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Hawkmoon269;

"Longsword weapon to determine the skill,
Fiery Weapon spell to add to the check.
Wand of Force Missile to determine the skill,
Aid to add to the check."

This surely is the incantation for a very Bad Day Bringing Spell.


Thanks y'All for the help.
It seems that I have been on the right track all along. Playing solo there is no one to argue the rules with as I am playing/learning!


mindlar:

Thanks for the clarification.
A combat check boon with specifics modifying Combat is, well, a specific type of combat I suppose.
I guess I will have to go on pulling arrows or whatever out of my feet...


Seoni has to fight a monster with a Combat 13.
She has a combat of 1d4.
She can add 1d4 for a blessing discarded and add further die if any ally or item cards grant combat modifications. This however looks like a looser.

Instead, She can discard a card to use one of her powers to Roll her Arcane die 1d12+2 + id6; this counting as playing a spell. (OR she could play a spell card such as the Acid Arrow)
She can add 1d12 for a blessing discarded.
Can she discard the Sheriff Hemlock card to add a 1d6 to this combat roll?
Can she play a weapon to further add to her chances? The dagger card says “For your combat check, reveal this card to roll your Dexterity or Ranged die +1d4…….” In Seoni’s Case her dexterity is 1d8, so does this give her another 1d8 + 1d4?

Basically what I see is that this is a combat check modified by a power or spell enhanced by cards granting combat boons.

Having said all that, I have been playing “conservatively”, not using cards that add dice to combat rolls if they have been modified by Powers or Spells.
As for the dagger card I have been using it only if rolling basic Dexterity skill dice? Although the rules indicate on Page16 under “Weapons” that weapon cards often require you to do something (such as to reveal the card) to modify your combat check. Using the card this way does modify the combat check.

Sorry for the confusion but every time encounter this situation, which is often, I grit my teeth and wonder if I am not shooting myself in the foot unnecessarily


Ron Lundeen:

Thanks for the advice. I think I will try locking Location 1 and randomising the others for a two player team.
Over a three scenario adventure I probably will not get all the "easy" locations, but with my luck I may get all the hard ones!

Hawkmoon269:

Rise of the Runelords, and I had a quick look at the Mike Selinker Special. I might give it a try when I have levelled up a bit if I am still alive, but to Newbee like me it looks little daunting!


Hi All!

Each scenarios has a list of locations numbered to show which are to be used for any given Party size.
I am playing (solo) two person teams so I never get to use 50% of the locations.

My question is this; is the location list finely tuned to the difficulty of each scenario so that if I choose to randomize which locations I in fact play in each scenario it would be regarded as "Gamey" and not worthy of the standard bonuses?

If the answer is Yes, I would make a suggestion that at each location there would be one all important must be included location and the rest randomized to suit party size. This would fit in with the RP Story as it would mean that the party travelled the "Map" to a destination location, but not necessarily the same way every time.

Dying is painful, but sometimes continually following a path well trodden is more so. (Especially if there are other forbidden paths to explore)