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![]() This might be me, but I find the box "Preparing the Game Box" ambigue. It some point the Rules tell this: "To make things more interesting and to
So, does this mean that, after completing Adventure 3, and thus adding the cards from Adventure 4 to the Game Box; I get to remove all the currect cards in the Game Box that have 1) the Basic trait, 2) the Elite trait and 3 all cards from Adventure B and 1? Or does "at least three lower" mean only the B cards? ![]()
![]() The rulebook of OP mentions that "when anything refers to the Box, it always means the Game Box. But when it's for a reward it refers to your Class Deck Box." So, my question arise in Season 1-1A and 1-1C; The rewards mention something like "Each character may draw a weapon, armor or item from the box." Does this mean that I get a Deck Upgrade, like normal, and draw a random card (out of the above 3) to add to my deck, thus gaining 2 new cards? or; does it mean that I get to draw the chosen card at random and add them to the potential Deck Upgrades and thus gain only 1 new card to my Deck? ![]()
![]() @Shnik 1) You would just ignore the power that happens for the Corrupted trait; so Zelhara doesn't have to bury a card, since the Noose doesn't have the Corrupted trait. She basically redeems every card automatically, except that she is so bad she doesn't. 2) Some cards apply to when a card has the Poison trait with being a Monster that is immune to it. Two sides of the same coin. ![]()
![]() "Maybe be able to scout ahead and if it's a bane with the demon trait a power kicks in or can be used to help at another location against them?" You might be on to something here. Maybe something like; - You may recharge a card to examine the top card of your Location. If the examind card has the Outsider trait, you may encounter it ([] and gain 1d6 on your checks against this card) or - If another characters encounters a card with the Outsider trait, you may recharge a card to encounter it instead ([] and gain 1d6 on your check against it) Notice how I changed Demon trait to Outsider trait. The Outsider is far more common than the Demon trait. Demon traits is fairly rare, even in the WotR box. ![]()
![]() The Armor/Weapon balance is good, what I meant to say was "Hand Size 6 is too high with these Card Slots." So, the changes you made were good, in my opinion. The second power was worded correctly; Bane with the Demon trait. Now only Combat checks. But; right now; this feels more like a Rogue/Cleric combo. Rogues being able to use Dexterity for Combat en Clerics hating Demons.. Maybe you should explore some more creativity. Look at other Characters. Find a 3rd power or perhaps change some powers to feel Really Unique; which, sadly, they don't right now. (No offense) ![]()
![]() Your feats seem in balance. That's a good thing. I would change the wording from the first power to: "When attempting a check with the Melee trait you gain the skill Melee: Dexterity +2". This is more consistent with the overal design of PACG. So, right now, this characters falls more in the Rogue-archetype, which is great for me, but I think a Hand Size of 6 might be too much for this one. 6 is more of a Caster-number. 6 is rare, it's for extremely squishies. The Demon Hunter having 4 Weapons and 2 Armors and proficiency with Light and Weapons, really begs to change this number to 5 (potentialy 4). So, he basically kills Demons, but he can recharge any card to get 1d6 against ANY check against Demons. Even Diplomacy? Knowledge? Sounds to me like a One-Trick-Pony. Maybe you could check out some other Demon-Characters; like the ones Tyler was referring to. Try to be more creative than this Illidan. ;) ![]()
![]() So, probably a weird question; But, taking in to account that we can 'unlock' the Villains in Factions Favor, can you start any Adventure (OP or not) as one of the 6 Villains? I mean, according to my knowledge, yes, but it would be weird to be able to play as one and later one actually defeat 'yourself'..? ![]()
![]() This sidebar is the best.
So, if I understand it right;
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![]() Necro; So, just to be clear.
These drawns cards are random?
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![]() My group and I tend to prefer to finish of the Easy To Close location first too. We do this so we can corner the Villain to Hard-To-Close locations, so we don't need to make the required checks for those, since the Villain will end up there. I could draw out the percentages here, but I won't. I do really think that starting at the Easy locations is the better option. Leaving a failed-to-close location is a must... You don't want to be at a location without a henchman or villain, but with 8 cards in it. Ugh. Waste. ![]()
![]() Eliandra Giltessan wrote: I'm interested to see how they group the iconic villains for those two class decks. The divine casters and partial casters together? The castiest together? I hope for at least one divine caster each in the Pathfinder Tales and Iconic Villains decks, so I can get excited about them. A Cleric of Lamashtu would probably still be a Divine Cleric, right? Hm... ![]()
![]() About two years ago, I made a couple of Homebrew characters, of which one I will link here: Back then, I really put a lot of thought in to Ninniz and her 5 fellow characters. Now, 2 years later, and after playing a bit with my characters around, I decided to make 3 characters. Some based on the ideas I had back then, some based on the 2 year experience I've done up in this time with PACG. But most of all; I've decided to turn all of them in to Ratfolk! In the RPG's I mostly play as Ratfolk, because I have a soft spot for them! So, without further talking, here is the first Ratfolk PACG Character I designed, the other 2 will get there own seperate post: Ninniz:
Strength d4 []+1
Favored Card Type: Item
Powers:
Demoman:
"When out of stuff to explode, make new stuff to explode." Plague-Doctor:
"What's that smell? Oh, it's me!" ![]()
![]() Am I hearing this correct. We can play as Villains? I'd love to play an assassin or a Torturer. Oh, what powers could they get? Oh, what mystery is their to their play? Oh, I can't wait to make puny Henchmen scream! Wait... does this mean we will get an OP Adventure Path where we fight Heroes instead of Villains.....? ![]()
![]() Hi there, thank you for sharing your very own Cleric!
Quote:
I'd swap the bonuses of the skill around a bit more, every skill right now can get a bonus of +2, which is not needed. If you intend to not give Kristian a Melee bonus, there is no point in that +2 for Str, so perhaps you could give Kristian a +3 on Cha. Furthermore a standard +3 on Divine when there is a d10 present is kind of high. Maybe tune either one of those down. Quote:
So, first off al, you're missing a Power Feat Check Box. Every base character should have 4 power check boxes. So I'd add the simple addition: "Reveal a card with the Divine trait to add 1d8 to your check to defeat a bane with the Undead ([]or Demon) trait." It's also pretty common for a Cleric to have a 'free' heal, instead of a Power Based one with a Bury effect. I know it's not fun to copy a power, but I'd just stick to: "For your first exploration on a turn, you may discard ([]or reveal) a Blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck." Quote:
Clerics are usually armored. I'd suggest changing some things around here. Perhaps an Item or Ally down and giving her 1 or 2 standard armors. This would also me Kristian should get some proficiencies with these armors. Quote:
There are a couple of major design flaws with your Role Cards. 1) Every role card should have 12 Power Feat Check Boxes. I'm counting 11 and 10. I could be mistaken, maybe it's typo. But there should be 12. Just like there should be 4 on your base cards.2) Both Roles have a Hand Size of "[]8"
Now the powers themself: Just so we're clear. You know there are more Clerics than only those of Sarenrae. So you could decide to use other 'Deities' and blessings instead. The power itself seems fine. I'm unsure why you'd make the second blessing rechargable though. Shouldn't a Priestess be able to others too? I'd change the healing power to this:
The Prophet looks pretty well-rounded. I'd just think that the last power is too strong. Not Advancing the blessing deck is a very strong (and rare) power to begin with. If you'd play this with more than 3 characters, this would become to broken. There is no penalty. I'd suggest adding a simple penalty, like: "At the start of your turn, if the top card of the blessing discard pile has the Sarenrae trait, end your turn. Do not advance the blessing deck until your next turn, then bury a card with the Divine trait for every blessing not advanced. If you're unable to bury a card, bury the top card of your deck instead." Well, I hope I've given you some food for thought. I'd like to see your reply. :D ![]()
![]() Tim Statler wrote:
I don't recall 'air' being a trait. As far as I know these are the Elements (if this is what you could call them):Poison Acid Electricity Fire Cold There are also other 'spell traits', like:
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![]() "A new challenger appears!" 1) A cohort weapon does not exist to this point, if I am correct. Problem with the wording of card is that it does indeed not only include boons, but also every support card and banes. This means Ships, Curses and some Monsters for summoners or even barriers for alchemists. Confining it to just boons is a factor on it's own enough.
Sorry, cartmanbeck, if I assumed anything wrong in my answers. But, for real, starting with 7 Cards as a Hand Size and also losing every card you play is killing this character. Imagine encountering a Construct. This character wouldn't live to tell the tale. He actually starts with almost half his deck in his starting hand and only loses cards there on out. I get this is not a combat character, but it should be able to atleast survive two combats.. ![]()
![]() I'm sitting here wondering what's wrong with the Recharge checks?
I'm just not too sure about four base powers. I'd remove a power based on that fact more than the other facts. ![]()
![]() Oh, so they're meant to be discorded!
I thought they were 'okay' compared to the Promo Goblins. I don't think I've ever seen someone pick one of the Promo characters, but the Class Deck look 'playable'. I'll just stick to my Alchemists and Inquisitors (or Hunters if they come) and I'll treat the Goblins as Gimmicky Hard Mode. :D ![]()
![]() "Bait & Switch" is actually the offering of a item due it's low price ('the bait') as purpose of selling a item of a higher value ('the switch'). But that's just me being nitpicky. But you could apply it to a power, if you were to reform in a sense of: "[] When you encounter a boon, you may banish a boon of the same type from your hand to acquire it. ([] You may then banish the aquired boon to draw a Boon of the same type from the box with a Adventure Deck Number equal to or higher than the Banished card)." I think this would suit Bait & Switch even better! ![]()
![]() Eliandra Giltessan wrote:
Right, my bad. (Still new to OP...) Well, in that case Momurch is even worse than I anticipated, hmph.
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![]() Whenever you draw a card from the Box, you need to draw from the corresponding Class Deck instead. So it shouldn't matter which season you play Mogmurch in, since he will always draw Alchemical Cards from his Class Deck. So he should be able to recover even Alchemist's Fire. I'm hesitant to play him in SotR, due to the setup of his Basic cards.. Non-Goblins seem to be the better choice in general, due to their variety in choice of cards. Goblins seem to have a set amount of cards that are useful to each of the individual ones. ![]()
![]() So, I finally completed my collection of ALL Class Decks.
Or.. not? So, I have this huge fascination with Alchemists. So I tried my hands on the Arsonist from Goblins Burn! "Okay," I told myself, trying to make an OP deck, "let's find some Ranged weapons for this Arsonist, since he has no melee!"
Is this intended.. Are there additional rules for the Goblins? Doesn't seem right that a Ranged Character has to start with 2 Melee Weapons. There are more weird things in this Class Deck, which makes senses, since it kind of includes 3 different classes instead of 1.. But it still doesn't allow me to make a 'dependable' Goblin for OP.. or is it really just me? ![]()
![]() So, basically; there is a difference between "acquired cards during the scenario" and "Cards you achieve due to a reward". So, with the above example, I'd get:
Right? ![]()
![]() Greetings, I come before you bearing a question regarding gaining Rewards in OP! So, let's say I just started my first scenario ever in a Adventure. I've built my character from the ground up with only Cards with the "B"-Mark and Basic Traits from an appropiate Class Deck. So, I finished my first Scenario; Succes!
Right, if I'm correct, I should do these things: - Choose either Weapon, Armor or Spell.
Is this correct? (Or do I get the drawn card nonetheless and then display cards for my Deck Upgrade?) ![]()
![]() I feel like the puzzle has something to do with the "Blessing of Elements" cards. Ever noted how there are 6 types of elements displayed? In the form of some weird yingyang-cross. How come there are 6 elements, but we only know of 5 (Cold, Fire, Poison, Acid, Electricity). I reckon the puzzle hás to do something with this unknown 6th Element. Curious indeed, nonetheless. ![]()
![]() First of all: You mean "Adventure", not "AP". AP stands for Adventure Path, which number 1 is Rise of the Runelords. Mummy's Mask is AP 4. Second: Yes, we've been experiencing this too, so we decided to do a second playthrough and use the Organized Play rules of "Gaining a card" after each scenario in stead of the Boons we normally get, this smooths out the overal 'feeling of leveling', but also makes traders more accesible instead of just being able to trade once in 5 scenarios, and most of the time we're even then trading Loot-Cards away. ![]()
![]() Thank you Skizzerz and Skullkrak! As far as Termninology goes; you all knew what I meant. Haha.
Right, looks like I might be playing Seasons then. :) Time to register and find myself some Dollars to download those files! ![]()
![]() Ok, so, my girlfriend and I have finally caught up with everything. As of now, we own most of the class decks and have complete the 3 previous Adventure Paths twice and have 'completed' Mummy's Mask up until the point of release. Still feeling the Pathfinder itch, we decided to check this "Organized Play" out, but it kind of confuses me. So, I was hoping that there were some people out here, willing to answer some questions. :) 1. If I want to start with a character, let's say a rogue, I can then use any rogue, but only make my starting deck out of cards from the Character Add-On Deck "Rogue" with the Basic-trait and the "number" B? 2. When building locations, you use cards from the Box associated with the Season, but not the cards from the Character Add-On deck? 3. You don't keep Boons you find during a scenario, you get to pick one type of acquired boon and then draw a card of your choice with the same type from the corresponding Class Deck which? 4. Do I really have to register myself to the Guild website and keep track of everything that happens with an Chronicle Sheet? 5. There is no one near us who plays PACG, just my girl and I, can't we just 'host' our own events with the two of us at home? I assume yes, but this is more or less the same as question 4.
6. I have not downloaded any of the Seasons yet, since they cost a dollar or 4, but I assume the rewards explain for themself? Like; "Deck Upgrade" and "Skill Feat"? Thanks in advance,
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