If i may also add my unhelpful suggestion. How about we go with 1) Before the encounter.
2) Start of encounter.
3) During the encounter.
4) End of encounter.
5) After the encounter.
Strictly speaking in terms of raw attack, amiri is better but also more prone to over exerting herself and dying if she uses her power too much. OTOH, valeros recharges his weapon instead of discarding them. Given a good weapon, his recharge power is as good as amiri bury power. You seldom need more attack than 3d10+x on a normal monster anyway. Against the villain, everyone will be throwing blessings at you anyway.
Ouch. This is giving me a headache just reading about it. I think my group and i will just try to apply some simple and logical resolutions to settle the matter if we encounter them. I think it might be better that when paizo writes the next round of powers and abilities , they think of PACG in terms of being a computer game where powers and abilities have a fixed timing that they can be used.
The rulebook may not be the best at clarity but it certainly isn't that difficult to understand if you really read through it instead of just flipping through. With a few practical plays and logic, the gameplay should become clear. There are some ambiguous things like the evade and encountering sequence but it shouldn't affect the game too much.
The promo distribution method is just about the only thing I hate about PACG. Shipping almost doubles the price of the game even with the subscribers discount. Buying from ebay is the same. The promo cost almost as much as the game it comes with. They chose to screw over their overseas fans so as to sell more subscriptions. |