skizzerz wrote:
Yeah that's what I figured. It takes a bit of tricky logic to work through, though!
I just had the issue on Vengeance at Sundered Crag where the Villain, (Thurl&Inhaz) were in Aybssal Rift somewhere (the other 2 locations were closed after the villain escaped), and I defeated the henchmen (Unfettered Eidolon) at the rift. Normally at a location I would do the check to close the location, and if I did so, clear the location apart from the Villain. What happens in this case? The location was on it's flipped side.
I've had a situation come up in WotR where my character encountered the henchman Blackfire Adept. I summoned a servitor demon Demonling, which I failed the combat check against. I took the damage and then randomly moved to a different location. Do I still make the check to defeat against the Blackfire Adept? I'm guessing not, and that the Blackfire Adept gets shuffled back into the original location, but I'm a little unsure.
I'm having a blocker on the 4th scenario of WotR base adventure - Traitor's Lodge. My character - Alain - doesn't have any magic weapons yet, and yet both the villain and one of the henchmen requires magic to defeat. Although I can acquire the sacred prism, this only really helps on one check, because it gets recharged after use. Does anyone have any suggestions?
Troymk1 wrote: Once he gets a lance his first explore packs A LOT of punch Been trying him out, but have found once Alain loses his cohort horse Donohan he struggles. Very susceptible to troublesome barriers. On a general note, WotR seems a little harder than RotR. I've not played SaS but the target numbers seem somewhat higher in general than the first game.
After getting experienced with the game and playing it a lot, I take my original statement back. It's not harder at all. It's just some classes work better solo or in pairs. And it's also a game about knowing when to use a card, and what kind of cards to aim for. For example with the cleric, taking all offensive spells rather than cures I find helps a lot, and getting weapon proficiency ASAP makes life a heck of a lot easier. (Still loving it!)
Also bear in mind that the villain & henchmen will sometimes be near the top, or near the bottom, of the location. On average over many plays (a loose term) the villain/henchmen will be halfway down the location, which means that with 6 players, it will, on average, take 5 * 8 = 40 explores, which isn't so bad, and should be do-able using explore-again mechanics. For a single player game, on average, it will only take 15 explores to encounter all the villains and henchmen. But I guess in single player there are more failures, so it takes longer. Paizo have balanced it pretty well I think.
I have completed Adventures 1 & 2 solo with Merisiel. Haven't had too many times I've had to bail out. I've given her heavy crossbows and this makes most combat less challenging. She has problems with wisdom and intelligence checks to close locations. I've picked items and allies that help with those kind of checks.
After a bit more playing, I am finding it easier (but still challenging). I think I was recharging or discarding cards when it wasn't worth it so I didn't have them when I really needed them. Choosing when to use a card seems to be the key to success. I think I had a run of bad luck on my earlier scenarios. Better/more shuffling perhaps! Yes I concur - I think Brigadoom is one of the hardest scenarios I've done. Trouble in Sandpoint/Glassworks is worse though, that's just horrific.
I'm considering getting a bunch of friends round to play PACG and I'm sure they'll love it, but I'm curious as to what happens to the game when there are 5 or 6 players. There are still just 30 cards in the blessings deck, right? With 6 players, there are potentially 80 cards to get through. Surely even using cards to explore, it's very hard to complete a scenario without the clock running out?
For those people that have played the card game a lot and know its ins-and-outs, I was wondering what advice and recommendations you would give to newb player who wants to play the cleric in the base set? Things such as what spells to pick, when to use a blessing, how to get dice pools large enough in combat, what items are useful to have, that kind of thing.
Thanks for the feedback. I'll have a look for some videos when I have a bit more time. Question: I thought in order to use thieves tools the character had to be trained in Disable? I think one of the most annoying things for me was when I was trying to close a location after I failed to close it after the henchman turned up. I was playing the barbarian and there was a Spectre and a Ghost I couldn't defeat as I had nothing magical. Another question: if I'm playing a scenario and it's not going well - can I bail out and keep the items I've already acquired?
I got the pathfinder card game a couple of days ago and have really enjoyed playing it but I am struggling to get past the first scenario. The first time I played the cleric and my friend played the monk. The henchmen and the villain were near the bottom of each location and the blessing deck ran out. I found the cleric frustrating since its melee attack was so poor and it didn't seem to have enough offensive spells. The next time I played the bard and my friend played the wizard. The bard died because I kept having to switch my offensive spells out for the cure spell (on myself), and had nothing to attack monsters with, so my hand of 6 cards kept getting wiped out. The wizard made it to the end. I then tried a barbarian solo. Vs. monsters was easier but I had nothing against traps, and those, along with a couple of low rolls against monsters, killed my barbarian. Twice. It just seems that a couple of missed rolls against monsters will end the game. Using blessings and discarding weapons for the extra die helps, but doing that burns through cards too fast. Am I missing something because I have seen many posts saying how easy the game is and I'm not finding that at all. |