Hawkmoon269's page

Pathfinder Card Game Subscriber. Venture-Lieutenant, Online—ACG 6,974 posts (11,120 including aliases). 2 reviews. 7 lists. 2 wishlists. 17 Organized Play characters. 31 aliases.


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Not yet. Thursday there will be information about the next organized play season, but I don't expect any news about a new adventure path.

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TTS has a mode called "hot seat"that is for multiple people using one computer.

But, to my knowledge, you can't mix hot seat and multiplayer (i.e. you can't have 2 people on one computer and a third of a different computer).

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I think the second sentence in the conversion guide quote basically means to treat Remove Curse like is says "Recharge this card to remove a scourge card that has the Curse trait" when you bring it from Mummy's Mask into the Core setting. It doesn't make Remove Curse apply to non-Curse trait cards, which the scourges of Core are.

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Yes. As long as you use the skill you gain, Mavaro's power directly affects the check (i.e. it doesn't require another action to make it affect the check). That is how I've seen Mavaro played.

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It happens before. So, at the moment you encounter the weapon, spell, or item, you play Fiery Glare, banish the encountered card, then (if you want) explore again.

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While there are still a bunch of seats, there are also a bunch of players already signed up. We are on track to have 13 simultaneous tables playing! This is a unique adventure that can only be run at conventions, so if you possibly can, come and join us.

Venture-Lieutenant, Online—ACG aka Hawkmoon269

Andrew Warner wrote:
So, basically, anything you can include on the deck builder site that is legal for Organize Play, you should find on the table in Table Top Simulator.

That should have been CAN'T.

So, basically, anything you CAN'T include on the deck builder site that is legal for Organize Play, you should find on the table in Table Top Simulator.

Venture-Lieutenant, Online—ACG aka Hawkmoon269

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John Francis wrote:

That's a really nice (albeit somewhat spartan) tool!

I was particularly impressed by the card substitution mechanism.

Unfortunately when I tried to build my current (Outpost III) character I wasn't able to do so.

The first thing I found was that Quinn wasn't a character option (and nor is any character from "Curse of the Crimson Throne").

Yeah, you can't choose every character yet. Create you deck(s), then either leave character blank or choose another as a placeholder. When your character generates, core and curse "bags" are on the table so you can grab your pawn and character card/sheet from there.

Hopefully Curse will be there soon though. Just like Core.

John Francis wrote:

Skipping over that for the moment, I soon ran into another problem when I tried to add my "Investigator's Lamp" - an Iconic Heroes promo card - to my deck.

For now, the iconic heroes and season adventure path rewards (ex: Blessing of the Sages, Runewell's Echo, etc) will be "on the table" when the table is created, so you'll be able to add it there. Just leave it out of your deck when you set it up on deckbuilder and remember to grab it from the table. (And if 2 people need the same card, it a duplicate can be created on the table by the host).

So, basically, anything you can include on the deck builder site that is legal for Organize Play, you should find on the table in Table Top Simulator. If there is something you think should be legal and you can't find it, please do let us know.

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I think Monk isn't quite in there, but it will be before Piazo Con.

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Matsu Kurisu wrote:
I have never played a Sajan or seen one in play

What a sad thing to hear.

I'm actually dusting off my Class Deck Sajan that I've used for a few of the specials to run in the special at Paizo Con Online.

But Core Sajan is a bit of a different creature.

One other thing to consider is how much to rely on your weapons or you power to use Acrobatics or Melee for you combat check.

You actually have a great plan I think. The only thing I'd reconisder is the Achemical adventure's pack. That's partially because I'm not super big on one shot utility items, especially higher level ones. But at the same time, I can't think of another pack that would be better. If you have the Monk class deck, I'd consider that with maybe the Monk class deck with Finesse and Occult.

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Oh how far we've come. This was my first online PACG game and I'm pretty sure Keith had the actual game setup somewhere in his house and literally physically flipping cards and posting them for us.

We did that "someone hand types the game that is setup on their dining room table for a month" a few times. In a few short months, there was a database of cards though I was still copying each location's info and the top 3 cards in the location one at a time (i.e. 4 copy and pastes for each location).

From there to an online database with an interface for the person running the box and now to TTS. I've played a few games of TTS and its the next best thing to playing in person.

So excited to see all this.

Venture-Lieutenant, Online—ACG aka Hawkmoon269

I took the lists (with Keith's edits) and made up some sheets. They are the same size as the dividers in Core. I plan to print them on cardstock and and glue the front and back together to use as divides for a box.

If anyone else is interested.

Venture-Lieutenant, Online—ACG aka Hawkmoon269

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Great reason to buy a second copy of Core and Curse!

dot dot dot dot dot

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Vic Wertz wrote:

I do think there's a problem here, but that problem is that restrictions are applying to the entire explore step when they should be applying only to each step within the explore step. (I have to research this, but I'm pretty sure it wasn't always broken...)

Per step restrictions are absolutely supposed to apply to the Advance the Hour, Give a Card, Move, Close Your Location, and End Your Turn steps.

This was the comment that I took my understanding of steps from. My thinking was that anytime I stared a new step or check, the restriction reset. So, when I started a step of the turn, the restriction was reset. When I started a new step of an encounter, the restriction was reset. And when I started a new check, the restriction was reset.

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I think MorkXII has it here. If you've discarded or buried that drawn card for some reason, then at the end of the check you ignore the part about recharging it and suffer the scourge.

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See this FAQ. As originally written they would have taken damage, but the FAQ changes it so they don't.

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eddiephlash wrote:
Post wrote:

These scenarios require the Core Set. Groups of 5 or 6 players also require the Curse of the Crimson Throne Adventure Path.

Interesting. So only Core is required for smaller groups. I wonder how the vault gets built in later scenarios? Will Curse eventually be added in?

Hmm... that might not be accurate. The PDF itself says the vault should contain level 0 and 1 from both Core and Curse.

HI everyone. Super excited to play the special with you all.

My Feiya is 132106-1013 for any records that need that.

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Plans for a list of card adjustments for comaptibility were announced, here. So, it is coming.

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Loving the storage space. The only issue I have is that eventually (1, 2, or 10 APs from now) I'll want to remove Curse from the Core box, the Curse cards have not organization in the Curse box. I'll probably end up making my own tuck boxes for them. But my general sentiment was this.

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Congrats Keith!

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Haunt-wise, I think you are both right and both wrong.

Technically, Yewstance is right on the order of the encounter. In RotR language, it would have been:

When you encounter
Before the encounter
Attempt the check
Attempt the next check
After the encounter
Resolve the encounter

So, the Haunt as we have it would do a lot of weird stuff.

But EmpTyger is right that lots of things like this were murky in RotR. It probably isn't intended to work the way it technically does.

But you are both wrong because apparently it was changed at some point. It appears in this blog but with different powers.

I don't see an FAQ entry to make those changes and I double checked the physical card. I'm guessing it was updated for Pathfinder Adventures app but no FAQ was posted.

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I think someone more official would have to answer the "why". The one advantage it does give you is that if the monster does something nasty before you act (like "Before you act, recharge your hand then reset your hand"), you have already played the card so you have already defeated it.

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I'm not sure what you mean by that.

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Slacker2010 wrote:
Can I expand on this? What if the monster has the text "if the check doesn't have the magic trait", he is undefeated? You are not even making a check. Does this mean the Spirit Sword doesn't work? Or would the specific text on the sword overrule the monster?
MM Rulebook p10 wrote:
If a power allows you to automatically defeat or acquire a card, you may use it instead of attempting the check. Doing so counts as succeeding at all checks and requirements to defeat or acquire the card.

Doing so counts as succeeding at all...requirements to defeat...the card.

If you play Spirit Sword, any power the bane had that said "If the check does not have the X trait, the bane is undefeated" doesn't matter. It is defeated. If the bane requires the Fire trait to be defeated, Spirit Sword still defeats it.

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I've played it just like skizzerz describes. Entice has similar wording. That is where it has come up for me.

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Keep in mind, we haven't seen what spell, barrier or support cards will look like. We already see that some types of cards have an oval window while some have squares. It is possible other types will have shapes and sizes for art.

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There is also opportunity for some mini-expansions of simply characters. I'm not talking class decks, but just purely character. Character card, roles, and pawn. A pack of say 5 characters. For OP, say they can be played in the class deck of their class. (i.e. If there is a Wizard in the character pack, you can play them in the Wizard Class Deck.)

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The page https://paizo.com/store/pathfinder/adventures never fully loads. The banner and footer of the page load, but I just get the spinning wheel. I've let it run for as long as 5 minutes.

This page is linked from the header bar menu Pathfinder > Roleplaying Game > Adventures and also by clicking the box for Adventure Paths on the subscriptions page.

I'm guessing there might be sooooo much data in the db for the page that the transfer takes a long time, but it looks like it takes too long to be useful.

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I add the number of charges I had at the start of the check (before I expended any). Mostly because that is how the sequence of the power reads.

Mythic Guardian

Mythic Guardian wrote:
Add your number of mythic charges to your Strength or Constitution check. Then you may expend 1 or more charges. If you do, when you assemble the dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20...

So, you activate the mythic power during "Play cards and use powers that affect the check." And the first thing you do is add the number of charges you have to your check. Then you expend them. Later, when assembling your dice, you swap in the d20s.

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Mike Selinker wrote:
Davor Firetusk wrote:
How does this interact with older products? For example if I found a random prior adventure path deck, say Runelords part 3. Would I be able to use that with the Core set or would I still need to track down the original ROTR boxed set as well?
That's an interesting question. The new rules and characters and such all work with Rise of the Runelords, but we always assumed that anyone who wanted to do that would have the Runelords base set. In theory it should work just fine to just play Hook Mountain Massacre (Runelords 3) with the new set, but if you, say, played Herald of the Ivory Labyrinth (Wrath of the Righteous 5), you'd probably be advised to get the base set for its mythic paths and charge tokens.

You might need some of the B or 1 level locations from Rise of the Runelords too.

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I love the approach put out now. The one place I think there is a gap though is conventions.

In my group's regular card guild setting, we tend to play straight through a season. Most of the turn out is the same people each time. The adventure path approach works.

At a convention you are much more likely to have a group of strangers that are trying to figure out a way to play a scenario together. Their characters are possibly from different seasons. They probably don't want to play for tier advancement because they don't want to outpace their regular group.

So, what I'd like to see would be some convention scenarios. If they could be "variable tiered" like the interactive specials have been, that would be great (i.e. tier 2/5). In my vision, they aren't played for tier advancement, they give out some reward that isn't overly powerful (no feats). They mostly provide a way for a random group of people that didn't know they were going to be playing together before 5 minutes ago to sit down and play together without messing up their character's progression with their normal group.

My convention experience is limited (I've only gone to PAX Unplugged and Save Against Fear) but both times the only way I managed to play ACG games was:

1. I knew everyone I played with ahead of time, so our characters and scenarios were already coordinated ahead of time (ex: Dread Lord Rising with two people who I'd completed Season of the Righteous with earlier in the year).

2. We all played new characters.
2a. We play tested a new adventure path with new characters.

3. Interactive special

I've met lots of people at conventions that I'd only previously interacted with on the forums, but unless we chose one of those 3 ways of playing, we couldn't play a game together.

The rewards don't have to be overly powerful for this. Some that I've thought of would be:

1. One time use powers (ex: When a character closes a location and would banish all the cards, cross this off to set aside 1 boon to add to the upgrade cards at the end of the scenario.)

2. Promo cards from older sets (ex: Choose one of your card guild characters. You may treat the ally Poog of Zarongel from Rise of the Runelords as part of that character's class deck.)

3. Extra die bumps (ex: Gain 2 die bumps)

So, that is what I'd like to see.

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It comes packaged like a real product. There is a label inside of shrink wrap. And there are silicate packets in the drawers. It looks like a real production run.

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I picked one of these up and so far, I am impressed. I haven't loaded it with cards yet, but I am excited to do so. I plan to use it to hold class decks. A quick test shows that the ultra pro deck boxes (such as this) will fit in the top two slots.

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I picked one of these up and it is fantastic. Actually smaller than I was envisioning as necessary for the number of cards it will hold. I'm very pleased.

I think Ekkie would:

Discard for combat damage.
Draw 1 card
Discard for Poison damage.
Draw 1 card
End turn

If something made you both discard and bury, I think you could draw 2 cards.

I think Ekkie says "one or more" so that it is clear that if you discard 4 cards as damage, you draw 1 card. i.e. it doesn't have to be exactly 1 card discarded and you don't draw 1 card for each card discarded.

My gut is that Salim banishes Haste immediately. But I think this is a spot where the rules/card text don't make exactly what is happening super clear. I think however EmpTyger wants to go with it is fine.

For the question about Ekkie, yeah, I think you've got it. And yeah, you could bury the Blessing of the Gobs no matter what action you'd performed from copying the top blessing.

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Many thought it would never happen. But the day long hoped for has come to pass:

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Alahazra, Damiel, Estra, Ezren, Yoon, Zadim, and Mavaro are iconics, so their art is in the community use package.

Drelm's art can be found in a Paizo blog post, so it is covered under the community use policy.

Simoun, Channa Ti, and Ahmotep have not had their artwork publicly released to my knowledge.

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Shannon Appelcline posted a case study of PACG on his blog today. You an read it here.

As a reminder, Shannon also wrote a series of blog posts in Paizo's blog about strategy for PACG. You can find those here.

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You intuition is correct. You can't end your turn when it isn't your turn.

This FAQ covers the rest.

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I just wanted to say thanks to everyone that met up to play PACG. Especially Mike who loaned us his test copy of Core for the weekend (and spent part of Friday night lighting crowbars on fire as Fumbus).

It was great to meet each of you and put faces to names, as well as real names to usernames. I hope you all had as much fun as I did.

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I attended PAX this past weekend and got a chance to play with proof cards Mike had and was kind enough to loan out to the Paizo Organized Play room. So, what did I think?

I'll be honest, when I first saw the layout changes in the above images I wasn't thrilled. Maybe some of that was a love for the game as it currently exists. Part of me was worried the new layout would be a problem. But within 5 minutes I wasn't even thinking about the layout anymore. It was a non-factor in terms of play experience. Or maybe it actually helped because, not thinking about the layout is kind of what should happen.

Power of the Hour
I loved this. Not every blessing has one, so there are some "normal" turns. And not every power applies every turn. But the fact blessings were so much more important than they have been before.

Location Sizes
Again, I originally thought "That's nice, but I'll always use the medium sizes unless a scenario tells me to use a specific one." But then, a group of us had less than an hour to kill so we said "Hey, let's build the small locations and play a quick game." I did that 3 times total over the weekend, shrinking the locations and the hourglass (formerly known as the blessings deck). And you know what? I got 3 more games in then I would have otherwise.

We didn't really get into these. Each time there was a person or two who were playing Core for the first time, so I didn't want to throw them too many changes at once. I know I wouldn't want to learn to check the wildcard while also learning to check the hour. But I like the idea to give replay some optional variability.

Other stuff
Again, I was a bit hesitant to see the game I know and love tinkered with (though, I guess if the people who gave me that game are the ones doing the tinkering, I really shouldn't have been). But I ended up enjoying all the changes. I knew I'd enjoy the increased story, I wasn't so sure about the other stuff. But in the end, I'm more excited for Core now then I was before I sat down at a table this weekend.

So, yeah. I'm really looking forward to the final product and all the places it will take me.

As far as Ezren advice, this is all my personal opinion. I prefer to maximize Ezren's acquisition powers, so lots of his cards are geared that way. His allies almost have to be ones with exploring powers, or he'll be limited in exploring. The further we play, the higher the percentage of boons have the Magic trait. I like to make sure Ezren can get the ones that he isn't skilled in, so eventually cards like Swipe or a statstone kind of card. And I really like the Illusionist version of Ezren.

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Yeah, I'm not really sure what causes it. Paizo pdfs are pretty much the only pdfs I ever access inside zipped files, so I don't really have much to compare it to. And for me, sometimes the file will open, but the next time I get that message. The possibilities I've been able to consider include are either (1) the zipped file is in a protected area or (2) the file name or length create some problem when creating temporary data.

With (1), I've considered things related to Microsoft OneDrive, but haven't figured anything out.

Basically, unzipping them works and it hasn't seemed worth it for me to spend the time to figure out the root cause.

But glad that helped you. Enjoy your PDFs!

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There was an FAQ for this.

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Thanks for everything Dennis. It was super fun! And it seemed to work out really well. I look forward the ACG being part of future events for interactive specials.

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