Just so you are aware:
As far as I recall, paizo does not allow you to publish conversions of any of their own material. The community use policy covers what you can and can't do:
I'm sure that any custom APs will be very much appreciated by the community, but you will need to come up with your own campaign.
Thanks for the feedback, skizzerz.
After finally sleeving up my core box yesterday, I experienced exactly what I was expecting when I made this thread:
I have no idea how I am supposed to effectively use the new organizational method that comes with the box, so it feels much less accessible than the prior boxes with a wooden insert.
I've actually found a wooden insert at go7gaming that would make me very happy, but it's not really an option for anyone living outside the US due to horrendous shipping rates.
So I guess my question now boils down to asking you guys on how you setup your box with the foam inserts in order to use it efficiently.
Do you cut the foam inserts down so that you have multiple inserts?
Keith Richmond wrote:
I'm late to the party, but Jirelle seems like a good candidate for the Pathfinder Tales CD, given the finesse weapons and pirate allies.
I wanted to ask if by now there was some kind of box insert for the core set / curse available?
Unfortunately, I haven't been able to start playing the new sets, but I wanted to finally open my boxes and organize them, to make it more likely when I finally get the time to play them.
While I appreciate the foam box inserts, I'd prefer something a little more rigid and sturdy.
I'm not sure if this is the right place to do this, but I just wanted to drop by and tell you that I'm really excited that you're playing my AP!
Hope you're having a good time, and if you have any feedback or want to know how the story is supposed to make (more) sense, feel free to send me a PM anytime. Looking forward to your exploits!
Thanks for the kind words!
I'd definitely like to encourage you to come up with your own AP and publish it!
There is no need to start with making custom cards if you feel like it's a huge time investment, especially since there is no official template for the new cards yet.
The even more modular way the new sets are made, it's actually much easier to make new custom content, since most story banes are generic and can be made into specific characters by setting them up in the story book.
The good people at Lone Shark did a terrific job at making the whole process of designing scenarios much easier, both for themselves as well as for all of us, and this removes a lot of reasons that custom cards were needed in the first place. Just use the scenario rules to modify the story banes for your needs and you should be good to go.
And don't feel pressured into releasing a whole AP all at once. You can start with a stand alone adventure and slowly expand the story until you're satisfied with its conclusion, regardless of the number of adventures it has at the end. The most important part is that you're enjoying yourself while working on the adventures.
I'd like to do another AP some day as well, but I'm currently way too busy to even play the game as much as I'd like to (then again, my core set hasn't even arrived at my local retailer, so it'll be a while until I get to enjoy it). In the meantime, I'm sure you can come up with something amazing, so I'm looking forward to it!
I seriouly doubt they used one card to denote 2 locations, for the simple reason that this cuts down massively the number of possible combinations of locations for *every* single scenario that can be played with the set.
To my understanding, the goal of the base set is to cover basic situations and equipment so they don't have to be repeated in every other box, and putting additional restrictions on the locations that can be used together is the exact opposite of that. They would be shooting themselves in the foot if they did that.
My guess would be that they are leaving the back empty on purpose, ensuring an optional design space that was already explored with some locations in WotR, which changed properties when being flipped. It would also allow you to randomly draw locations, in case you would want to do that.
I don't see what is not true in my paragaraph when you break it down to what actually happens:
You're saying that
By my definition, that is exclusive availability from paizo between the day that shipping starts and the street day, which, in my experience, is roughly 2-3 weeks.
I haven't said anything along the lines that paizo enforces or endorses this kind of exclusivity and neither meant to imply that, but that's just how the process breaks down in the end. If you think I phrased that poorly, that's fine, but with regards to content, I don't see how what you wrote is different from what I wrote.
Paizo exclusively sells its products for a limited amount of time after they release. Retailers usually have to wait a couple weeks until they are able to sell new Paizo products, so by having a subscription you usually get early access, which is something you get for your money if shipping and subscription cancel each other out.
Being in europe + buying from a retailer usually means having to wait for 2 months (1 month for shipping and 1 for retailer access), so there is that.
I cancelled my subscription yesterday (europe here).
My local online retailer already lists both sets with free domestic shipping, tracking and roughly at the price of the subscription (without shipping), so it was clear what to do. Shipping from paizo would cost me +60$ with no tracking, which is not worth the promo cards for me (in the worst case that this is the only way to get them).
I think there was a lot of confusion regarding the usage of the word side quest; the majority of people I know, myself included, understands the term the same way that yewstance does. That being said, there are side quests in the sense of 'optional objectives during a scenario that give additional rewards' in many scenarios of various official and inofficial APs.
We effectively already have side-quests with the 'Season of...' missions. But these have never been formally made into products of a similar ilk of the other big box and pack releases.
What exactly do you expect to be turned into a product here?In case you are not aware, you can buy the PDFs containing the scenarios here on paizo, and the corresponding officially printed cards (for the older seasons) can be ordered at drivethrucards.com.
By my definition, that is 100% product coverage.
That said, drivethru has insane shipping rates to everywhere outside the US, which turns the officially printed cards into an unaffordable luxury item that you should rather print yourself. I can easily get Core and CotCT for the price it would cost me to get those cards over here...
My impression is that enough has changed that you can decide on your own whether you consider the next box as PACG or PACG 2.0.
There are big errata articles online for each product, so there is an easy algorithm during play even without errata'd cards:
I don't think making errata sets is profitable given the actual willingness to buy them compared to how many people are bound on making them (when they could be working on new products in the same time instead). You can also never know when you are done with making errata, so making a finalized errata'd card set is a flawed concept to begin with.
I also don't understand your perceived lack of game as compared to characters. Counting the organized play APs, we are currently at 2/3/2/3 = 10 official APs in total (counting RotR/SnS/WotR/MM).
Finally, I'm not sure why you are stressing that you will wait for reviews before you buy. No one is asking you to blindly buy the next set if you don't know whether you will like it or not. In fact, as an informed customer, you should always gather enough information before deciding on a purchase, regardless of what you are buying.
That's what I think as well. There was already similiar feedback in the last preview thread, where the cards hadn't been sent to the printer yet, so it was a conscious decision to keep the new design as it is. I'm glad that they moved the set icon from the lower left to the lower right at least.
My solution will probably be not to mix old and new cards and treat them as two separate games. The visual discrepancy is just too much for me.
Still excited for the new mechanics though.
The guy from reddit would be me, so Brother Tylor has nothing to do with the issue there.
I don't mind you asking questions (neither here nor on reddit nor anywhere else) and I'm sympathetic for your situation, but there comes a point at which the number of these threads gets out of hand, and I think it's alright to point that out to you. It seems that I've been insensitive in the way I did so, and I apologize for that.
If you have problems remembering the questions you have already asked, how about starting a folder with bookmarks on them, so you can have a look there the next time? The paizo forum even allows you to turn threads into RSS feeds, so that might help you as well. You would have instant access to answers that way, and there would be fewer duplicates on the forum.
Thanks for the feedback Reinfild!
It took me some time, but here is another update for Revenge of the Wicked, now up to v1.30:
General changes (mostly inspired by Emerald Legacy and feedback):
Changes for scenarios:
None of the cards were changed!
I don't like the new card design either, for a lot of the reasons already mentioned. I wouldn't call them grotesque, but there seems to be an awful lot of empty space, which isn't helped by the distracting pattern.
While I think that I get where most of the changes in arrangement are coming from, I think switching the sides of the checks to acquire and the traits compared to the current cards is a bad move. I guess that the benefit is in having a left aligned text, but you also have the text of the powers box wraping around the card icon in the lower left corner.
I really think that the simple change of mirroring the layout already feels much better, as the layout is closer to the original cards, and there is no text wrapping around the corner.
Following Yewstance, the most powerful card is obviously Miracle (as it should be), since it allows you to play any spell from the box, which in the case of WotR includes Time Stop, which lets you draw your complete deck and removes the limit of cards you may play in the encounter it was played in.
That being said, I agree that healing has the best ratio of usefulness and availability, especially in smaller parties.
I verified the rule Parody pointed out before as well, but I'm with Yewstance on this. In particular, I'm not sure that the addendum of capping the hierarchy has been in the prior versions of the guide as well.
It would be nice if one of the designers could chime in and clarify the intent on this, but this is probably the wrong thread and forum to make the issue visible to them.
Version 1.03 is online now!
- Added power feat for Order of the Raging Wave as reward to AD0
Regarding the power feats for characters, I'm mostly following the MM distribution, which grants the feats earlier than RotR in every AD except AD4. I actually prefer it that way, since the first power-feat post role feels more meaningful to me that way, while getting access to your powers earlier in general.
So, I'm very late to answer, and I'm sorry for that, but I needed to take a step back to deal with some private issues, so that couldn't be helped unfortunately.
Thanks a lot for your feedback Longshot - I will adress it once I've thought through everything properly, and then there will be an update to the PDF as well!
Can you explain a bit more about the differences/connections to Ron's AP? I'm a bit lost to what is actually changed, never having played it. Is it only the orange text, or what does the orange text mean?
I'll take a closer look once I have the time :)
What Yewstance says is true for the most part, but I think he vastly underestimated the spells.
Athnul can learn to properly use spells in both roles and besides Cure (which you automatically get back every time you banish it pre-role, since it's the lowest AD spell), the deck contains the excellent Steal Soul which grants you 1d4 to EVERY check until the end of the scenario. I took her through SotRu at home and it was a blast to play her. Sajan is stronger for combats but she is much more versatile; her static combat bonus still grows up to 9, which is pretty impressive. I never played Rooboo as I don't like Tengu; I'm still waiting for another Monk other than Sajan and Athnul.
Considering the lack of loot, that might as well be an advantage since you're not relying on deck upgrades to get better for the most part. I haven't checked out the Ultimate Decks for her because that wasn't a thing back then, but there are a lot of cool items in the Monk CD she can use that no one else can. For example, she can early on auto recharge the conch that allows you to examine your location and also use other items. She can also cycle her deck very easily.
She's the only PACG monk that properly feels like the old DnD monk to me in that she uses wisdom and no weapons. It's ironic that CD Sajan and Athnul are among my top 10 PACG characters, while Rooboo is easily at the other end of the spectrum.
Unfortunately, the Monk CD has almost no unlocks since it doesn't have any armor. The only character that could actually apply would be Ostog from the Barbarian deck; I can only encourage to play him with the deck in a home game, as that turns out to be a lot of crazy fun with a lot of roleplaying opportunities as well.
Thanks for bringing this up!
I also encountered a subset of cards being stuck at the other end of the deck as well.
I'm a bit shocked at the negative attitude in this thread, especially towards Obsidian, and a lot of the information in this thread about the working behind the scenes seems like it's more based on conjecture than facts.
I don't think that Obsidian had the authority to decide on the micro-transactions without Paizo having a word in this, and I think it's unfair to blame everything on Obsidian without having insider information on how things actually transpired. You also have to consider that the team that worked on the digital game was far smaller than the team working on the actual card game.
Whether the current state of the game is Obsidian's fault for not working efficiently enough or Paizo's fault for not giving them more resources (or due to another reason) is certainly something no one is able to say for sure without further insights (do you expect Obsidian to work for free after the development resources have been used up? If paizo orders another DLC and they use their resources up for that, there won't be any bugfixes either).
Overpriced character alts DLC aside, you can get the whole RotR digital game for 25$, compared to the 180$ I paid when the game released physically (also, it's sold out now). With discounts, you are still looking at 5$ compared to 50$. I think the bugs are acceptable for what you save over the physical version. The DLC with new content isn't actual that expensive either if you compare it to promo characters and OP scenarios for the physical game.
Thanks again for your feedback!
While I'm not a native speaker, I'm a bit ashamed about all those grammar/spelling mistakes, so let me shortly give some excuses so I can feel better about myself:
Anyway, let's adress the remaining issues that weren't changed:
Hiro Yamashi: “your check that lists Diplomacy” – either “Diplomacy check” or “check against a card that list Diplomacy in its checks to acquire or defeat” (quite the mouthful that)?
I agree with you, but the main issue is that I want the power to affect the scenario check in 5-E regardless of whether you choose Diplomacy or Charisma. I'll leave it as it is for now in good faith that the RAI are clear enough. I'm open to better formulations of course.
Adventure 5 wrote:
Scenario 5-A wrote:
Yamashi Scouts being anchored wrote:
Scenario 5-B wrote:
Scenario 5-C wrote:
Scenario 5-D wrote:
If you can reliably recharge your spells, you'll usually have a chance of over 50% to cast your spells as normal, but you'll need some resources to keep your spells around. The first villain fight is known beforehand so you can prepare, and after that you get access to the cohort, which can help you with both casting and recharging. If everything else fails, there is always the Raging Wave to help you out
Scenario 6-B wrote:
Scenario 6-D wrote:
Scenario 7-A wrote:
The Art of Shipping wrote:
Thanks for the excellent point, I wasn't aware of the change in wording of the Cult Acolyte! If you don't mind, I'd like to wait for you to play through the rest of the AP before I update the pdf, so that I can incorporate any further feedback from you as well in a single update. :)For now, everyone reading this can assume that the Cult Acolyte should be removed from the game.
Thanks everyone for the feedback! Especially you Longshot, who raised a lot of good and helpful points!
Please excuse the amount of inconsistencies and writing mistakes; I wasn't able to properly read through the whole document again after working on it for so long and just wanted to publish it :)
I've updated to Version 1.01 by fixing most of the issues you raised and included you in the credits; most of the mechanical issues were because I changed a lot of things and forgot to adapt everything that was affected by the change. I'll shortly comment on the rest:
Basic removal starts at AD1, and Elites – at AD4 – is that correct?
That's intended; I want the game to pick up faster, and it's necessary to give you a better chance at actually using the ship facilities.
Trial of Mind, Art of Shipping
Changed as suggested.
I'm aware of the wording, but I want the bonus to also apply to using Charisma on a Charisma/Diplomacy check that happens before you act or that is imposed by the scenario rules.
Ogre Mage: doesn’t seem to be a particular reason why its AD indicator is “B” instead of “1” ?
It's for consistency mostly; there is one new oni in each adventure up to AD5, and they shouldn't differ in #AD for the sake of cards that care about it.
One minor aesthetic gripe: the flat bright-green background can get too much at times. While it's something you can get used to in scenario headers etc., it's always jarring on the "cover" of the AP. If you can find access to a nice -and free!- "emerald" texture, you might consider switching it in on at least the front and back covers.
I'll look into that once I have more time on my hands, thanks for the note.
-Ice Yai – you should update his power, to specify that he only need ANY check to be beaten with 3+ to allow you to close (if that’s indeed the intent).
I already updated this in my files, but forgot to have the card updated. Sorry, I'll take care of it in the near future.
I used Honaire for the traits of Masao and forgot the Goblin trait on Takeshi. But I think he's better of without it so he doesn't have unintended interactions with the goblin characters/decks.
-Cloudy With a Chance…: Playing the PACG treatment of Sharknado I never knew I needed? Yes, please!
I'm happy you caught the (admittedly fairly obvious) reference :)
Yes, only one Ice Yai. The idea is that you are boarding each others ships, and since your ship is already displayed at one location, the Wormwood is displayed at the other location, so that they are physically next to each other as well.
Yes. Worst case that happens when you spread out and temp close everything is that you lose 3 cards from the blessings deck the first encounter and another 2 cards from the blessings deck on the second encounter that puts him guaranteed into the Shrine of Sealing. Instead of spending resources on the fight, it's most of the time more efficient to put them into explorations instead and just accept your beating, as the story implies, but defeating them while still winning is an optional challenge. Umiko is only there to setup the narrative.
-> Starting this scenario with a displayed Curse of Flesheaters is incredibly punishing for small parties, and downright homicidal for solo play. You may want to consider introducing a way to remove this Curse before the end of the scenario
Defeating a Witch Doctor henchman allows you to remove a card that has the curse trait; it's usually enough to quickly tear through one location to get rid of it in time.
-Yamashi Scouts: this card confuses me a bit – is it only a “placeholder” for the Raging Wave summon? Traditionally, powers on “ships” only apply to the person *commanding* the ship; OTOH, you never “command” a ship you’re not “on “ (and you never count as being “on” the Scouts). So, do I “command” the Scouts, even if I’m not on them (in which case – can I use them for ship “mass movement”?!?) . If not – maybe they should be reworded to the effect of “While displayed, when a character encounters a non-villain card, she may banish…”
The power box of both ships actually says "While displayed" instead of "While commanding this ship", so you can always use the summon independent of where you are relative to your ship.The intent is that the Scouts don't allow mass movement, don't trigger the ship summons on cards like Elizmara or Pirate Hunt, and lastly to not give you any benefit from those cards that get better when you are on a ship. They are also there to give you access to the cargo table and ship facilities when it doesn't make sense to be on the ship from a narrative point of view, e.g. you're walking away from your ship into a cavern / on land / into a dungeon.
I'm looking forward to further comments from you on the rest of the AP! :)
After another roughly 9 months of work after Revenge of the Wicked , I proudly present to you my new custom AP
In this AP for Skulls and Shackles, you get to join a warship from Tian Xia - including Ninjas and Samurais - and go on a wild chase through the Shackles to find a Tian noble that stole a valuable heirloom from his clan; no ones knows what he's up to, but you might find out that you need to stop him!
Instead of the various ships of the original game, you get a powerful ship from Tian Xia that acts as your base and is similiar to a character in that it gets analogues to skill feats, card feats and even power feats for its crew during the the AP!
But don't get too confident because of your ship, since this time, you will face an adventuring party from Tian Xia which grows in strength just as you do! Eventually, they even learn some new tricks and acquire new power feats during the course of your journey!
There are 28 (!) new custom cards included this time, made beautiful by the awesome LudwigO, and I even painted some of the artwork myself!
The AP is meant to be compatible with all class decks, and there are special rules to incorporate them thematically into your game. While not necessary, the recently released Hayato and Reiko with their ultimate decks, as well as the Monk deck can make for a great thematic experience!
By the way; there are also sidequests that you can do (or neglect), and they will have minor and major repercussions on the overall story, which may or may not include how the ending turns out!
This first draft surely has some typos and inconsistencies, but if you help me to find them, I'm dedicated to fixing them :)
Looking forward to hear what everyone thinks
Thanks for the feedback, and I'm very happy you had a good time! :)
I think the difficulty is a bit lower overall, and in particular compared to WotR, but the characters are also a big part of it.
Personally, I think that's fine for the most part, since you're supposed to feel powerful by having less constrained access to all the corrupted boons you'd otherwise have to think about more carefully.
I'm open to adjustments though, so if you feel like there is a very high difficulty spike/drop, please tell me :)
I think you'll like my current homebrew project; it's almost done, and I'll post it soon in the homebrew section ;)
Not to rain on your parade, but I don't think that this card complies with the community use policy (the template should be fine though).
I'd advise you to put it down until you've sorted out any copyright issues.