Zadim

Coco N8's page

8 posts. No reviews. No lists. No wishlists. 1 alias.



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Thanks, Vic. I didn't mean to contribute to a general panic.

I reached out to the retailer who has my pre-order for both Core and Curse, and got the following reply this morning:

"Thank you for reaching out to us on this. At this time it looks like there was a delay with our delivery of these items but we are expecting to have them and to be able to ship by the end of this this week or some time early next."

So, I'll probably have the game in hand and several games logged before I leave for vacation. To Boston, ironically.


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Based on this comment from Vic in another blog post, the intent seems to be that everyone who played a spell will do recovery at the end of the turn.

"Because most recharge checks used to happen in the middle of an encounter, everything usually had to stop and wait while those checks were resolved; now, the next player can usually get on with their turn while other players process recovery. (Ok, this isn’t true when the next player also has to do recovery, but since it’s true more often than not, it does save time.)"

The implication here is that the recovery phase speeds the game along, unless the player whose next turn it is has to do recovery before he can start his turn. Thus, off-turn recovery for all spellcasters seems to be the desired intent.


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It's not just about increasing the randomness, it's about injecting more tools to manage the randomness. That 80% success rate becomes a 96% success rate if granted a reroll. Heck, with a reroll and an avenge (also at 80%) it becomes 99.2%.

And from the looks of this preview blog, we'll be given lots of tools with which to reroll some or all of the dice.