My initial hope that I'm still clinging to is an Easter Egg type scenario, where clues are scattered throughout the game but not necessarily incorporated fully into standard play. Think "Ready Player One" for all you sci-fi fans out there. I want to solve the puzzle and then split a card in half, ideally one of those annoying Kopesh that we keep failing to banish, to reveal a secret promo card that I will love and cherish for many adventures to come.
Yes, it changes what type of check it is. Varril isn't using his fancy power on a STRENGTH check, as the type of check is never determined until a specific skill is applied (only exception I can think of is combat vs. non-combat checks are predetermined).
I'm pretty sure this topic was discussed at great length in another thread, and the general consensus was that Mavaro can display as many cards as he wants as long as each card is granting him a new skill. Otherwise, you'd just be displaying cards for the sake of displaying them and they would have no other immediate effect.
No, the character that encounters the henchman gets the opportunity to attempt to close the location.
Interesting. I stumbled upon a S&S FAQ regarding sequential checks, and subsequently p. 11 of the MM rulebook would have made me think otherwise...
"While you are attempting a check against such a card that you did not encounter, powers that would apply to the character who encountered it apply to you instead."
Vic Wertz wrote:
What if the henchman has multiple checks to defeat? Has the person that succeeded at the last check to defeat earned the opportunity to close?
Keith Richmond wrote:
I'm still a bit unsure about this. If I encounter a non-villian monster that says, "Before you act, each character must succeed a Wisdom or Divine 8 check or be dealt 1d4 combat damage" and I discard Chakram to ignore the power...are you saying everyone else still has to attempt the check or be dealt damage?
Wasn't I the only character that was about to act, and I ignored the power completely? I guess this assumes that no other character attempts to act during my encounter.
Yes she can, Hawkmoon is right. Actually, Simoun doesn't have a choice and MUST add her Perception skill if able. That's an important distinction compared to Drelm, who "may" add his Divine skill.
You can't prevent the damage. Our group had the same question and referred to p.15 of the MM rulebook. "When you examine a card and see that red highlight, make sure you read the card and do what it says!"
That means reading the entire card, and Vic reinforced this premise on another thread (sorry, don't have link handy).
The location is the card that caused you to summon it and it's instructing you to do otherwise. Seems clear to me; I don't think a change is warranted.
Correct, in order to fulfill the third assumption.
That is a distinction that would be nice if they addressed. In my example where Drelm decides to discard ten cards, discarding/recharging one card at a time would mean that the tenth card you discarded could never be the first you recharged. On the other hand, if you discarded ten cards and then shuffled them to determine the random recharge order, it could be.
"At the start of your turn, you may discard any number of cards from the top of your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded"
What are the limits of Drelm using this power on himself? Originally, I thought he could use this power even if he had zero cards in his discard pile, but I don't think that's correct because of the rule that using powers and playing cards must have an immediate effect.
But what if there's one card in my discard pile? Can I choose to discard ten cards from my deck? The first card I discard would have the immediate effect of recharging a random card...but are my only options the card that was originally in my discard pile? Or is the card I just discarded now in the mix? Either way, now I discard the second card from my deck and it still has an immediate effect cause there's still another card in my discard pile. So on and so forth, and I've now just recharged ten cards from my deck when only one card started in my discard pile.
Some clarity on this rule as it applies to Drelm using it on himself would be greatly appreciated. Thanks!
Our party of four experienced gamers have played through all the other base sets and the unanimous consensus is that MM is the best. Vic/Mike had mentioned in a previous thread that MM is the first set whose creation began AFTER the full release of one of its predecessors, and it shows.
In addition to the qualities OP mentioned, our favorite mechanic that was expanded is the rewards/penalties associated with defeating banes and acquiring boons within a specified margin of error. The days of throwing every blessing but the kitchen sink at a check have been diminished, and we're now forced to optimize our resources and calculate probabilities in a different way. Ahmotep is a terrific character in this regard, and we love it. MM rocks!
I've always played such things as if I could not determine the order. In other words "Recharge 3 random cards" to mean means that the cards are random and their order is random. I treat them as a set, where I can't change the order.
This is an elegant interpretation and feels in accordance with the designer's intent. As always, thanks, Hawkmoon.
As a side note, I initially felt like this Drelm power was very weak, but it suddenly occurred to me how it could be utilized to get all your blessings of Abadar back to the top of your deck. Keymaster, indeed!
When recharging multiple random cards, can I look at the cards after they've been selected at random to determine the order in which they are recharged?
Best answer I've come across was in an FAQ for RotR in regards to "random" cards (sorry, I don't know how to link) where we were instructed to shuffle the appropriate deck/hand and then draw the necessary number of cards at random, which leads me to believe that we can look at them afterwards. But this would seem to make Drelm's last power on his Keymaster role card extremely overpowered. If he had zero cards in his discard pile, he could opt to discard his entire deck and then choose the order in which they were recharged.
I wasn't enjoying playing Drelm (whilst seeing the amazing things Estra could do with her cohort and observing how strong Simoun is right out of the gate). Then we hit the third scenario of the basic adventure path and Drelm could "automatically" defeat every Conflagration henchmen since he could add his Divine skill against Obstacles.
Then I thought, Drelm might be awesome!
I don't think an encountered card counts as being on top of the location deck.
The Horned Demon from WotR reads, "Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6." If you failed the Wisdom check and the Horned Demon was considered to be on top of the location deck, you'd have to immediately shuffle him back into the location...face up? Face down?
I don't think so. I believe there are other cards that can make you shuffle boons into the location during the encounter as well, but I can't remember them off the top of my head.
Drelm has a power: On your check against a card that has the Obstacle trait, add your Divine skill." Would this apply to my check to acquire a boon that has the Obstacle trait?
I'm sure this has come up before but I couldn't find the answer searching the forums. My instinct says the power would apply, but I just wanted to make sure "against" doesn't rule out boon acquisition. Thank you.
Michael Klaus wrote:
But in the current rules discussion it was revealed that character cards should never be considered played at all and therefore should not add their traits to the check even if your character had such a power.
What exactly in the current rules discussion prevents character powers from adding traits to a check? Imrijka has an ability that explicitly says it adds the Divine and Magic traits. So this has been nullified?
If you aren't using your Ranged skill, I think the weapon would have to explicitly say it adds the ranged trait to your check. All those "traits" listed on the top left of cards aren't necessarily applied to the check just because you played the card.
Someone please correct or confirm. I've been playing PACG and reading the forums for over two years and still can't grasp some of the simplest things.
The Parrot reads, "If you would fail a check..." The key word here is "would." The Parrot steps in during that check and says "No no my friend, you did not fail this check...yet. You may reroll." You have now played an animal on that check and the location power kicks in. I mention this as an important distinction that contradicts what others have said about the parrot initiating a new check.
This came up in my group when I played another animal to add 1d4 to my combat check. I failed and was curious if I could then play my parrot. We decided I could not because you can only play one ally per check.
Great scenario. I play Enora in our group and we had a similar experience. Death to the entire party was imminent, but we encountered the villian with four cards left in the blessings deck, I was randomly chosen to encounter her, and was fortunate enough to have a Manual of War so I could use my Knowledge to defeat a barrier. Epic. Nice moves, paizo!
*Edit: I just realized OP is a member of my party, lol.
This discussion should not be over. The fact that someone has to implement a house rule on this ability in order to keep the game cooperative and entertaining is sad. As Path 4 becomes widely distributed and Alain filled parties begin realizing the absurdity of this power feat, they'll come to these forums for guidance. I hope by then, or preferably sooner, the Devs are kind enough to offer an official ruling or FAQ to correct this egregious oversight.
Character Name: Enora