire damage.
Would the answers to the above questions be different if the +1 competence bonus was given to "damage rolls" instead of "weapon damage rolls"?


p. 22 of the rule book states: "If you would banish a cohort, remove it from the game instead; it may not be used in future scenarios, even if it’s listed on your character card."

I did not find any special organized play rules for cohorts. I am confused over what removing a card from the game does in organized play.

Example: Four people are playing an organized play scenario and during that game they make a play that would banish a scenario specific cohort.

1) The same four players later choose to replay that scenario using the same box of cards. Is the cohort available for the replay of the scenario, or is s/he removed from the game?

2) Three of the four people in the example replay the scenario using the same box of cards and a new fourth player (who did not play in any games in which the scenario specific cohort would have been banished) joins them during the replay... is the cohort available for play or removed from the game? If the cohort is available, is it only available for the new player?

3) Three of the four people in the example replay the scenario and a fourth new player (who did not play in any games in which the scenario specific cohort would have been banished) join them during the replay. The game box that is used is one brought by the new player (it is different box than the one the three people originally used). Is the cohort available for play or removed from the game? If the cohort is available, is it only available for the new player?

I am not sure if I should have posted this in the rules section or the organized play section, since this is a rules question that only pertains to organized play.


Thank you for the answer to my question. I did not expect to get a response on the merits of declining a reward, but since I did, I would like to ask a few follow up questions:

-Are there ever times in the game that you would purposefully decline to roll on a boon because you would not want to acquire it? If so, you are most likely weighing the importance of getting an extra hit point over diluting your card pool. This same decision making process should be engaged when deciding whether or not to take a card feat. Note that card pool composition matters more when you have a character that recycles their discard pile into their deck as part of normal play or has a card cycling mechanic that cares about card types (such as wizards with spells).

-Do you think that there are a few cards in each card type for a given character deck that are significantly stronger than the other choices in the character deck for any given character level, or do you think the cards are roughly the same in effectiveness?

-If you do believe that a few cards in each card type category in your card pool shine above the others, why would you want to take card feats to expand your deck in order to accomodate "weaker" cards in that category? Your deck should theoretically contain the best cards that you currently have access to. Increasing the number of cards in your deck forces you to put cards in your deck that you previously decided were not among best choices available to you.

It is understandable to want to add cards to your deck if:
-you want to increase the chances of drawing a certain card type
-you desire to add to the number of cards of a specific card type in order to shore up a specific weakness in your character's deck
-you think that adding cards to your deck is advisable due to the hitpoint mechanic (this factor becomes more important if large amounts or frequent occurences of unavoidable damage and/or forced card burying/banishing is prevalent in the game)
Otherwise, it appears to me that adding cards to your deck actually hurts its efficacy.

I should add that there is another reason to add cards to your deck, whether or not it is the best decision mechanically: if adding a new card slot to your deck makes you enjoy the play experience more, that should be done; optimising fun is the most important type of optimisation of all.


Is it possible to successfully complete a PSACG scenario for the first time, then decline to take the associated reward? For example, if a player has maxed out their character's card feat ability to add weapon cards to their deck and does not wish to decrease their chances of drawing a weapon card by adding another non-weapon card to their deck, can they choose to decline a card feat reward? Note that this is not a question as to whether or not it is a good idea to decline a card feat, just whether or not it is possibile to do so.