Search Posts
Do I understand correctly that it is prohibitive to impossible for the larger starships to carry enough escape pods for their entire crew? 6 escape pods per expansion bay = 6 medium-sized people that can escape
It says that Paladin powers are heightened to Level / 2 (rounded down). This seems to imply that they should be at 0 when the Paladin is 1st level. As Lay on Hands is a 1st level power, should the Paladin not have use of it until level 2? My inclination is that it should be minimum of 1, but is this explicitly stated somewhere? Also, this means the power isn't Heightened at all until the Paladin reaches 4th level, correct?
The villain Khorramzadeh has a Before you act that, if you fail, you are moved to a random location. If the other locations have already been temporarily closed, and you end up at one of those closed locations through this power, then defeat the villain, does he escape to the location you originally encountered him at? It's not closed, because you can't close the villain's location, but defeating the villain closes his location, which I think means wherever you are at when you defeat him. So does he close the location that you are now at permanently, even though it's temporarily closed already? Something else that I haven't thought of or missed?
The "When Closing" for Blackburgh (in Adventure 5) says, "Summon and build the location Maze and move to it." If I temporarily close Blackburgh when another character encounters the Villain, and then build the Maze and move to it, can the character who just closed Blackburgh immediately attempt to close the Maze as well?
Let's say I'm attempting to close The Citadel, so I need to make a combat check. I decide to use Soulshear, which has not yet been redeemed. I fail the first combat check (because sometimes the dice hate you) and discard Soulshear to re-roll my check. Fortunately, I succeed at the second check and thus, close The Citadel and banish all the cards in the stack. Unfortunately, I roll a 1 on a d12 for Soulshear, and then fail to defeat the Servitor Demon that gets summoned, so Soulshear is shuffled into the location deck. The question: Does Soulshear get shuffled in before the cards are banished for closing the location, and thus is gone with no chance of retrieval (since it's loot from an already completed scenario)? Or does it get shuffled in after the location is finished closing, so I just have to spend an exploration to get it back (I'm assuming since it has no check to acquire, you automatically acquire it when you encounter it)?
First of all, Becalmed sucks during the Free Captain's Regatta, because you can never empty the location deck if you want to win, so it makes any character at that location permanently stuck. We barely pulled a win out on this one with the two characters who weren't at that location... Anyway, Becalmed says "You may not move or be moved from this location while this barrier is next to it." Jalhazar's Wheel says "At the end of your turn, if your ship is not wrecked, recharge this card to move." It seems to me that these two cards are in direct opposition. Which one trumps the other one?
So, I'm starting a Wrath of the Righteous game, and as that means some high levels and high power, I've been trying to think of ways to keep the high level game a lot of fun. The two things I've seen people mention the most so far are the 'rocket tag' effect and the large differences in certain bonuses. Here are some ideas to help with those. I'm not sure where all the problem with large differences in bonuses applies, but for saves, what would it do to change all classes low saves to always be 2 less than the high saves, like they are at 1st level? That way, at 20th, your low saves would be +10. I'm not sure how best to get this to work with multi-classing, but, aside from that, does anyone see anything immediately game breaking about this? For the 'rocket tag', which seems to come a lot from save or die spells, what if they were just as effective but took longer to reach the end result? For example, a death spell that on a failed save makes you sickened or nauseated, then leaves you nauseated or dying, then dead. No save after the first roll, but that leaves time for someone to throw out a healing spell, maybe, or some anti-death effect? I don't remember if there are any of those, so maybe this would also take allowing healing spells to have some counteracting effect while the death spell was still running its course. Or Flesh to Stone leaving you entangled on your first failed save, then petrifying you, with a possibility of something 1 level lower than stone to flesh being able to counteract it? Thoughts? EDIT: I should add that the group I'm playing with will likely not be heavy into optimization, for what difference that might make. |