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Everything Apophenia said... plus...

KennedyHawk wrote:

I read in the rule book that each hero is able to use no more than one card type per check...

Each hero is able to PLAY no more than one card of each type per check. Playing a card means using any of the text in the Powers box on that card, and is a specific term - making this distinction between PLAYING and USING will help you figure out a lot of things later.

E.g. Lini reveals an Ally card with the Animal trait to gain the 1d4. She has not PLAYED that card, because the only text on that card that was relevant was the Trait "Animal", she did not do anything written in the card's Powers box. She may then choose to play that card, or another Ally card on this same check (provided it has a Power that would affect this particular check of course).


Donny Schuijers wrote:
Every Playable Characters becomes a "so-called" outsider when in a Abyssal Location.

But they don't actually gain the Outsider trait. I scoured the rulebook for this the other night, and then remembered that it's printed on the Adventure Path card. The Outsider trait is only removed at Abyssal locations, those locations do not add that trait to non-outsiders.

I don't remember anything on Arueshalae's cards about her adding the Outsider trait to other cards, does she have an ability that does that?


Hawkmoon269 wrote:
So you have to look back at where you were adding before, and that is in the part of the power that deals with checks, not with reducing damage.

That's my take on it too, but we agreed to let general option on these messageboards/official ruling settle it.

I've lost count of the number of searches I've done on here over 2.5 box sets with 4 different gaming groups. I almost want to start a "thank you" thread, for a great community with such involved players and designers. :)


Hi all,

Long time lurker, first time poster. We have a debate on this card that my group can't settle. I didn't want to start this thread without the exact card text in front of me, but perhaps people have already had this debate. The card says something very close to:

"Recharge this card to add 2 to your Charisma check, or to reduce combat damage dealt to you by 2; if you are proficient with heavy armours you may add the adventure deck number instead."

The debate is whether in adventure 3 this card would reduce combat damage by 2 or 3 (for a character proficient in heavy armours).

Half the group thinks that both the semi colon, combined with the damage reduction being the previous clause in the sentence means that it's 3 points of damage reduction. Half the group thinks that the word "add" means that it only applies to things that you add, so it's +3 Charisma, but only 2 damage reduction.

Has anyone settled this debate already? How are others playing it?

Many thanks.