I also find it hard to resist recharging an ally when their power applies to the check. I know Amiri doesn't really need that extra 1d4 from the Soldier, but using it feels so good. I credit the Farm House with teaching me to look for opportunities to recharge my allies.
Recharging feels so good. Card economy. Yum.
I don't like using blessings to explore. Allies? Fine. detect magic and its fellows? Even better. But I hate losing the dice a blessing will give me.
If I do use a blessing to explore then it'll be early game and I'll be fairly confident I can get it back in my deck somehow.
In fact, to avoid the quandary of using a blessing to explore I'll often opt for characters with low numbers of blessings in their starting decks
Keith Richmond wrote:
Those who made the Gen Con ACG Seminar may have the information missing from this thread. We talked a lot about the characters in Mummy's Mask :)
So by my, very unskilled, reckoning:
Are the base guys
Someone fighty/armour clad?
Eliandra Giltessan wrote:
I noticed Drelm is on the art for the 'Corrosion' spell.
We are looking at the Witch Deck and struggling to think when you'd really use the charm bracelet.
"Recharge this card to add the magic trait to your check"
So early on ghosts and the like are an issue, but these witches are going to be using attack spells 99% of the time, so the magic trait is there already. But non combat checks that need that magic trait? I can't think of any.
Maybe it'll be a Mummy's Mask thing...?
Tup has got himself the Emerald Codex. He burys it to draw 3 divine spells for use during the scenario. At the end of the scenario he has some of them left and follows the instructions to banish them.
Does his 'draw a spell' power kick in?
Or, because it's the end of scenario, do I tell that power to shut up and go away?
I'm guessing the former, but it seems... naughty
A card is only of the type it says it is. If it doesn't say it's an ally, it isn't an ally. Wrath rule book is your friend. It should clear it all up for you.
James McKendrew wrote:
I forgot about Balazar's funky headpiece!
ryric: I think a Cohorts might be Ally.
They aren't allies. Allies are a boon, cohorts are a support card. They are a separate type of card entirely. For example if you were instructed to 'discard an ally', you couldn't discard a cohort.
I understand the confusion though- the majority of them are people or animals. The only one I can think of that isn't is Arashulae's Gift. It's a cohort that represents Arashulae's boosting of another party member's stats.
So if I have a character who can replace a listed skill on a check with another skill (varril, stealthy Ekkie and the like) does it change what type of check it is?
Eg if varril uses his fancy power on a strength check to enable him to use his divine skill, does it change that strength check to a divine check? I'm asking mainly for the sake of playing blessings on that check
Personally I'd move to Skull and Shackles and start with new characters. It's super fun. Or you could always use Harsk and Kyra with that box and start from scratch with them.
Either way it's a great campaign. Certainly my face of the 3 currently available. Really characterful and with a different emphasis than Runelords.
Eliandra Giltessan wrote:
I was wondering something similar about Besmara's Tricorn. It adds to wisdom checks, full stop. So my Maznar has it and can reveal it to add a d8 on all his divine spell checks. It felt like it only meant non-combat checks, but Wisdom combat checks definitely existed before S&S. Of course, I don't think anyone in the S&S box uses Wisdom for combat. So I'm unsure of intent.
Wisdom but also survival. Super hot against ships.
It adds to constitution/fort too though, yeah? And constitution is a pretty big stat in S&S.
I'm guessing Lini from the char add on would get the most use of it, but it's an item that we've always held on to in every party we've played through. Love that hat
We've started playing through Runelords again and I mixed a couple of the new monk weapons in for our Wu Shen player. The sai and such seem like nice thematic picks for her AND they work with acrobatics. All cool.
But I game one she picked up Boots of Elvenkind which give her another dice on acrobatics checks with just a reveal. This means that since game 1 she's been rocking 2d12 +d4 + 3 when using a basic sai.
I'm thinking its above aboard but feels wrong. Is it just a case of monk weapons coming along long after RotR, or are the boots just non-combat?
Dave Riley wrote:
The ridiculous power levels of Wrath were fun for a while, but the excitement of having a +9 to your Melee check in AD2 wore off pretty quick, so I'm totally down if MM ratchets that back a bit and gives you different ways to circumvent obstacles and feel powerful without relying too hard on pure numerical superiority.
This why our group didn't do the final optional scenario in Wrath. The amount of time you spending adding stuff up on combat checks was draining. Im having flashbacks to mythic-charge-spending-starbow-fortune's-arrow-leryn-shuffled-in-plenty-of- blessings-adowyn right now.
Not to say the AP wasnt a blast, but turns got loooong.
Character Name: Amiri
Character Name: Zarlova
Character Name: Athnul
Character Name: Ezren