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Goblin Squad Member. Organized Play Member. 86 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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pluvia33 wrote:
-Olenjack (Rogue): The first character I tried to solo with. I felt very useless. He just wasn't doing well on his own and I felt like I really needed someone to carry him a bit. In retrospect, I probably should have used his "recharge an ally to evade a bane" power more often, especially on the Haunts. I tried three times with him and got near death and gave up all three times pretty early on.

This wouldn't have worked. The Scenario rules indicate "When you encounter..." to put the haunt in front of someone. That occurs before the your chance to evade. If it said "before you act", then it would be evadable since that happens after the chance to evade.


elcoderdude wrote:
gmarsden wrote:
I don't see anything when I click on either my character or "Sessions" on the "Player" tab. Does anyone else have any info on their player tab? Have I done something wrong?
I'm just a player; when I go to My Pathfinder Society and under My Characters I click on my character's name, I go to a "Your search didn't match any items" page; similarly, if I click on Sessions, I get the same page. I know at least one of my sessions has been reported. Something appears broken here.

Having the same problem here, too.


I actually re-downloaded the Class Deck character sheets just a minute ago, and there's no watermark on them. I don't have time at the moment to confirm, but I'd assume redownloading them should resolve this for you.


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Tanis O'Connor wrote:
Zaister wrote:

Thanks, zeroth_hour, that helped.

Also, I learned that Tanis is a she. :)

*shakes fist at Weis and Hickman*

Hickman? You mean Tracy Hickman? What beef do you have with her?

/whistle


Liz Courts wrote:
Card Game subscribers should now get their 20% discount for the Iconics Sets. If you've already placed a preorder for them, the prices will be adjusted accordingly.

Wasn't actually expecting this, and just confirmed it did apply to pre-existing orders. Phenomenal surprise, thanks!


So, this is every RotR with every role. I've soloed each of them (true solo, one character) to where they are. Several have died along the way; when they did, I restarted them from scratch and played them back up. I'm doing one AD at a time per character, so each will play through the full AD before moving on to the next. I've never intentionally failed out an encounter unless there was a significant chance of death by continuing (and even then, I didn't always fail out when I should have).

Character Name: Amiri
Role Card: Berserker
Skill Feats: Strength +3, Wisdom +1
Power Feats: +1 hand size, Heavy Armors, Bury card for 1d10+1, Bury from top of deck
Card Feats: Item +2, Blessing +1,
Weapons: Bastard Sword +1, Greatsword, Heavy Pick +1, Impaler of Thorns, Warhammer +1
Spells:
Armors: Elven Chain Shirt, Snakeskin Tunic
Items: Masterwork Tools, Masterwork Tools, Ring of Protection, Staff of Minor Healing
Allies: Father Zantus, Poog of Zarongel
Blessings: Calistria, Gorum, Gorum, Norgorber, Torag

Character Name: Amiri
Role Card: Juggernaut
Skill Feats: Strength +4
Power Feats: +1 hand size, Heavy Armors, Bury card for 1d10+1, Reduce combat damage dealt by 1
Card Feats: Item +2, Blessing +1
Weapons: Bastard Sword +1, Greataxe, Greatsword, Impaler of Thorns, Warhammer +1
Spells:
Armors: Goblin Plate +1, Magic Full Plate
Items: Masterwork Tools, Masterwork Tools, Ring of Protection, Staff of Minor Healing
Allies: Father Zantus, Poog of Zarongel
Blessings: Abadar, Calistria, Gorum, Shelyn, Torag

Character Name: Ezren
Role Card: Evoker
Skill Feats: Intelligence +4
Power Feats: +1 hand size, Add 1 (2) to recharge a card, +2 Arcane check with Force
Card Feats: Item +2, Spell +1
Weapons: Deathbane Light Crossbow +1
Spells: Augury, Frost Ray, Frost Ray, Invisibility, Lightning Bolt, Lightning Bolt, Scorching Ray, Scorching Ray, Toxic Cloud
Armors:
Items: Headband of Vast Intelligence, Masterwork Tools, Sihedron Medallion, Staff of Minor Healing, Wand of Enervation
Allies: Grizzled Mercenary, Poog of Zarongel, Saber-Toothed Tiger
Blessings:

Character Name: Ezren
Role Card: Illusionist
Skill Feats: Intelligence +4
Power Feats: +1 hand size, Add 1 (2) to recharge a card, Spell to evade puts card on bottom
Card Feats: Item +2, Spell +1
Weapons: Dagger
Spells: Augury, Enfeeble, Fire Sneeze, Frost Ray, Invisibility, Lightning Bolt, Scorching Ray, Swipe, Web
Armors:
Items: Headband of Vast Intelligence, Masterwork Tools, Sihedron Medallion, Staff of Minor Healing, Wand of Enervation
Allies: Father Zantus, Poog of Zarongel, Saber-Toothed Tiger
Blessings:

Character Name: Harsk
Role Card: Sniper
Skill Feats: Dexterity +4
Power Feats: +1 hand size, May examine bottom card, Recharge to add 1d4 +1 to check, Blessing to Dex adds d12
Card Feats: Item +1, Spell +1, Weapon +1
Weapons: Dagger +1, Dagger +1, Deathbane Light Crossbow +1, Frost Longbow +1, Light Crossbow +1, Shock Longbow +1
Spells: Cure
Armors: Snakeskin Tunic
Items: Masterwork Tools, Masterwork Tools, Ring of Protection, Staff of Minor Healing
Allies: Poog of Zarongel
Blessings: Abadar, Calistria, Erastil, Erastil, Lamashtu

Character Name: Harsk
Role Card: Tracker
Skill Feats: Dexterity +4
Power Feats: +1 hand size, May examine bottom card, Recharge to add 1d4 +1 to check, Divine: Wisdom +1
Card Feats: Ally +1, Item +1, Spell +1
Weapons: Dagger +1, Deathbane Light Crossbow, Light Crossbow, Shock Longbow +1, Throwing Axe
Spells: Cure
Armors: Snakeskin Tunic
Items: Masterwork Tools, Masterwork Tools, Ring of Protection, Staff of Minor Healing
Allies: Cat, Saber-Toothed Tiger
Blessings: Abadar, Calistria, Erastil, Lamashtu, Shelyn

Character Name: Kyra
Role Card: Exorcist
Skill Feats: Strength +2, Wisdom +2
Power Feats: +1 hand size, Weapons, +1d8+1 to defeat Undead, When defeat undead shuffle 1 discard to deck
Card Feats: Blessing +1, Spell +1, Weapon +1
Weapons: Bastard Sword +1, Greataxe, Impaler of Thorns
Spells: Fire Sneeze, Holy Light, Holy Light, Swipe
Armors: Elven Breastplate, Elven Breastplate
Items: Masterwork Tools
Allies: Poog of Zarongel
Blessings: Abadar, Calistria, Gorum, Gorum, Lamashtu, Pharasma, Sarenrae

Character Name: Kyra
Role Card: Healer
Skill Feats: Strength +2, Wisdom +2
Power Feats: +1 hand size, Weapons, Shuffle 1d4+2 instead of first explore, Recharge Blessing of Sarenrae
Card Feats: Item +1, Spell +2
Weapons: Impaler of Thorns, Longsword +2
Spells: Augury, Fiery Weapon, Fire Sneeze, Holy Light, Holy Light
Armors: Elven Breastplate, Magic Half-Plate
Items: Masterwork Tools, Wand of Enervation
Allies: Poog of Zarongel
Blessings: Pharasma, Pharasma, Sarenrae, Sarenrae, Sarenrae, Sarenrae

Character Name: Lem
Role Card: Charlatan
Skill Feats: Charisma +4
Power Feats: +1 hand size, Weapons, Light Armor, 1d4+1 for check by another character
Card Feats: Armor +1, Spell +2
Weapons: Returning Throwing Axe +1
Spells: Cure, Holy Light, Holy Light, Lightning Bolt, Scrying, Swipe
Armors: Snakeskin Tunic
Items: Headband of Alluring Charisma
Allies: Black Arrow Ranger, Father Zantus, Poog of Zarongel
Blessings: Calistria, Erastil, Lamashtu, Pharasma, Shelyn

Character Name: Lem
Role Card: Virtuoso
Skill Feats: Charisma +4
Power Feats: Weapons, Recharge to add 1d4+1 (+2) by another (by you)
Card Feats: Item +1, Spell +2
Weapons: Venemous Dagger +2
Spells: Holy Light, Holy Light, Major Cure, Mirror Image, Scorching Ray, Toxic Cloud
Armors:
Items: Ring of Protection, Staff of Minor Healing, Wand of Enervation
Allies: Black Arrow Ranger, Poog of Zarongel, Saber-Toothed Tiger
Blessings: Pharasma, Shelyn, Shelyn, Shelyn, Shelyn

Character Name: Lini
Role Card: Shapeshifter
Skill Feats: Strength +2, Wisdom +2
Power Feats: +1 hand size, Weapons, Reveal animal for 1d4+1 (+2)
Card Feats: Ally +1, Blessing +1, Weapon +1
Weapons: Longsword +2
Spells: Augury, Cure, Cure, Fire Sneeze, Inflict, Strength
Armors:
Items: Ring of Protection, Staff of Minor Healing
Allies: Cat, Crow, Monkey, Saber-Toothed Tiger
Blessings: Gorum, Gorum, Lamashtu, Norgorber, Pharasma

Character Name: Lini
Role Card: Wild Warden
Skill Feats: Strength +1, Wisdom +3
Power Feats: +1 hand size, Weapons, Reveal animal for 1d4+1 (+2)
Card Feats: Ally +1, Spell +1, Weapon +1
Weapons: Heavy Pick +1
Spells: Augury, Cure, Cure, Cure, Fire Sneeze, Inflict, Scrying
Armors:
Items: Masterwork Tools, Staff of Minor Healing
Allies: Cat, Crow, Saber-Toothed Tiger, Toad
Blessings: Abadar, Gorum, Lamashtu, Shelyn

Character Name: Merisiel
Role Card: Acrobat
Skill Feats: Dexterity +4
Power Feats: +1 hand size, Weapons, Recharge to add 1d6+1 to combat, Recharge blessing on Dex
Card Feats: Blessing +2, Weapon +1
Weapons: Deathbane Light Crossbow +1, Frost Longbow +1, Frost Longbow +1
Spells:
Armors: Snakeskin Tunic
Items: Chime of Unlocking, Masterwork Tools, Ring of Protection, Sihedron Medallion, Staff of Minor Healing, Wand of Enervation
Allies: Father Zantus, Poog of Zarongel
Blessings: Erastil, Erastil, Erastil, Gorum, Iomedae, Irori

Character Name: Merisiel
Role Card: Thief
Skill Feats: Dexterity +4
Power Feats: +1 hand size, Weapons
Card Feats: Blessing +2, Item +1
Weapons: Deathbane Light Crossbow +1, Longbow +1
Spells:
Armors: Snakeskin Tunic
Items: Masterwork Tools, Masterwork Tools, Sihedron Medallion, Spyglass, Staff of Minor Healing, Staff of Minor Healing, Wand of Enervation
Allies: Archer, Poog of Zarongle
Blessings: Abadar, Erastil, Erastil, Gorum, Gorum, Shelyn

Character Name: Sajan
Role Card: Drunken Master
Skill Feats: Dexterity +3, Wisdom +1
Power Feats: +2 hand size, Use Dex for combat and may add Magic (Fire) trait
Card Feats: Blessing +2, Spell +1
Weapons:
Spells: Cure
Armors:
Items: Belt of Incredible Dexterity, Masterwork Tools, Masterwork Tools
Allies: Black Arrow Ranger, Poog of Zarongel, Vale Temros
Blessings: Abadar, Calistria, Erastil, Erastil, Gorum, Irori, Sarenrae, Shelyn, Shelyn, Torag

Character Name: Sajan
Role Card: Zen Archer
Skill Feats: Dexterity +4
Power Feats: +1 hand size, Weapons, Use Dex for combat and may add Magic (Fire) trait
Card Feats: Weapon +3
Weapons: Deathbane Light Crossbow +1
Spells:
Armors:
Items: Chime of Unlocking, Ring of Protection, Staff of Minor Healing, Staff of Minor Healing
Allies: Black Arrow Ranger, Poog of Zarongel, Saber-Toothed Tiger
Blessings: Abadar, Abadar, Calistria, Erastil, Lamashtu, Lamashtu, Norgorber, Shelyn

Character Name: Seelah
Role Card: Crusader
Skill Feats: Strength +3, Wisdom +1
Power Feats: +1 hand size, Discard for 1d6+1 (+2), Recharge if Spell
Card Feats: Blessing +1, Spell +2
Weapons: Bastard Sword +1, Greatsword, Impaler of Thorns
Spells: Augury, Cure, Swipe
Armors: Elven Breastplate, Elven Chain Shirt, Magic Leather Armor
Items:
Allies: Poog of Zarongel, Soldier
Blessings: Abadar, Calistria, Erastil, Gorum, Lamashtu, Shelyn, Torag

Character Name: Seelah
Role Card: Hospitaler
Skill Feats: Strength +3, Wisdom +1
Power Feats: +1 hand size, Discard for 1d6+1, Recharge if Spell, Put boon examine under top card
Card Feats: Spell +2, Blessing +1
Weapons: Bastard Sword +1, Greatsword, Impaler of Thorns
Spells: Cure, Fire Sneeze, Holy Light
Armors: Chain Mail, Elven Breastplate, Elven Chain Shirt
Items:
Allies: Poog of Zarongel, Saber-Toothed Tiger
Blessings: Abadar, Calistria, Gorum, Lamashtu, Norgorber, Pharasma, Shelyn

Character Name: Seoni
Role Card: Abyssal Sorcerer
Skill Feats: Charisma +4
Power Feats: Discard for Arcane +1d6+1 (+2) combat, Auto suceed to recharge Arcane item, Add 1d12 for Blessing of Pharasma
Card Feats: Spell +3
Weapons:
Spells: Augury, Fire Sneeze, Frost Ray, Lightning Bolt, Mirror Image, Scorching Ray
Armors:
Items: Masterwork Tools, Ring of Protection, Wand of Enervation
Allies: Father Zantus, Poog of Zarongel, Saber-Toothed Tiger, Vale Temros
Blessings: Abadar, Pharasma, Pharasma, Pharasma, Zarongel

Character Name: Seoni
Role Card: Celestial Sorcerer
Skill Feats: Charisma +4
Power Feats: Discard for Arcane +1d6+1 (+2) combat, Auto suceed to recharge Arcane item, Add 1d12 for Blessing of Pharasma
Card Feats: Spell +3
Weapons:
Spells: Augury, Frost Ray, Lightning Bolt, Scorching Ray, Scorching Ray, Swipe
Armors:
Items: Sihedron Medallion, Sihedron Medallion, Wand of Enervation
Allies: Father Zantus, Poog of Zarongel, Saber-Toothed Tiger, Toad
Blessings: Norgorber, Pharasma, Pharasma, Pharasma, Zarongel

Character Name: Valeros
Role Card: Guardian
Skill Feats: Strength +3, Wisdom +1
Power Feats: +2 hand size, d4+1 to another's combat check, +2 to acquire armor
Card Feats: Item +1, Weapon +2
Weapons: Bastard Sword +1, Dagger +1, Greatsword, Impaler of Thorns, Longsword +2, War Razor +1, Warhammer +1
Spells:
Armors: Magic Chain Mail, Magic Chain Mail, Magic Full Plate
Items: Masterwork Tools, Staff of Minor Healing, Thieve's Tools
Allies: Poog of Zarongel, Sage
Blessings: Calistria, Norgorber, Shelyn

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +4
Power Feats: +2 hand size, d4+1 to another's combat check, Blessing on Strength for d12
Card Feats: Weapon +3
Weapons: Bastard Sword, Bastard Sword +1, Dagger +1, Greatsword, Impaler of Thorns, Longsword +1, War Razor +1, Warhammer +1
Spells:
Armors: Half-Plate, Magic Chain Mail, Magic Leather Armor
Items: Masterwork Tools, Staff of Minor Healing
Allies: Poog of Zarongel, Vale Temros
Blessings: Iomedae, Shelyn, of the Gods


I'm dying in anxious anticipation of my authorization email.


I've actually been wanting to run First Steps specifically as my first go at PFS. I'll just keep an eye out for it her and War Horn and hopefully catch it. Thanks, though.


Orbis Orboros wrote:
Hawkmoon269 wrote:
Swipe has the Attack trait, even if you only use it to reduce the difficulty.

But that's because you can use it as a combat spell (I would assume).

Guidance doesn't have it, even when you help out a combat check. :3

Guidance, however, can apply to any kind of a check, Illuminate is always a combat check. There is an important difference in that, and I'm pretty sure that's going to be the motivation behind it having the Attack trait.


Given that the role card overlays the powers of the character card, your powers would suddenly change outright upon applying the role. Interesting, yes, but not very practical.


Mike Selinker wrote:
You're instructed otherwise.

Ok, that directly contradicts Vic's statement of "ever". I wish you guys agreed on this.


Well, given that one of Vic's replies to that forum is the following, I think it's pretty clear:

"Summoned cards never go anywhere other than back in the box. Ever. I will see if I can figure out what was behind "banish it unless you’re instructed otherwise."


Oh man... missed my first PFS game by that much. Luck, all!


Mechalibur wrote:
My biggest problem is hand size 4, favorite card armor. I've played her myself, and I still think she's bad in the sense that I'd rather have any other character with me instead of her.

I will concede that getting hand size 5 is the absolute first thing I will ever do with her when I have the chance.


Mechalibur wrote:
Hawkmoon269 wrote:

I'd have to disagree with her being a bad character overall. I thought the same thing, but then my wife picked her. She can be great. The problem is, at first glance she has two powers that appear to have too high of a cost: Her examining power moves boons to the bottom of the deck and her check assistance costs her a discard.

But boons to the bottoms aren't as bad as you'd think (and she can mitigate after she gets her role card). And the discard cost can become a recharge for spells and blessings, which if you max out can be a sizable chunk of her deck. Always use her 1d6 power when trying to recharge Cure. Better to have another card in your discard than have Cure in your discard.

My biggest problem is hand size 4, favorite card armor. I've played her myself, and I still think she's bad in the sense that I'd rather have any other character with me instead of her.

By AP 5-6, I've begged to have armor drawn in my hand. One armor alone is quite handy, given the abilities they have on them by then, and if you can pick up several in a scenario, you're burning through armor to prevent all the nastiness that comes your way.

Focusing on adding blessings and spells for card feats (adding Spell to the recharge ability), I'm getting D6+3 on almost every check, rarely risking recharging the wrong thing, have armor to take damage from almost every source, and have some of those amazing end-game weapons to just destroy everything. Seelah's been the easiest solo character I've beaten RotR with so far (haven't been many) and is always a great, flexible character in any group I have with her.

And despite the scouting ability moving boons to the bottom, there are plenty of times that it can absolutely turn a blessing run-out loss to a win because you just have to push to get through those decks.

Seelah was my absolute least favorite character when I first picked up the game. I've learned a lot since then.


hfm wrote:
Vic Wertz wrote:

We at Paizo appreciate and value the contributions of our community members. This is why we have published a Community Use Policy that allows you to spread your enthusiasm and creativity while still respecting ownership of our copyrights, trademarks, and other intellectual properties.

I hate being "that guy", but I grabbed the board game simulator from Steam and there's a PACG mod in the Workshop that basically contains all the card images for download into the sim.

Probably won't matter much once the polished digital version Obsidian is working on hits, but it's one of those things you have to do to prove you're protecting your IP by C&D'ing I suppose.

I saw that as well. Despite the IP issue, it's also not a great system for card playing of any type. I wouldn't want my card game IP any where near it. Regular game pieces with boards work just fine, for what it's worth.


Firedale2002 wrote:

Just my 2 cents:

Concerning the ability's text: "when you would banish a card that has the Alchemical trait, recharge it instead."

I actually see it as specifically saying 'you' would banish.

If a monster makes you banish a card, then the monster is banishing the card, not you; you are just selecting which one.

If a location makes you banish a card to close it, then the location is banishing the card, not you; you are just selecting which one.

If an ability makes you banish another card to use it, then the ability is banishing the card, not you; you are just selecting which one.

If you fail to acquire a boon and must banish it, the rules are banishing the card, not you.

However, if you choose to banish a card for its own ability, that was your choice specifically to banish that card, therefore you are banishing the card, and it would recharge.

All that being said, my interpretation may be completely wrong, or I might be getting the correct result just for an incorrect reason, or I might be totally correct.

Clarification is definitely needed for this ability, because Banishing is one of the ways to play a card, but it is also an outside requirement imposed by other effects. And it seems very similar to the other abilities for Discard/Recharge, in which you had to specifically discard a card for its own ability in order for auto-recharges to kick in, and having to discard it for any other reason did not allow the recharge.

The rules regarding closing a location refer to "you" repeatedly. That is the single reason I feel that any instance of banishing an alchemical will cause it to be recharged, including closing locations. I tried to dispute it on that very reason you give about it being a neutral closing (as in the game is closing, not you) but the rules proved me wrong.


Orbis Orboros wrote:
pluvia33 wrote:
I do see a conflict. The location wants you to banish a card to close. You're not really banishing a card, so it doesn't close.

I don't see why not. You get to where you can close the location. You make the action to close it. What is the action? Banish a card. You banish it. Two things happen. The location closes because you did the action, and Damiel's ability recharges it instead of banishing it.

Ugh, it's so hard to describe why...

Maybe another example can help here, as it pretty much applies to at least one power per character.

Valeros: Instead of discarding to use a card's power, you may recharge it. If it worked as a conflict, then by recharging it you wouldn't get to actually use the benefit of the weapon since the weapons usually say "discard to get extra whatever", since it's no longer actually being discarded. The effects replace the others, but the triggered event still occurs... it was banished, which was converted to recharging.


Orbis Orboros wrote:

I'm just saying, when weighing the pros and cons of his roles, bring ingup something that isn't the case now and may never be the case doesn't really hold any swaying power.

I'm sorry if I came off as rude, I didn't know how else to say it.

Saying it may never be the case, doesn't make that any more true than me saying "not yet". If they continue the current development and distribution trend, it's actually more likely that you WILL see Oloch in Organized Play than it is that you won't. That's at least a reasonable enough assumption to make discussion surrounding that eventuality valid. If that doesn't persuade your line of thinking regarding blessings and armor, that's absolutely fine, it wasn't meant to... it doesn't justify invalidating anyone else's opinion or likely speculation on the matter.


Orbis Orboros wrote:
Deekow wrote:
Orbis Orboros wrote:
Joshua Birk 898 wrote:
Remember that in Organized play you don't have that same 5 blessing limit. We may see most str based melee decks with 3 blessings of Gorum.

You can't play Oloch in Organized Play.

:P

Not yet.

Maybe not ever. Talking like that is as meaningless as talking about the fact that there could be basic armors in the next base set that are crazy good, enough to reverse my whole opinion on the subject. We can only go on what we know now.

...I hope that didn't come off as harsh.

Maybe not ever. However, they've indicated they're likely going to do the character add on classes in January, and there's no reason they wouldn't continue the trend. The point of saying "not yet" is that saying "You can't play Oloch in Organized Play" doesn't mean the argument is invalid, either. Other characters will be affected by blessing counts, as is, and there may actually be a point, if War Priests are added where that argument is 100% valid.

Telling someone that "talking like that is as meaningless" is invalidating when many things in the discussion are also "just as meaningless" but are worth discussing, anyway.


I have not, yet. Personally, I'm all for the increased challenge. And honestly, from RotR, I found Brigandoom! to be one of the greatest challenges coming out the gate, especially for new players. Without any feats and every card being Basic, it can be very rough. Poison Pill would have been a better start, and Black Fang's feels just right at the end of the prologue. The nature of the PACG beast definitely leaves the difficulty curve across scenarios to be nothing short of a chaotic scribble on a chart, for sure.

My interest in this is that I love getting new players to play and have rounded up some interest in OP at my FLGS. I'd actually like to use the S&S campaign as both the teaching game, as well as potentially recruit to my home campaign game.

One of the loudest complaints of RotR (by others), was that it was too easy. I'm hoping this is just a "well now it's not!", instead of creating a situation where the mass feedback is going to be that it's too challenging to play.

We'll see. I just mostly wanted to get a sense of whether it's just comparison, or difficult on it's own meter.


Orbis Orboros wrote:
Joshua Birk 898 wrote:
Remember that in Organized play you don't have that same 5 blessing limit. We may see most str based melee decks with 3 blessings of Gorum.

You can't play Oloch in Organized Play.

:P

Not yet.


Well, the other consideration I was making with the omission of "for its power" would be that if another power you use, or closing a location (example) requires you to banish the card, that it could still be salvaged. That seems in line with the theme of the power; though if it were just "for its power" that would definitely remove the ambiguity, for sure.


Given that is would be impossible to remove subconscious bias, no matter how hard anyone tried... I'm curious as an opinion, does anyone who's played feel that S&S is simply harder than it should be? If you had never played RotR to compare, would the challenge level for S&S be considered too hard for mass audience?


Joshua Birk 898 wrote:
Did they? I may have missed it, but I hadn't seen anyone post that they had received S&S by mail from their subscription.

People don't usually post when they got what they ordered. There has been discussion from people who have already been playing, though. None of those being from me, of course :(


The rules being played are based on PACG, not PFS. Clarifications of rules that differ are in contrast to PACG, not PFS. Nobody has given any indication that any default rules states come from PFS, but they have indicated they come from PACG. This is all pretty clearly laid out, and there are explicit instructions for deck building that contradict your interpretation.

At this point, it seems you have your own idea that you're unwilling to let go unless someone from development team clarifies it, so we'll all have to wait for that.


Clarifications to rules as intended are not the same things as nerfs. If they never intended you to recharge cards banished by closing a location, and they clarify it, it's not nerfing the ability. It's that you're doing something beyond the intent... it's not intentional exploitation, but it's not within the design of the game, either.

If, however, they decided it should work one way, then change it because of unintended consequences / perceived overpower of an ability, then that is a nerf, and I would agree, likely has a better way of handling.

You may call it two ways of explaining the same thing, but nerfing is something people take way too personally in the first place, so it becomes more important to understand what a nerf really is.

If they really don't want you to banish cards from closing a location, they're not taking away something from you you should have had in the first place.

The wording of it is unfortunate, though, if they don't intend it to act that way, since even the rules provide that "you" are the one banishing cards when closing a location, so as written, it should work the way Orbis describes.


I don't think you 'unlock' cards, as you're putting it. You are actually building the deck and marking the changes on the card list, including those you lost. There's nothing I can find in the rules that indicates that it works any other way than the base game in that regard (banishing cards) or that indicates it's just making cards more available. It indicates actually adding the cards to the deck, not "is available for building forever more", etc. Just as in regular play, if you have a Super-Duper Crossbow of Awesome +4, and you happen to banish it for whatever reason, you do actually lose it from your deck. In the listed rules changes, there nothing explicitly stating that works differently for organized play than regular rules.

The only thing I think may be left out (but, perhaps intentionally) is being able to add higher set numbers during the upgrade step for higher adventures. I would think that if you're in a set 4 adventure, you'd be able to pick a set 2 or lower adventure to replace a missing card after, based on other rules in similar events.


Thazar wrote:
A very interesting thing on the guild play rules is that banishing cards from your deck during play does not really affect your deck after you rebuild it. After a scenario you can rebuild you deck using any card you have unlocked from rewards since banishing does not also require you to erase that reward from your tracking sheets.

That's not actually true, you're still limited with rebuilding to only using B set cards, so if you banish a set 2 card, you replace it with B.

From the OP manual:

Quote:

After upgrading your deck, when rebuilding the rest of

your character deck, choose extra cards, if needed, from
your Class Deck. First, choose cards with the Basic trait
and B set indicator; then choose cards without the Basic
trait with the B set indicator, if you don’t have enough
Basic cards.


I'm seeing a version of what others are seeing with regards to my PACG sub. My August subscription states "Pending" and has only promo cards (at $~26 for shipping?) attached. My September sub has the Base Set, Character Add-On and expected normal month 2 stuff.

As of today, I have received no alert email indicating that anything will be shipped by a certain day.

Can you please verify that everything is in good order with my account and shipment? I've never had a problem with things up until now, but this is making me anxious and it seems that nothing is really being done. I have yet to see a single post indicating the problem existed but is now resolved for anyone. Asking me to wait until last minute to make sure everything's ok (Aug 22), when I have no indication at all that things are actually ok (and every indication to the contrary) is not helping me here. If there IS a problem, then I'll have a whole second table at our store's organized play that I'll have to turn away... I've drummed up a lot of interest for the deal, I'm not looking forward to the egg on my face, and don't have the time to run consecutive tables.

Thanks.


For me, it's all the product, plus a VERY unreasonable amount of sleeves.

I've sleeved RotR 3 times: First with penny sleeves that were just a really bad idea; then with opaque white UP sleeves, but we kept accidentally marking cards because we couldn't easily tell card orientation and kept adding them to decks upside down, etc; third time was with clear UP sleeves for quality and being able tell which side was up. The total cost of just sleeves was over $100... after all of that, I ended up just dropping sleeving at all because I started to feel my sanity slip and I wasn't going to do all of that again for S&S.

I'm detoxing from sleeves now, keep your distance.


1 person marked this as a favorite.

That primer is pretty great... even having read the guide, the primer is far easier to digest, and what I'll try to have anyone else who's interested read.


I set mine up the same way and had no problems with the RotR PDFs. Maybe scrap the one you have and download it again? I know the zip to PDF can cause a hiccup now and then (I personally get empty zip files way too often... I think it's interruption during download that causes it).


Hawkmoon269 wrote:

Actually, on Vika's Blacksmith role...

Vika wrote:
When you would discard a weapon (□ or armor) for its power, you may recharge it (□ or another card of the same type in your discard pile) instead.

That reads to me like if she does the "another card of the same type in your discard pile" she still keeps the weapon or armor she played in her hand. i.e. instead of discarding this weapon, she can recharge that weapon from her discard pile.

That is awesome.

Part of me really wants to argue that this is probably not how it's intended. I think it's meant that you still discard one and recharge something else (potentially better); but... the wording as is definitely matches your expectation. I'm trying to think on how it could be worded better, either way. That "instead" is what's working against me here, though.


MightyJim wrote:
i'd like to send this character and Ranzak on an adventure together...

Seems to me, only one of them would walk away.


Greyhawke115 wrote:
Obsidian landing page link with tiny little sneak peek screenshots of the app: http://pathfinder.obsidian.net/

Ok, I squeed myself.


Hawkmoon269 wrote:
The announcement is on Paizo's site now.

Ah I note now (though, it was on the thread linked before, too, I just missed it) that there will be a prototype at GenCon. That should shed some light on the questions I have, at least.


I'm actually playing on Cardwarden, but yes, I was aware of OCTGN. My comments are in reference to a fully published electronic version of PACG, such as what the topic of this thread was in reference to ;)


Before I start jumping for joy... "Obsidian's first licensed product will be a tablet game based on the highly successful Pathfinder Adventure Card game". This may mean that it's a faithful representation of the existing card game (though, capped at 4 players?) or it may mean that it's a very loose interpretation of the game in a new format (see, Magic: the Gathering Tactics).

While I have a tablet, I also really strongly hope that a PC version comes from this as well. I understand the need for mobile, but I still prefer my gaming on PC.


Duncan7291 wrote:
How about Fire Sneeze? Or better yet, Poog with Fire Sneeze and Blessing of Zarongel !!

Are you trying to rip holes in space/time or something?


Actually, there's more to this stuff than I thought... please withdraw my interest and let the other two have at it. I have a lot of reading to do :)


I'm definitely interested. I'm still brand spanking new to PFS and am currently getting up to speed on stuff... but, I can play, the characters are pre-rolled, and I can meet the posting requirements.


Vic Wertz wrote:

I'll be sending another email to retailers within a week or so.

Please tell your retailer to keep an eye out for an envelope labeled "Pathfinder Adventure Card Game Organized Play Announcement and Promo Cards." It should be arriving from their distributor along with Paizo's July releases.

Perrrrrrfect. Thanks!


Vic Wertz wrote:

Dragnmoon,

PFSACG scenarios should take about the same time to play as non-OP scenarios, but we recommend setting aside a 2-hour block—this allows time for setup before play and deck adjustments after play.

Vic,

I made the rounds yesterday in my local area and got one store to sign up for the retailer list, and two others to commit to doing so. Since the emails went out last Friday, is there going to be another push to retailers about this, or is there another resource I can point my FLGSs to?


Mike Selinker wrote:
Deekow wrote:
Except that you already posted your favorite card name to a different audience at one point ;)
Only the S&S playtesters, to my knowledge.

Well, I was somewhat certain that it was also on Facespace somewhere; but, I'm not ready to come to terms with the level of stalking that would be required to find it (I may have thoroughly looked and failed, but I won't admit it), and really... the goblin deserves all the attention, anyway.


Mike Selinker wrote:
There will be other S&S promo cards, but we're not announcing details yet. Except for this: One of them has my favorite name of any card in the game, which will remain a secret for now. (That means you, playtesters.)

Except that you already posted your favorite card name to a different audience at one point ;)


Captain Bulldozer wrote:
Also, it is becoming apparent from this discussion that a very valid course of action is to give Merisiel all your blessing and extra explore allies so that she can scout the entire location deck for you ;)

Except that you might waste all those extra explores... evading means you shuffle it in, and once shuffled, you may encounter the same card over and over again. Using the ability is great; trying to exploit it can backfire. My Merisiel has the scars to prove it.


Cheez wrote:

Hey Guys,

Valeros just encountered the Ogre at the City Gate and he has no weapons or blessings to defeat him. Lem is over at the Academy (naturally). Can Lem cast the Web spell for Valeros so that the fighter can evade the monster?

I wasn't sure if this was one of those infamous "You rule" situations.

The card's text: "Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it either on the top or bottom of the location deck."

Thanks in advance for the help,

Ben

Yes, only 'you' may evade or defeat your own encounters.


Sad that I missed the window on this; definitely would have donated for it. Child's Play is awesome stuff.


Korded wrote:

Maybe the answer is very simple...Maybe it's not..

But let's say I'm playing with a few friends and i come across the villain and I defeat him. My friends are separated and are covering all available Open Locations. If all of them Temp. Close, then is the villain defeated and the scenario is over?

Yes, that's how it works. That's about the only way to win with 5 or 6 players without a LOT of luck.

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