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![]() Jiminy wrote:
Meh - they're watching you anyway - may as well have fun with them. ![]()
![]() ...but they will let me pre-order deck 5 and the Harrow Deck, which does not, seemingly, have anything to do with the card game. Well played Amazon. Well played. To The Book Depository! (edit - which I now see Amazon owns. Really, well done Amazon.) Unless I've just missed it (and if anyone in the UK has ordered from them, can you provide a link), thought you guys Paizo guys might like to know. ![]()
![]() Hawkmoon269 wrote:
Agreed, I think we're heading in the same direction - Engaging is a much more 'in the thick of it' description than Encountering - the way I've written it, it just uses the word 'Encounter' to put brackets around the *entire* sequence of events from picking the card up from the location deck to putting it down wherever it ends up, whether the card has been tackled or evaded. Any action that now happens 'before the encounter/ after the encounter' would, in the future, happen 'before/ after engaging' - the card has been encountered as soon as you pick it up. I think for some folks that's where the disconnect is happening - how do you do something before an encounter when the very act of picking up the card is the start of the encounter? ![]()
![]() Hawkmoon269 wrote:
I may be reading it wrong, but doesn't that just change the word and keep the problem? The argument will then be the sequence of engagement. As a compromise, why not both? May be messier to write out, but seems to have more of an obvious flow to me - 1. Encounter (i.e. pick up) a card on your turn.
That would, I think, sort out the 'But do I actually encounter it?' question - you encounter everything; you can choose not to engage though (given the choice/ ability). Ok - I'll away and read that and see how many holes I can poke in it before anyone else does :) Eesh - edited for terrible English. I'm Scottish, so I have an excuse, but still... ![]()
![]() lol - I won't quote again, that's big enough on its own but I appreciate your view, and your right to it. So - questions. 1. No. And as stated there is no way this game is broken; by 'broken' I mean something so bad you cannot play it. 2. Yes. All games are playtested on the go. That's why different revisions come out. The old thing that didn't work is out and the new thing that fixes the situation comes in - that's evolution. As I understand it, Pathfinder exists because of revisions to another game which were less than warmly received. If you like, and again to draw a pc gamer comparison, you can see these as patches. The difference I would argue, and a huge plus, is that these 'patches' are being applied as and when they are brought up and worked through by way of the forum and FAQ, rather than having to wait months with no idea what's happening. 3. No. It's not at all mandatory; it certainly helps and is expected by and large, but it's not mandatory. Also, it's easy to set up forums etc - actually getting the people who *made* the game to take part - that's something else. I certainly wouldn't use the word 'abuse' at any point though. 4. Me playing this game and finding something erroneous, which I can generally quickly check on the internet and resolve and me having a car that does not get me to work is hardly a valid comparison. You do seem to be going the drama route here; I just don't really think there is any. I know that's generally the way of the internet, but... heh - the pizza's here :) ![]()
![]() Io Stesso wrote:
I'd like to share a polar opposite view if I may, and looking at the boards I'm assuming this is the view that a major percentage of the game's buyers/ players share: I would like to thank Paizo, Mike, Vic and how ever many other folk who are behind the scenes of the card game for treating it as an evolving game rather than 'Shipped, done'. To put it in perspective, I've bought my fair share of pc games that have been more or less broken right out of the gate requiring patches that may or may not (Skyrim, I'm looking at you) fix what's knackered. The ongoing support and obvious enthusiasm for this game from the developers is a nice change of pace for me, and the fact that the creators are not only willing to engage with their playerbase pretty much constantly, and actively take on board and make changes, however small, based on those conversations makes this a game I'll easily and willingly get behind both vocally here and by buying it. Cheers all - happy customer here. ![]()
![]() Polyphemus wrote: There are a few threads on BGG that have tried to compile a list of fan made material. They aren't all encompassing, but it is at least a place to start. Two of the better threads are this one and this one. You can also check out this fan compilation wiki, and the files download section on BGG. Hope this helps. Have to say, the drop-in inserts to update the card text is genius - so simple, so effective. Big thanks to Hawkmoon269 for that. ![]()
![]() Firedale2002 wrote:
Can't create your own? is that a thing? If it annoys me enough, it'll be a piece of paper and a pencil - old school character sheets are the badger's. ![]()
![]() Hawkmoon269 wrote:
Ack, I missed that and did indeed have Ezren go full Dictator with a double-barreled mustard gas launch. Bugger. Right then - Actually didn't kill that boss last night. Back we go :) Edit - 'scuse my manners - Thanks HM :) ![]()
![]() 'ello all - isn't Monday fun? :) I have a quick question about the Toxic Cloud spell and how folk are using it - are you playing it that the bonus stacks if you play more than one at the same time? I can't see anywhere saying you can't play both at once, but from an 'actually being in it' sort of point of view, does playing two actually make any difference? Bad guy #1 is already in a pea-souper... Your thoughts? ![]()
![]() Hawkmoon269 wrote:
Sweet mercy - some of the paint jobs on those minis are gorgeous ![]()
![]() Jjiinx wrote:
I dunno if it's frowned upon (or plain illegal for that matter) but the promos are pretty much freely available on this very internet if you don't mind printing 'em out. If it's just for the content value rather than the 'having one' aspect of it. ![]()
![]() Jjiinx wrote:
Same - seems to be a dearth of the minis for Pathfinder and I can't seem to find all of them made of the same material - some would be metal, some plastic- that tugs at my OCD. No chance of a re-issue on this stuff? I'm using assorted minis from my D&D board games - some of the minis from Dungeon Command and Drizzt/ Ashardalon are near as dammit, and that'll do. Just bought Descent as well, but I didn't think any of them where closer than what I was using. Might end up even playing Desecent with them :) ![]()
![]() Drunkenping wrote:
It's hard to see how any of them increase the roleplaying aspect you were talking about; most of them seem like they could be additional Barrier cards if anything. I think the 'lacking story' criticism is that going from a full RPG to cards there's a shedload of info you don't get, as discussed by the Starlit Citadel ladies. These *particular* card ideas don't really seem to contribute to the story at hand, rather just take you off on a tangent. ![]()
![]() Hawkmoon269 wrote:
...although there are spells which enchant weapons and obviously can be used to augment your weapon ham-fistedness. ![]()
![]() Brainwave wrote:
I would hazard a guess that it's as soon as you see it's a goblin going strictly by the card text. Doesn't seem like a problem to me that you roll the d4 and then decide whether to evade or not; it seems more of a set-up mechanic than Combat mechanic if you get my drift. Rolling after, as mentioned above, does seem a bit more random and fun though :) ![]()
![]() h4ppy wrote:
H4ppy - you have a shop in the UK? Are you allowed to tell us where or link to it in some way on here? A twitter name would do :) ![]()
![]() Mike Selinker wrote:
I watched Undead Viking's review of the game and that was one of his criticisms. I was a bit 'Ah, come on' about some of the stuff he was saying about getting certain cards in certain locations which made no sense and kinda 'broke' the game for him - think he was saying something along the lines of a Cave-in at the Rope Bridge or something like that. I like how random it is, like you never know what's round the next corner. I don't take it for granted that the bridge for example is the only thing that's there, it's just the dominant feature in that area if you like, and other stuff can be round about it too. Just use some imagination. Cave in at a rope bridge? You were investigating under the bridge, found a cave, there's a cave in - not too difficult. It was fun coming up with the text for a card, even a joke one, and I'd encourage everyone to do just one just to see the amount of stuff you CAN'T put on a small pane on one card. Gives you an appreciation for the amount of work that has gone into this game and lets you see why the meta rule of 'Do what the card says and don't do what it doesn't say' came into being - there's so much you could put, but at some point you have to stop typing and start making the text fit. That editing-down for the cards, having them make sense, having them play correctly, must have been torture. ![]()
![]() Flat the Impaler wrote:
...or unless you recharge cards to the top of your deck.... ![]()
![]() Lostblade wrote: Tell him if he designs a pack-mule card you'll let him have it cart around one thing.^ That is awesome! Ally Card - Buckaroo* the Mule. Acquire - Wisdom/ Charisma 8. Or play and Banish the Carrot card**. Slightly lame and very temperamental. This mule can be loaded to carry one Boon in addition to the controlling characters' normal hand size before he starts biting and kicking. He's been overloaded in the past. Buckaroo may move at the end of the controlling characters' turn, delivering his load to another player at any location at that time. If you choose to do this, roll a d8. On a 1, he bucks and kicks the Boon off on the way, and he disappears into the sunset. Banish both Buckaroo* and his cargo. If Buckaroo* delivers the cargo, he becomes the property of the character he has moved to. * Note - Maybe not 'Buckaroo'. Who needs the lawyers?
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![]() Cheez wrote: Sajan's ability reads: "When you attempt a check without playing a weapon, you *may* use your Dexterity die instead of your Strength die." Hi Ben - In that instance wouldn't you just choose not to use Sajan's unarmed/Dex power, and so default to Strength for the sake of the extra dice? Melee rolls are Strength until changed by power/ condition and Sajan's power to switch to Dex is a choice he *may* make, unless I'm reading it wrong (eminently possible). ![]()
![]() Bidmaron wrote: If you are going to make house rules to nerf the game, your call, but just don't be one of the folks decrying how easy the game is. Hmm - not sure if that's for me, but I'm loving the game, not decrying it. As for the available cards in the deck/hand merry-go-round... I actually saw the point of that last night. Wasn't really contemplating risk, but more the well known squishy-ness of casters. Having to replace a larger hand can, in effect cause them to have less health. There's more chance that Val can reset 4 cards than Ez can reset 6. Fiendish, Mr Selinker; my hat is doffed. And the rules will be followed henceforth. Understanding is key to fun :) ![]()
![]() pluvia33 wrote: ...I would probably just make a player rebuild a new character deck, but let them gain the same number of feats of each type that the rest of the party has. I would probably also not let them pick the same character that just died. That would be my route too - thematically allowing the party to pick up a new companion of equal 'level' and go about their merry, blood-soaked way. ![]()
![]() That makes no sense to me, and even worse limits your game. I'd also argue that there's actually more nail-biting going on when you watch your deck shrink to 5...4...3...2...1 rather than die with 5 cards beside you because, for example, Ezren gets wiped out and his hand size is 6. Different ways to play though, I guess. Edit - dagnabbit, brutal is the way of the rules - 'Finally, if you have fewer cards than your hand size you MUST draw cards until the number of cards in your hand matches your hand size' (Revised rules,page 9) Caps are mine, but yeah - I won't be playing by that rule at all :) ![]()
![]() Good lord - nevermind - I just read a thread a couple below where this was and, apparently, I am still free-styling the rules to the point of making up my own game. Back to the rulebook we go :) I have to be honest - playing a game and taking part in a community that's as lively and informed as this one actually improves the game for me, and continually learning the intricacies of the rules is really interesting to me. ![]()
![]() Tim Felts wrote: The character that is there is not 'stuck' Ah, it was a specific set of circumstances where Meri was at a location which required a check to move (that she failed) and a check to close (that she was having no end of trouble with). Blessings were thin on the ground (and thinner in the hands of the six party members) and it was an infuriating turn-burn. Not to worry - worked out in the end :) ![]()
![]() 'lo folks - quick question about closing conditions. As you can see, I'm wondering how you folks deal with a location that has been emptied of cards and the close roll has failed on the first go. On the next turn, with no cards to draw from the location deck and someone stuck there, is the roll still required or are you closing that as an auto-close which takes up the characters turn, but does then shut the door on the location? It strikes me that I just want someone else to say they take the easy route like I want to :) ![]()
![]() Mike Selinker wrote:
Agreed - I find it annoying that Games Workshop/ Rodeo can nail a new dungeon delving game on the iPod/ Pad, but Wizards can't. D&D Arena is not at all what I would look for from them, but Warhammer Quest is quite a good little party-based hack'n'slash explorer. C'est la vie :) Enjoyed the Watch It Played video of you playing the other day, Mike - you looked genuinely pained when Chad decided to 'press his luck' :) ![]()
![]() h4ppy wrote:
I would say (3), reading it as 'If this condition occurs, this effect triggers'. What you have put seems quite specific about the cause/effect progression. ![]()
![]() Hi folks - I love the card game, having bought it a couple of weeks ago and having played several scenarios through to get the hang of it (despite my Ezren question!) I was just wondering if anyone knows if Paizo have any plans to bring this to the digital/mobile market? The way it plays, it seems eminently suited to be an IOS or such game. I know it's a lazy question, and *real world* game developers must get sick of being asked as soon as they get a hit on their hands with a boardgame; I also don't ask as an alternative to the cards, which I really enjoy - rather the opposite - I'm kinda getting hooked and would love a version to play when out and about or (ahem) at work or wherever.... Just a thought :) ![]()
![]() Hi folks, wonder if you can shed some light on this. If, as Ezren, I end up with no spell-cards - how do I attack anything? Is the basic Arcane die roll he gets a stripped down attack for him (like a very basic magic missile every wizard always has available), so no matter what's in his hand, he always has a d12 attack at the very least?
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