Shark

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Dispari Scuro wrote:

I just got this deck and I'm actually really confused about some of the rules. Mostly about when and why you'd enter a tide, and what that actually gets you.

If I'm understanding tides right, starting a tide with a tide card allows it to last indefinitely until you're stopped by one of the listed conditions?

The rules state that you can begin a tide any time you want using any card. If it's not a tide card, the effect only lasts until your next round. You don't even gain any benefit for being in a tide (if anything, it's a detriment). I don't see why you'd start a tide with a non-tide card.

Being in a tide indicates that you can only play cards from your hand. What does this mean? Normally you replace a card when playing it, so do you stop doing that and just keep your current cards until your tide ends? Do you discard the one you just played? Do you discard each one you play until you're out? Or is this referring to something else? Am I missing something?

You stay in a tide until you play a card without a continue effect. But if you do play another one, do you start stacking all those continue effects? Let's say I start with a bonus +1 to Fort saves, then play a card for +1 to dodge, then play one for free rerolls for half damage. Do I get all three of those until the GM stops me?

Did Paizo ever answer these excellent questions? I just picked up this deck and am wondering the same things. Figured I’d check here first to see if I could find answers, instead I find that Paizo has left you on “read” for four years! Shame!


I am totally using this as my “jumping off point” for my campaign! Thank you for your awesome work! I’m curious if you have any similar background info for the other officers: Peppery Longfarthing, Riaris Krine, and Caulky Tarroon specifically. Also just curious to know how it went and if you have any tips for a GM just about to begin this campaign. Thanks again!


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The biggest problem with D&DX will always be that it is produced by Wizards of the Coast. They do one thing well, and that is create games where people have to keep buying more in order to stay in the game. This works FOR them with MtG. It will be the end of D&D. Paizo has embraced the spirit of the game and its players and continues to produce amazing material without forcing people to buy a new version of it every few years. Wizards of the Coast, unfortunately, have no understanding of the spirit of the game. They understand only the spirit of gain, and their desire to make more money off of such a cool game will be the end of it, I fear. Thank you, Paizo, for picking up where TSR left off! Keep it up!

Wizards, I hope you choke on your mana!