
Ironvein |
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Just wanted to give my overall impression now that we have finished Skulls & Shackles.
Difficulty: Higher than Rise of the Runelords overall, although it was inconsistent on the difficulty in certain scenarios. Not sure it was difficult for the right reasons though. Weaker weapons and higher difficulties is a bad combo.
Ship powers: Other than damage reduction, the powers of ships were largely forgotten. The scenario was either too hard where we needed the extra turns or so easy than those powers were not necessary.
On a ship and Anchored Ships: Card with this condition tended to be powerful cards, but if the scenario anchored the ship they were nearly useless. It made for hard decisions on whether to keep or toss those cards in favor for weaker, but more versatile ones. It made me wish that the game included a mechanic similar to keeping a side deck where we can hold a certain number of extra cards to modify are decks before playing the next scenario. Like up to the size of our fleet or something…. Just a thought.
Veteran Power and Henchman: Standard veteran power is insufficient for Henchman as you continue through the game, deck four was a glaring example of it as one scenario’s power was dependent on losing to a henchman; something very unlikely as they were no challenge and would not see that they ever would be at that point. I would suggest a flat increase on top of the Veteran Power for Henchman, something like: Adding the adventure deck + the number of characters participating in the scenario. That ought to scale the difficult appropriately without going so far as to screw solo players.
Weapons: Overall, they were kinda bland in combat potential; particularly Melee weapons (so many d4s). The weapons that stood out were for the secondary powers rather than strength. One of the reason S&S was harder than ROTL is that while the average damage of a particular weapon was higher; rolling max damage was a lot lower.
Rolling 12 on d12: 1 in 12, on 2D6: 1 in 36, on 3D4: 1 in 64
Just couldn't get excited with the weapons.
Spells: Found that there was little distinction between Arcane/Divine for attack spells at least till deck 5. Became problematic with multiple spell slingers in the group, as there wasn't enough attack magic to go around. Augury and Scrying spells were sorely missed.
Armor: Definitely comes more into to play than before with a higher frequency of ‘Before you Act’ Damage than before; although seems to be less over armor cards than before. Shields are still largely useless. There was also a lot of involuntary Recharging happening too, which is quite annoying due to no way to defend against it. Maybe have shields have a similar power like body armor’s banish/bury to make damage 0 but for involuntary recharges. I don’t mind monsters with that power, but I do not like that there isn’t a way to defend against it. With a good mix of both, choosing armor vs shields would be more prominent.
Items: see On a Ship above
Allies and Swashbuckling for Non-Combat: I don't think I've ever encountered a non-combat check where a Swashbuckling trait was important. Seems like a effect that wasn't thought all the way through.
Blessings: no real gripes, although we stayed away from the ones that cost a hand to be buried to use. Strong power, but cost seems to be too high.
Immortal Powers due to location deck size: Usually it’s a case where a monster is defeated if it is the only card in the location deck, this is more a problem for the computer version of this game. It becomes increasingly more likely that said monster will stay on top as the deck diminishes. Live players will (either on purpose or not) ensure the monster isn't the top card; but a computer will be completely impartial. The game is supposed to be about choices, but this power takes that choice away. Maybe insure the next card is set aside and shuffle the rest and put the set aside card on top to ensure at least some progress is made. Again, this is more likely a problem for the tablet version of the game than regular play.
Weird Abrupt Ends: A couple of scenarios imply that a game can end as soon as the blessing deck is empty (the race and the one with a dragon in the blessing deck), thereby losing the last turn; basically making those scenarios last 29.5 turns. Probably should make this an ‘end of turn’ check.
Summon Locations: Disappointed that this wasn't more of a thing (only once for a scenario). I kept expecting a barrier to suddenly appear and give the villain another place to run. Another wasted opportunity.
Implications of the ‘Make Good’ Scenario: With this, a precedent is now available… The Side-Quest: An optional scenario that is only available if certain conditions are meet. Whether it’s part of a scenario power, or a certain card that you can only encounter once (Acquiring/Defeating opens the Sidequest and card is removed from the game after it’s encountered so you only have one shot at it). The Reward should be better though(probably a skill, power, and/or card feet).
Overall, the game was certainly more interesting and challenging, the weapons feels a little nerfed though.