Yewstance wrote:
Not to nitpick (heh), but Cohorts aren't boons. They're support cards. (This actually came up last night playing WotR. A character was hoping to remove the Corrupted trait from a Cohort, but the effect power specified "boon".)
The killer combo that's amusing ME is Zelhara the Evil Inquisitor (HV2) and the Angelkin Magus Talitha in Wrath (or Season) of the righteous. Zelhara: Talitha! Bury a card in your discard pile that has the Corrupt trait so I can heal. Talitha: You mean, like this blessing I discarded to explore? Gosh, I HATE having blessings in my bury pile.
A key point of his ability is that you need to have at least one Cure in your hand before you use it, so that you can then turn around and heal Grazzle with it. This also prevents you from discarding all your heals. Being able to automagically recharge your Cure spells, and (after a power feat) then shuffling your deck means Cures cycle more quickly. If you use your power every time you start a turn with a Cure in your hand, you can generally keep a small party quite healthy. (Obviously, there are gonna be times where you lose Cures as damage, etc., but, if there weren't risks, it'd be a dull game). As for combat, the power feat that allows him to add 2 to his check that invokes the Attack trait absolutely SMASHES any disadvantage of having a d8 casting stat. d8+2 is ALWAYS better than d10. Just remember that, if you choose the Bog Medic and take the power feat that lets you recharge any Divine cards, those recharged cards do NOT count towards the total used for your healing. Example. You choose to discard 5 cards for healing. One of them is your Cure, so you recharge that. You decide to go ahead and discard the other four cards. Your healing is based on twice the number of cards you discarded. You discarded 4 and recharged 1, so twice 4 is 8 (plus any bonuses from other power feats).
Hannibal_pjv wrote:
That'd actually be an awesome rule for the non-proficient. Display this armor. While displayed, blah blah protection blah. If not proficient with <appropriate> armors, you may not use boon powers to explore. Or maybe combat checks are more difficult. Or Arcane spell recharge checks. Ooh! Stealth Checks!
...Note that elcoderdude's quote says "Decent" doesn't play into it. If you're short and item, and the leftover items you acquired during the scenario (or that you or others are discarding) all suck, you take a sucky item, rather than taking a Basic (or AD-2) card from the box. You only take cards from the box if there aren't enough among the players' decks to fill out your deck. Unless you decide to house-rule.
1. Unless the "When Closing" requirement states "Every character at this location must..." or something similar, only the person who defeated the henchman (or who's in the Close the Location phase of their turn at a location with an empty location deck) fulfills the requirements. 2. One tries, and if s/he fails, then the other can try.
elcoderdude wrote: Hmmm. I thought for 1) you could use the results of one trade for another trade. I haven't looked at the rules closely though. As I recall, it goes something like this: After the rewards bit of After The Scenario, people may trade cards freely. Then everyone selects the Trader they wish to visit (each character may only visit one trader). Then you pull out the boons for which the characters may trade. Then each character may select up to one card for which they may trade. Then they pay The Price(tm). Since each character may only trade with one Trader for one card, and swapping cards with other players all happens BEFORE the Trader phase, I don't see a way that someone could get a card from a Trader, swap it to someone else, and have them use it to grab a different card from a Trader. However, I also don't have the rules in front of me.
Irgy wrote: Surely the encounter ends at the point where you defeat (or fail to defeat or evade) the bane? How can you have already defeated something and still be encountering it? Because (in this case) there's more to the encounter than just a fight. Irgy wrote: I think what's distracting is that it's text written on the card. But the text on the card is what DEFINES the encounter, not the Check To Defeat. It's not a distraction. It's the point of the exercise. As for your example, I don't recall any cards written like that (I'm willing to be wrong), but since the text defines the action to occur outside of the encounter, that's a different story. The Henchman does NOT say, "After the encounter, you may attempt to close the location this Henchman came from", and therefore, it is assumed to be part of the same encounter. Frencois' suggestion implies that you should have to state when another actions IS part of the same encounter, rather than having to state when it isn't. I'd tend to assume the opposite.
"would fail to defeat" implies, if I recall, that the rest of the text (evasion, in this case) replaces the defeat, as if it never happened. I could see people trying to argue that the ENCOUNTER never happened, and therefore they should get any expended cards back. However, since it's just the defeat that's specified, and cards have no memory of when or why they were played, I'd personally rule they stay played.
Well, when you use the word "homebrew", you can do whatever you want. Just don't register the characters with the Guild. However, if you want to take a crack at keeping some semblance of balance, replace one skill feat, power feat, and card feat from a given Adventure with something else (card draws or what have you).
James McKendrew wrote:
Ok. I've read the scenario. This IS a problem. First, the use of individual sets of sleeves is going to horrifically complicate setup and teardown. If our players don't care about yours/mine dichotomies with identical cards, it's less of a problem. If people DO care (perhaps one's more careful with sleeving/gently shuffling than someone else), then we're going to have to make sure the whole box is sleeved, and that everyone (re-)sleeves their decks into identical sleeves to the box, and THEN add some sort of identifier (torn piece of paper, perhaps) on cards from the identical decks. (Or we'll have to unsleeve everything and hope that shuffling our unsleeved cards won't make our OCD hearts explode.) For example, we have 6 players when we play SotRu: CD-Sajan (uses green sleeves), Grazzle (doesn't use sleeves), Athnul (uses magenta sleeves), CD-Damiel (uses black Ultrapro sleeves), Mother Myrtle (uses Pathfinder sleeves), and Darago (also uses Pathfinder sleeves). The box we generally use isn't sleeved. So, as I mentioned, we have four different sets of sleeves, two Monk decks, and two Alchemist decks. If we leave our own sleeves on, we'll be able to spot boons from class decks (except the oracle deck) from a mile away. It'd be like free scrying-lite. Since most of us bother to sleeve our decks to protect them, we probably won't be horribly keen on unsleeving all our cards and shuffling them together. That means sleeving the box, and everyone resleeving to identical sleeves (with markers for the extra-OCD among the Monks and/or Alchemists). I'm coming across all whiny (and I AM whining, to some degree), but what I'm REALLY hoping is that someone cleverer than me has a better solution.
On the topic of Class Decks, every Class Deck comes with a rules card. One side is all about using Class Decks for the Pathfinder Society Adventure Card Guild Organized Play. The other reads like this: Class Deck Rules card wrote:
So class decks, obviously, just have at.
There are bugs. Some are definitely frustrating. However, the devs are TOTALLY on our side. They're interacting lots with the crowd over there (several of whom have very familiar names), creating bug reports, taking our input on UI issues, actively seeking our input on the difficulty levels, and fixing issues involving purchases.
I definitely had the problem with the alleys being too wide for the dividers, which lead to much cursing on my part. However, before I upgrade to 3rd Ed, I'm'a see if maybe my sets will have a permanent home in various Pathfinder Adventure Chests. On a side note, my fiancée just picked up her own Skull and Shackles (why do so many people pluralize "Skull"?) set and commented on how feather-light it felt. I pointed out it didn't have five more adventures, a Character Add-on deck, and sleeves in it yet.
Actually, I meant Lini in general, as our Lini is RotR rather than CD, and yes, I was joking. That was just the one character I could find in common with all three instances of near- or complete-time-outs. As I said, in the session I played, it was Athnul and Darago who were constantly low on cards. I was playing Darago, and I would squint and turn my face mostly away from the table every time I turned over a card after my second turn. I want a power feat to LOWER my hand size like Ostog the (Un?)slain.
Calthaer wrote: The iconics...man do they get boring. Three Lems is three too many; <snip> But Tarlin, and Zarlova? I disagree. Tarlin's honestly my least favorite cleric of all six that I've seen. I would, every time, choose Class Deck Lem for a Divine/healer over Tarlin, or maybe any Paladin/Fighter if I needed muscle. I love me some non-Iconics, don't get me wrong. But the Iconics are iconic for a reason. They're danged good at what they do. A somewhat-typical approach to their given class? Sure. But VERY fun to play. Gimme ALL the Lems! ALL! OF! THEM!
Longshot11 wrote: Since 'Flame Canon' in my mind rather evokes something like a giant flamethrower, can someone explain, RPG-wise, why it would have both Bludgeoning and Fire traits? Does it have like two modes of operation, or it fires cannonballs that cast Fireball on impact, or ...? Focused concussion? Aliandra Giltessan wrote: So even though this Damiel looks like a minmaxed version of S&S Damiel, I think I have to vote Mother Myrtle as the BEST ALCHEMIST EVER! RIGHT?!??! She's got that bardic dual-spelling and a way to recharge when she should be banishing. Gads, give her one of those one-shot +10-to-combat-spells and she'll be terrifying.
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