Damiel

Damiel is my bishi's page

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I've been Googling around, and it's clear that skill checks based on the same die as one of the six "attribute" skills count as using that skill as well. For example, a melee skill check is also a strength check (usually), and a knowledge check is also an intelligence check.

However, I haven't found where in the rulebook it actually explains that. Can anyone guide me to the correct section?

And while I'm at it, are there any other important rules of the game I may have missed from just reading the rulebook?


skizzerz wrote:
Damiel is my bishi wrote:

It certainly has some issues, but the only mistake I think I've encountered so far is that it lets me apply the Sage ally to Arcane skill checks, rather than just Intelligence checks.

They may or may not take the time to release new updates correcting the rules. I suspect not: they'll spend their programmers' time on new content that will make more money, not on optimizing the existing game. It's probably one of those situations where we'll have to accept that it's never going to be a perfect adaptation.
If your character has the skill Arcane: Intelligence +X then your Arcane checks are Intelligence checks, so Sage is a valid play there.

I was not aware of that. I'll have to review the rules before I play on the tabletop next.


It certainly has some issues, but the only mistake I think I've encountered so far is that it lets me apply the Sage ally to Arcane skill checks, rather than just Intelligence checks.
They may or may not take the time to release new updates correcting the rules. I suspect not: they'll spend their programmers' time on new content that will make more money, not on optimizing the existing game. It's probably one of those situations where we'll have to accept that it's never going to be a perfect adaptation.


We've only played one game so far, and I think the problem was that the group just didn't understand the need for speed. Everyone was just figuring out the basic rules.

Once the rules are well in hand, I dread this inevitable conversation:

"That's it, guys. We lose."
"Well, I'm not playing this scenario again!"


I really enjoy the game, but I've been pondering something for some time, and I wonder if anyone has a homebrewed solution to this problem.

I'd really like to play the game "Hardcore," because I think it would be more fun to succeed within the rules. However, I have certain friends that I'd like to play with who would, I fear, not be willing to play a scenario a second time if we failed on the first attempt.

Do you have any suggestions for my group to make the game a little less challenging, so that players don't get discouraged, but still keep it challenging?


Hawkmoon269 wrote:
This hasn't been officially FAQ'd yet, but you gather up all your cards before you visit traders.

Thank you for the clarification, and I particularly thank you for the link the the previous thread.


Just a quick question: when you visit the traders at the Bazaar, do you only get to trade away cards from your hand (or that other characters gave you from their hands?)? When I read it at first, it seemed like you should get to trade with ALL your cards: hand, deck, displayed, and buried. On close reading, however, I can't see a step where you combine your cards before trading.
Does that mean you only have the cards in your hands available to trade with?


Thanks for the clarifications, guys.

It sounds like Twitch Tonic is a little bit of a trap. It mostly just exposes you to Trigger penalties. Is there a chance of clearing two cards with it, if the first one is a trigger?

Our characters were Damiel, Zadim, Estra, and Simoun. I think we had to completely clean out two of the locations, because we weren't able to close them by defeating henchmen; I want to say we had two or three failed close opportunities. Is that atypical?

I probably should have emphasized to need for aggressive exploring a little more with my other players. Two of the characters got their asses pretty well kicked, but the other two didn't take any serious damage.


Hi, everyone.

My friends and I had our first play session of PACG yesterday, using the Mummy's Mask base set. We had a great time, but a couple of questions came up that I didn't immediately have an answer to, and I couldn't find the answers in the FAQ.

1. When a blessing says that you may add one die to a roll, we've been playing that as adding to ANY roll, even one by a different character at a different location. Is that correct, or is it only one of your rolls?

2. The item "Twitch Tonic" says to examine the top card of your location deck, and then encounter it. What's the point of that? The exploration doesn't seem to be optional, so I fail to see the advantage of examining the card first before exploring.

Also, does anyone have any advice for beating the clock? We played with four characters, and only four locations, but we still couldn't clear within 30 turns. (We just ignored the turn limit, because it was our first game and we really didn't want to have to repeat the scenario.) With four characters and six locations (per the usual rules) we'd need to get past about 2 cards every turn, which seems like a pretty difficult pace to me.