Inquisitor60504's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Sooooooo, long story short, due to the forces beyond my (oh, if I had been smarter) control, I found myself searching for the first time for GenCon PACG events MUCH later than planned, so late that everything was sold out.

Now, in the three/four previous years (when I also bought on the first day), there was never any trouble getting a seat and at most sessions, it seemed as though, anyone could walk up and get a seat with their generics. I even played with generics a couple of times.

Are events "really" sold out, b/c PACG is taking a new tack this year, or did the sessions really sell out in past years and I just never noticed because I was on top of things better?

Going to buy me some generics and hope for the best. I probably spent 8-10 sessions there last year.

Thanks.


Hey. Behind a bit on this, but just saw your post. Would love to get into a fresh game sometime. Are you on FB? Just met some new people (general gamers), and formed a group. I might be able to get some of them into PACG. Thanks.


My family owns all four PACG Base Sets, all the the Class decks and most of the add-on decks. We're probably running 20 different campaigns among the four sets. Most campaigns are running with character decks. In turn, the success or play of some elements are more reliant on the base set cards than what comes in the character boxes, so I'm curious about either the Paizo approved adaptations or what people have done in the following instances:

Most all of the Class decks use Blessing of the Gods as the "main" blessing. In WotR and MM, not starting with Ascension or Elements/Ancients blessings as part of a deck (due to it being from class deck) seems inhibiting. Is anyone just subbing in those actual blessings or a photocopy representative? Other alternatives.

Along the same line, in MM once you complete the first scenario you get access to two Traders. The rules tell me to draw cards from the box to use with the traders, but in theory, I'm only adding cards from the Character Class box to enhance my deck. What is "appropriate"? I ask this since many cards from the MM box would be useful if I could trade and I've likely "maximized" the use of the cards from the Class decks.

Should I be able to use/hold/carry with a Class deck character "loot", such as the Scarab Buckler?

Yes, I'm talking about casual play with my wife and son, but I'm very "type A" about the rules, so making the above departures, while seemingly logical, are outside my comfort zone barring "an official ruling". Curious what others are doing and preparing to adapt.

I know that somewhere it says to throw in all the Class Deck cards with the base set that you're using, but since we're kind of all over the place in terms of Classes working through different base sets (plus some Society play) doesn't make that feasible.

Thanks.


I accidentally overcomplicated my question.

When a spell is cast for combat, is it then considered an "arcane" check if the spell has the Arcane trait, thus allowing you in turn to pile on Abraxas?

Whereas someone wielding a sword, would be conducting a "strength" check (that happens to be combat).

Sorry, if I'm being "thick" about this.

Thanks.


As the alternate to what Imrijka is doing, if Seoni is firing off a spell using her Charisma: Arcane and pops off the Blessing of Abraxas, she DOES get the extra 2 dice because she's doing a DIVINE COMBAT check?

Which would allow her heropath of Archmage to add that 1d20 when expending a mythic charge, correct?


When you start the game, you draw your starting cards based on the number from your character card.

Then you add the Cohort to your hand. At the end of your first turn, are you then required to discard down to you starting number or do you get to keep the extra card (cohort) until you maybe use it.

We've never played that getting to your initial starting location is considered a move. Is that correct? If not, then Deliverance would move immediately into that first location where Tup is, right?

Now Deliverance kind of becomes a liability since he's one more card to be cleared in the deck, a free acquire, but another card nonetheless.

If Tup moves and someone else encounters Tup, he automatically goes to their hand, right, until they look to move at which point Deliverance is displayed and then shuffles into the next deck.

Do I pretty well have this lair out correctly?

Thanks.


Generally, I know that "defeating" something doesn't necessarily mean killing it. So, I am presuming that Iesha will run the chance of being encountered every time a haunt is found.

So in theory, it would be better if the group would find the first couple of Haunts hoping Iesha doesn't show up and then maybe on Haunt 3, Kyra finds her (I'm her) so as to defeat her the other times.


Theryon Stormrune wrote:

You guys are way overthinking all of this.

There is a card that comes with Tup that states "These cards use the cohort rules introduced in the Wrath of the Righteous set." You start with Deliverance in addition to your hand then follow standard cohort rules. When you display it to move, you shuffle it into your location deck.

Cohorts are automatically acquired when encountered.

When it is banished from a location deck, you may add it to Tup's hand instead.

Very straightforward.

So forgive the "noob" question, but as a character is allowed to move from one location to another prior to their first exploration where does Deliverance's power come into play?


So...love, love, love this game.

Bought RotR an the Inquisitor and Bard Decks. Played Imrijka at GenCon and debating on whether to bring her to my local game or starting someone new.

Playing with Kyra, Harsk and Merisiel with my wife and 16yo son at home for fun (their into it, but not so much to get into organized play).

I like it so much that I was considering playing some solo for fun and I presume that adding the Character Add-On box will give be a breadth of additional characters and enough cards to stretch across everything I'm doing. Correct?

Thanks (recognizing that the Character Decks don't play into the RotR boxes, right?).


Two further clarifications...maybe more. Thanks for the first response that helps a bunch.

1. So if I can keep just a home game without registering it going, and if my son decides not to play one night, my wife and I could play a scenario, maybe even bring in an extra character or two and he could jump in the next scenario, right?

2. My character that I newly register and newly bring to GenCon could play in multiple sessions there and then hit some weeks at my FLGS without necessarily having to be available every week all the time, right?

3. I could just register the characters that my family is using and our home game could then operate similar to the way my FLGS is, right?

Sorry, if these are repetitive. I have downloaded the guide and now I'm going to print it out.

Thanks.


So if someone could help me that would be great...

Decided that I wanted to try this game and I've for a feel for the game itself, but I'm struggling with the "meta" so to speak.

So, I bought the Rise of the Runelords. Played the first adventure with my wife and son. At the end of the adventure, we decided to keep the three characters we used with the idea of using them in the next adventure (the three part "pre" adventure if you will).

Now, we decided to do the second adventure with the same characters, but then my son decided not to play, so I was considering sending in another character from the original base set.

Of course in the meantime, I've bought a pair of Character Class decks. My impression is that I can add them to my base game that I'm playing with my family. I would do this by just sorting everything into its space with the base game. However, if I want to bring a character to play at my FLGS, I need to keep that character and gear separate. Or could I bring one of the base set characters with me to my FLGS campaign. Or can my base set with family become it's own campaign.

Lastly, who or what should I be bringing to Gen-Con in a couple weeks. I've signed up for a couple basic sessions, plus one tournament.

Sorry for the long post. Help! I love the idea of this game and cann't wait to get more out of it. Thanks.


Or is the better question, should I stay away from any events, b/c I may not/will not have "experienced" characters.

Trying to decide how to finish building my GenCon wish list.


Hawkmoon269 wrote:
Inquisitor60504 wrote:

So, I am brand spanking new to PACG. I'm going to have an addiction problem with it possibly :P.

Being this new, and not understanding the whole landscape yet, what opportunities can I take advantage of at GenCon?

Thanks.

Can't wait!

I'd recommend you try out the Pathfinder Society Adventure Card Guild events. You'll need a class deck to do so, but nothing else. There are "seasons" for the card guild, which, if played progressively, tell a story.

So I can buy a Class Deck from my FLGS and have a new uninitiated character and roll it into one or more of the "Seasons" and then in turn use that character in the future (after GenCon) having (hopefully) advanced it some?

Could I bring that character to multiple sessions across the scenarios at GenCon?


So, I am brand spanking new to PACG. I'm going to have an addiction problem with it possibly :P.

Being this new, and not understanding the whole landscape yet, what opportunities can I take advantage of at GenCon?

Thanks.

Can't wait!


OK...so we continued to pop along on our first adventure tonight and my character encountered something that required a Dexterity check. I was not going to make it on my own and I did not have any cards to help.

My wife had Thieves Tools, but was at a different location. Our reading of the rules led us to believe that she was able to play that card and I was able to reap the extra die.

Was this correct?

Thanks.


So have gotten into a variety of deck builders (take no offense if PACG isn't a deck builder, but I love games that involve cards.

My wife and son (16) also game and so this is a little new to us.

A couple of questions:

1. When a blessing adds a die for a check, does it also pick up any bonuses? Does a second die for a Strength: Melee +3 also get the +3?

2. We summoned a Skeleton Horde. Each of us were at a different location. When those of us won, we sent the creature packing back to the box (no closing the location since the creature was not in the location deck). My son lost his fight with the skeletons. Do they basically kick his butt, deal the damage and then go on their way back to the box?

3. I don't know how involved the three of may get with the one local game at our FLGS, but can we grow and develop these or other characters via the whole overarching system with just the three of us? Can we each play more than on character? Advice is welcome.

Thanks.