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In the ACG Guild guide it states when rolling for plunder a 6 on the die is supposed to be a blessings upgrade instead of a pick one. Taking that into consideration it will be changed to a random blessing to add some balance to scenario rewards.


My group has decided the following:

1) Due to the number of times the core players have had to rework their decks, characters Tier 2 and above will remain as is but not be able to jump into Righteous effectively locking them into Shackles.

2) New characters and characters that have not hit Tier 2 will have the option of either playing their character the way the core group has, locking that character into Shackles, or going with the the correct rules, enabling them to bounce their character between base sets.

3) Going forward, with the exception of the adventure path 3 power feat gain, any time a feat would be earned you instead you gain a Blessing upgrade equal to the adventure deck number.


The issue with those suggestions is we have been using the tier system AND following the reward system as each Shackles scenario is completed. I have been reporting all of our progress since guild play started for us. The core members of the group have completed adventures 1 and 2. We were getting ready to prep some of the newer players for adventure 3 when we noticed the reward for adventure 3 being the role card.


I would like to point that on page 7 of Card Guild Guide it states: "You only get one feat per tier, unless instructed otherwise." That clause of "unless instructed otherwise" accounts for scenario rewards. This still leaves our group at the whole issue of an accumulation of unused power feats before we get the role cards because the scenario rewards are instructed otherwise.
Regarding the rewards not being adjusted, Skulls and Shackles, according to other forum posts I have read, is the starting point/prototype for Guild play, hence Season 0, so there should be an actual fix for this somewhere floating around. Even if it as simple as "the feats can be accumulated over time for later use" there needs to be a legitimate fix to this issue for the sake of clean reporting.


The group that I play with just noticed that the role card, in Skulls and Shackles, is not supposed to be obtained until after Adventure Path 3. Following the Guild rules for tiering, at every 2nd completion you get a power feat on top of power feats that would be earned for rewards. playing through Adventure Path 1 and 2 the number of power feats accumulated becomes 6 total. The average character card, it seems, has 4 power upgrades. With Adventure Path 3, following the tiering, a character would obtain 1 more power feat, for a total of 3 power feats not doing anything, before the role card is obtained and a power feat for the role card. This brings up 2 questions.

What happens to the extra power feats that can't be used at the time of obtaining them?

How should we go about fixing this since we have been using the role cards this whole time?


Thank you all for the assistance.


Is there a reference for this implication? I have never encountered something like this before as all of the recharge i have encountered before this states specific locations

Edit: this is in skulls and shackles


This card reads:

Recharge this card to reduce combat damage dealt to you by 1

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

If you are proficient with light armors, you may recharge this card when you reset your hand.

My question is, and this is due to tcg experience where all card effects happen regardless of location unless errata say otherwise and card effect trumps rules, does the last ability happen regardless of where it is, including buried, or is there an unpublished errata somewhere that says otherwise?


I only use True Neutral when the character has minimal Intelligence and Wisdom. He doesn't know any better, he just follows with whatever is happening.


My VO has participated in mass destruction of a marketplace in God's Market Gamble. So long as the action isn't senseless I will be fine 95% of the time.


In RPG's in general I have found Chaotic Neutral to be more evil then Chaotic Evil on the grounds that the Chaotic Neutral is planning how to execute their actions by causing the least amount of trouble for themselves and, maybe, the party.


The summoner I had in mind was going to be Chaotic Neutral, so long as I the actions are justifiable I'll be fine.


In PFS, currently speaking, evil characters are not allowed. However, a cleric can follow an evil deity so long as their alignment can fall in the Neutral row, i.e. Lawful Neutral cleric following Zon Kuthon. Following the same thought process, can an Unchained Summoner have an Evil eidolon so long as said summoner has a Neutral row alignment?


Based off of all the input it seems as if I could be putting too much concern into this issue. However, this is my first time running an event like this so I am slightly paranoid and thinking of what-ifs and worst case scenarios to protect as many people as possible. I appreciate all of the advice given.

I am shocked that the Bards and Rogues weren't the first to disappear but then again I run Siwar from the Bard deck so she might be talking her way out of being swiped.


Hey All,

In two weeks time I will be hosting a day long event of an assortment of scenarios at my local game shop for Free RPG. Both me and the Venture Captain for my area are concerned about the potentiality of the theft of cards. Aside from a standard sign in sheets to protect the participants and property of borrowed decks, what other means could be used for further protection of participants and cards.