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I am honestly more concerned with Before Acting powers, as these are often damage and/or other powers that make it harder to defeat that monster. Consider all the dragons. Taking damage before acting and dealing with the dragon as well is bad, especially if it is Kazavon Reborn. How many characters can take 2d4 damage and still be in fighting shape (of course, armor protects from it) against that beast?
Dragons' after acting power (Wounded) is worse in the long run, but does not affect the outcome of the fight.

After acting prevention is also quite good against the pesky Giant Fly. :)

Don't forget that there are (many) cards with Curse trait in earlier editions of Pathfinder and this spell removed them as well, not just "removed Mummy's Mask scourges". For example, Curse of the Deep in S&S. I agree that some Core scourges might qualify for getting removed - but definitely not all. Wounded, Poisoned, Exhausted are not really curses. Drained maybe, in some ways. Plagued definitely, if talking about Blood Veil. Dazed? I am not sure.

Is the card virtually useless in post-Core environment? Pretty much.

Pre-Core, yes.
You encounter the item/weapon/spell, decide to play Fiery Glare to get rid of it.
Then, you discard the Fiery Glare to banish the boon. Then, deal with the consequences of playing Fiery Glare (discard / banish / recharge). Then you may explore again.

Post-Core, no.
Most spells were changed to "Banish: do something", where banish places the card into a Recovery pile, if the spell can be recharged at all. You then deal with all cards in recovery pile at the end of your turn.

Oh, I get your point, I am slow. Sorry! So RAW you can reveal any number of armors, but it does not seem to imply that you can reveal the same armor over and over and over again. I believe it is still being thought about, but there was a post that post-Core, every instance of damage needs to be treated as separate and you may play armor / anything else for each such instance. But there were some more powers connected to it.

Well, that would be allowed, I believe, because the monster you linked to has a power "You may play any number of armors during this encounter". So … many … things … to … reflect! :-D

2-handed versus single handed weapons difference you describe is often true, but not always. 2-handed weapons usually need proficiency (pre-Core) to be used fully and there might be other considerations - Jirelle (Skull and Shackles) will ignore the huge Greatsword and will grab a skinny rapier instead. Reason is, her skills work with Finesse weapons and Swashbuckling trait is a cherry on the top.
The high-end banish/bury armors are also much less useful for characters who are not proficient with them. Say RotR Ezren (if you choose to give him armor card feat) will stomp around in a nice Magic Full Plate Armor all right, but will have to banish it to use it. Most magic armors work that way. If you give him Reflecting Shield (AD 4), he will use it to full extent turn after turn after turn. One of the best options for him.

So … it's situational. Some characters may want shields, some will throw it away.

The distinction is pretty important - true, shields (and helmets) are usually protecting less, but can be used repeatedly! Every single turn as long as you don't lose them. Reveal is usually much more effective than recharge and especially than bury / discard.

Pre-Core, all armors were still in your hand and they were often "dead weight", taking card slots needed for something else. Especially for characters with only 4 hand size (warrior types, who also tended to have more armor in general).
Post-Core, breastplates and such can be displayed, freeing up slot in your hand, shields and helmets not.

Consider running into a bane that deals 2 Fire damage to you before you act. What would you rather do? Bury the breastplate to prevent it or reveal a Shield of Fire Resistance (AD 1 armor) to prevent it? If you do the first, you lost the armor for the fight. If you do the second (and don't have any other armor), you will be able to prevent ~ 2 Combat damage when failing to defeat the bane.
Non-magic shields are usually pretty useless unless your character can utilize armor in other ways (Seelah, Valeros in Core). Non-magic light armor pretty much the same, but the Banish/Bury option makes them a little better.

I am not sure, never played with Yoon, but it may mean either of the two things:
1) equal number = number of cards drawn (much more probable)
2) equal number = hand size (I think this is improbable)

Splitting of discard pile in half is definitely not it, sorry :)

Yes, there is also Green Faith Druid story bane who is Immune to Animal and Plant. So Lini can't morph into a bear or tiger and attack a fellow druid, for some reason :)

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Thread necromancy? You are on a ship if the ship your party is using a) is anchored at your location, b) ship is not anchored and you are active player, c) ship is not anchored and the active player is at your location.
Nowhere in the rules is anything about other ships that may be displayed at the given location.
So you are not on a ship even if there are several displayed ship and your own ship is anchored elsewhere (which it isn't in this scenario, of course). Think about it as neutral or enemy ships sailing next to the beach you are standing on. Are you on the ship? Nope.
So in this case, unless the active hero (whoever that is) is at your location, you are not on a ship.

The Intelligence / Arcane works directionally (implication, not equivalence).

Enora's Arcane (Knowledge, Craft) is based on Intelligence, so anything that boosts her Intelligence boosts Arcane. You can't boost Intelligence check by adding to your Arcane sklil.

Seelah can (and should) use Blessing of Iomedae for exactly the same reason. It boosts all Charisma-based checks, including the Diplomacy. So 3d12+2 sounds pretty hefty, but it's correct.

You can try this to check what you might be missing in here:

There is also a CardList for Core and Curse available on their shop pages in the download section: -the-Crimson-Throne-Adventure-Path

Edit: Ninja'ed by Yewstance!

Solo game, 3 characters (Merisiel, Varian, Zorro … um, Hakon). No one died, two scenarios had to be repeated - 5D (order of scenarios in 5th adventure: 5A > 5B > 5D > 5C) due to time out, as the Villain was hiding as the last card of the last location; 6B - rule misunderstanding / timeout.
All characters were focused on getting as much as possible from their basic character powers (Merisiel was short on cards, so she ignored upgrade to 1d8).
Hakon was unstoppable against any monster, with 1d8+7 being added to any check for the cost of reloading a Zorro's Blackjack boon. Combat checks generally 1d10+1d8+weapon+13 or +15. Several times from the discards, so a quasi-healing power. Half the adventure path, he spent crammed into Gray Maiden's Plate armor and wearing Gray Maiden Helm, before someone told him it is rather unmanly. Last adventure, he kept Dominate to evade some summoned banes he did not want to slice in two.
Merisiel almost always examined ahead, but curse the Cursed Statue! She also evaded a lot of summoned banes (like 2× Tanniniver from blessing deck in 6D).
Varian cycled through his deck extremely efficiently, but did not use his "draw # cards" power too often.
Kazavon was rather easy to defeat (we had to beat him only twice), with all characters having Acrobatics + a timely use of Merisiel's fate reader cards put the Kazavon on the bottom near the end.

Character Name: Merisiel
Role Card: Waylayer
Skill Feats: Dexterity +4, Charisma +2
Power Feats: +1 hand size; On your combat check (or on a local check to acquire) (or a local Acrobatics, Disable, or Stealth check), you may discard (or recharge) a card to add 1d6; When you encounter a bane, you may recharge a card to ignore the bane’s before acting powers; After you explore, you may examine the top card of your location.
Card Feats: Weapon +2, Spell +1, Armor +1, Item +0, Ally +1, Blessing +1
Unspent Hero Points: 5
Weapons: Dancing Dagger; Limning Starknife; Guardian's Bow; Keen Spiked Chain; Sawtooth Saber; Shocking Sawtooth Sabre
Spells: Cure
Armors: Sable Company Leathers; Kazavon's Shield
Items: Fate-Reader Lenses; Scabbard of Keen Edges; Dust of Revealing; Ring of Protection
Allies: Firepelt Cougar; Skoan-Quah Boneslayer; Lyrune-Quah Truthspeaker; Priest of Pharasma
Blessings: Desna's Freedom; The Lady of Mysteries; The Marriage; Old Deadeyee

Character Name: Hakon
Role Card: Blackjack
Skill Feats: Strength +2, Charisma +4
Power Feats: +2 hand size; On a local Strength check (or a local check against a monster), you may bury a card
from your hand (or discards) to add your Diplomacy; When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead; Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
Card Feats: Weapon +1, Spell +2, Armor +0, Item +1, Ally +1, Blessing +1
Unspent Hero Points: 6
Weapons: Dragonbane Greatsword; Ashbringer; Fury's Trident; Ukwar Axe; (Blackjack's Dagger; Blackjack's Rapier)
Spells: Dominate; Clairvoyance; Aid; Restorative Touch; Scrying
Armors: Maiden's Helm; Impervious Chain Shirt
Items: Wand of Restorative Touch; Red Mantis Mask; Lyre of Storms; (Blackjack's Gear)
Allies: Lyrune-Quah Moon Maiden; Sklar-Quah Thundercaller; Serithtial; Cerulean Mastermind
Blessings: The Rakshasa; Desna's Freedom; Gozreh's Growth

Character Name: Varian
Role Card: Acadamae Graduate
Skill Feats: Intelligence +4, Wisdom +2
Power Feats: +1 hand size; Before you reset, you may recharge an Arcane spell (or 2 Arcane spells) from your discards; At the start of your turn, you may draw up to # cards, then recharge that number of cards (or you may reload that number of cards instead); On a local check at an Urban location, you may recharge a card to add 1d4 (+1). (If it is an Arcane card, add its level, and you may add each of its traits.)
Card Feats: Weapon +0, Spell +3, Armor +0, Item +2, Ally +1, Blessing +0
Unspent Hero Points: 6
Weapons: Deathbane Sling
Spells: Enhance; Dragon's Breath; Quickened Ray; Death's Touch; Icy Prison; Steal Soul; Meteor Swarm; Embiggen
Items: Ring of Splendid Security; Wand of Enervation; Ring of Immolation; Staff of Greater Healing; Headband of Mental Superiority
Allies: Formian Myrmidon; Asyra; Hellknight of the Nail; Toff Ornelos
Blessings: The Foreign Trader; The Publican; The Winged Serpent

Sometimes Google can find identical images based on a lower-resolution picture, so you may have slightly better luck using that approach. If the picture is on the internet, indexed by Google and the clever algorithms can find the similarity.

Adventure packs are packs constructed from the Core+Curse cards that mimic the character / class decks. You can find their description:
I did not follow the discussions, but there were some small errors in the original adventure packs composition. I think it should be all resolved now.

Thank you, cartmanbeck. I'll check that out - playing CoCT solo is not as entertaining as playing with friends. Especially when I have to shuffle all the decks in the physical game and it takes time. Tabletop Simulator is really great with "R" to shuffle decks - and if you included location building and board cleaning like waterfoul's version, then I am doubly happy.
Thank you very much!

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Hello. I think the situation is rather clear.

First off, you don't want to attempt temporarily or permanently closing your location if your ship is wrecked, because it would not work due to the second sentence.
If you want to have this location temporarily closed, you take 4 Structural Damage. This counts as any other type of damage, although with some special rules, so:
1) Apply any powers or boons to reduce (or on some banes / locations increase!) the Structural damage. Example: Jirelle's power lowers the Structural Damage by 1.
2) If there is any more Structural Damage remaining, the whole party MAY collectively discard as many cards in total to prevent your ship for wrecking.
3) If you did not have enough cards among the party (i.e. ~ 4) to discard or if you somehow choose not to discard, your ship is wrecked and the shoals are not closed.

Yes, it's a very nasty location and having Jirelle in the party helps immensely.

He he. My Batman Hakon with +4 on Charisma might be even better than Varian. After some powers, for reloading a batarang, he can boost any local check against a bane with 1d8 + 7, which is enormous help against those 25+ combat check monsters later on.

Thank you, Skizzerz. In that case, the scenario playthrough wasn't "screwed" (I screwed it by not doing steps in proper order) and we might have won rather easily, once Hakon would have digged through the Armory for the Villain again. Varian would have been chilling out in the Castle, Merisiel in the Cell (playing dice with fellow inmates and/or gaolers).
OK, good to know. Evidences are really mean in this scenario (even though Varian defeated 2 in 1 turn using Formian Myrmidon).

While playing the scenario 6B, I encountered a head-scratching situation. The party consisted of Merisiel, Hakon: Blackjack, Varian.

Scenario (paraphrased) wrote:
When you would close the location, search the location for an Evidence, if there is one, do not close the location. … You may banish the Evidence.

Later in the scenario, Merisiel defeated Togomor in Cells with 3 more locations open, shuffling the Villain somewhere. Hakon closed Cliffs the next turn and moved to Arsenal. There he encountered Sermingatto his next turn - Varian guarded the Castle, Merisiel guarded the Cells.

Hakon successfully defeated the Villain and started closing the location. But ouch! Evidence was there.

Ugh. What next? *scratch scratch*
So, the Villain was defeated, which leads to automatic closure of a location; the scenario rules trump the closing as there is Evidence in the location (it was banished promptly). Therefore, the location did not close. I played it (most probably wrong) by banishing the Villain and trying to close the other locations the hard way. It did not work, I was 2 explores short and ran out of time.
Later, going through the rules step by step, I assume the correct action is that the Arsenal would not be closed, probably is not guarded, so the Villain escapes into it again. However, all the other cards remain there, as there was no other Villain and the location would close.

So I wanted to ask, what is the actual resolution rules-wise?
1) (very improbable) Villain was defeated and we won.
2) The first bullet point for "When Villain is defeated" step applies, location is closed not closed, Evidence is banished (or reloaded, but Hakon chose not to) and cards remain there. Villain in the next step escapes to the same location and is shuffled back in.
3) As number 2, but all cards are banished first - that is, if the procedure for closing of the location in the Villain step is overruled only in the point of "close the location".
4) (what I did)
5) something else?

I am pretty sure now that the number 2 is the correct answer, but wanted to ask just in case. I don't mind replaying the scenario, especially when Varian found the nice Staff of Greater Healing.

Me and our friends recently tried playing PACG over Tabletop Simulator in Steam (we collectively physically own S&S, base MM and Core+Curse). It works very well despite the need to handle cards by mouse, which is rather clumsy :). It's the only way we are able to play together, as I am across the ocean from them ;)
I play solo Curse (close to its end), but that is much less entertaining and more like exploring the expansion and the characters.

OK. Thank you very much.

Just to add some more fuel - actually, for some characters, even the scourge Poisoned may be beneficial. For example spellcasters often have several spells at hand and recharging at the end of turn one random card gets them to draw the already cast-and-recharged spells on the bottom of their deck sooner. Characters with hand size 5, though, are not going to be as happy. :)
And the wildcard Confusing is exactly the same thing.

Well, it is a little shortcut. The actual instructions are:

During this scenario wrote:
When you defeat and corner a villain, display it next to the scenario. When you display the second villain, add the new location Plaza …


During this scenario wrote:
When you close your location, before banishing its cards, search it and shuffle each of its non-Veteran Story banes into a random other location.

If the first power triggers on defeating (point 8), the new location is added and only then the location closes, meaning all non-Veteran banes get to be shuffled into Plaza. If it triggers on the villain not escaping (point 11) and there were no other locations in play, there is no longer any location for the non-Veteran banes to go to (at point 10) and Plaza "appears" just afterward. Or did I muddle things up some more by this explanation?

Thank you for a nice overview - one thing that concerns me is that the wording for the endgame of the scenario is ~ "when the second Villain would be cornered and defeated", which points to point 11. If I understand it correctly

During my play through the scenario 6A, when the party returns back to Korvosa, one hero defeated the second Villain in the last remaining location and I was a little uncertain about timing.
The scenario directs to add a new location Plaza when Villain is defeated and banish all other locations, while also saying that when location is closed, the non-Veteran story banes are shuffled into a random other location. So which is the order it's supposed to be and why?

1) Villain #2 is defeated, Plaza is added, non-Veteran banes don't get shuffled into Plaza
2) Villain #2 is defeated, Plaza is added, non-Veteran banes do get shuffled into Plaza

In order to not make things easier than they might be intended, I shuffled all 3 remaining non-Veteran story banes into Plaza. It did not matter, because the explore-and-examine expert Merisiel encountered the Dragon on the first exploration of Plaza. So sad, I so much wanted the Plaza to get me some nice AD6 boons.

So far, the 5D scenario is the only one I have been forced to replay (adventure in the order 5ABDC) in 3-heroes game because the nasty Villain was hiding as the last card in the last location and the heroes ran out of time. But I have to agree, the 5th adventure is cruel. Besieged and Deadly = 2 damage when you close the location to anyone present? Ugh. Most wildcards are less terrible than that (don't forget you can take Dragon's Demand Wildcards as well).
Fortunately, Unhallowed does not trigger when discarding blessings to explore, otherwise the party would never have found the Villain in the second game of 5D.
Compared to that, 6A felt much easier...

OK, thank you very much. I suspected as much (and it would not cross my mind to even try to grab RRB from discards with an ally, I would rather pick up a Cure spell in exchange for some other support spell in his hand - not to mention that the blessing might end up in somebody else's discards).
Well, it seems that Hakon will have to make do with some other Ally picked up during the scenario, after all. Nevermind, once we get to Serithtial, he will have a suitable spot for that "ally", totalling (so far) 7 weapons in his deck - he is ZorroBatmanBlackjack after all.

This power of the Real Rabbit Prince promo has me somewhat confused:

The Real Rabbit Prince wrote:
While this card is in your hand or when you play it, treat it as either an ally or a blessing.

First, when some card like a Traitor discards an Ally, can we choose to treat the RRP as blessing and not an ally (either, or) and the other way around (such as "when discarding cards as damage, discard blessings first")?

And more importantly, is it supposed to work when rebuilding your deck as well? That is, can it be added to the deck instead of an Ally? The only two similar cards are Bound Imp (which can be considered a Monster card, but that is not in any character's card list) and Serithtial with a different wording that specifically says that it can be treated as an ally during rebuilding.

Is there any official guidance or a tiny rule mention of that? My Zorro Hakon with 3 blessings would benefit from a 4th blessing, errr, a special Ally. If it is not possible, I suppose he might have to take the Djinn or Naval Hero instead.

Huh, I played it as if that power applied only to combat check. Never did it cross my mind that it might apply for the Acrobatics / whatever check BYA. Is it the same situation as Dire Lion discussion a while back? If so, it will probably have the same resolution.

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You are right, the Danger is usually asked for on some barriers, story banes or locations such as "To close: Defeat the danger"

Usually it is a story bane / monster / barrier, but in your case it is a random Undead story bane. If you look through the wildcards for Core/Curse, one of them lists a table with 6 story banes for each group/flavour of story banes.
Core version is used for levels 1-3, Curse for 4-6 I believe.
Everytime you are asked for Eldritch, Artifice, Undead or whatever story bane, roll 1d6, consult the table and encounter that story bane if the level of adventure is equal or higher than the number in parentheses.

So if there is e.g. Vampire(2), you may encounter it in 2A. If the creature was Dragon(3), you roll again as you may not summon that story bane (3 > 2, your current adventure)

And to prevent confusion, there is a scenario (1D, I believe, so you went through that) that calls for a Danger / random story bane (Homunculus) that is also in the locations. In that case, you "can't find it", so roll again.

Yes, there are, but the OP asked about Deck Lists, a list of all cards included. Invaluable when you have to check if you have everything that is supposed to be in the box :)

If I remember correctly, S&S Damiel does not need it. He just recharges everything instead of being banished, so he even does not have to take Recovery checks. However, if there is an item / something that says "If proficient, …" outside of Recovery section, it might be more valid question. As it is, his absence of proficiency has minimal game impact :)

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Troymk1 wrote:
Level 7 Loot Armor from Curse of the Crimson Throne. Where does it get awarded ??

Quite a dangerous / costly and extremely random way how to get it :) Also, it will be part of the Vault during the very last adventure/scenario 7A, so there is a second possibility how to get it.

Dulcee wrote:
So for Vic to say "a lot" of players are happy with this solution, I feel it's a bit of an exaggeration.

*voice of the Captain in WALL-E* Define "a lot" …

Joking aside, a lot does not represent majority and so that statement is not an exaggeration. Even if this makes some (define "some") or only a few (define "a few") players happier, then it is a good thing to do. A temporary fix, until they get to producing real class / character decks of pre-Core style. Some people won't be happy, some will be. But don't refrain from voicing out your wishes, if that helps developers to produce the class decks sooner ;)

Slacker2010 wrote:

Didn't they do away with Light and Heavy? Are not all character considered to have Light armor proficiency? Previously all shields i can remember where connected to Light Armor proficiency.


One comment in addition to wkover's explanation: If this armor had Light Armor trait, you would be right that all characters would be proficient with it. However, I don't think there is any armor that says "If proficient, …", because that would be redundant. So if it does not have Light Armor trait and asks for proficiency, you have to be proficient in Armor (Heavy Armor for "old" characters), Shield or Offhand to utilize Klar fully.

Well, Nocticula does not seem so terribly bad. Granted, it's just a blessing adding 1 die normally, with the option of adding two dice +# instead. And in most cases followed by removal from the game. It's weak and not great, but it is for any check plus it gets you one blessing short. So if you did not acquire any blessings, it lets you choose any blessing with level #-2 as replacement at the end of scenario.
Possibly some characters from Hell's Vengeance might use this better.
Also, compare with some 2 blessings of evil gods in S&S which have cost as Bury-in-special-conditions to do something, which is sometimes much worse than discard to add a die.

I don't think so. It looks for Proficiency with this card, that is: Armor (type), Shield, Offhand.
So Kess is unfortunately not going to use Klars fully.

Rainer Woreck 34 wrote:
When you make cards nobody ever wants to claim, you've messed up in the design room. Forcing players to use cards because there are too few to go around is another really bad design choice.

Even though some cards are less powerful than others for a given character and a given party size, there are very few cards that nobody ever wants. For example, Wand of Minor Healing is in my opinion one of very good items that I would want almost always, but others see it more like a waste of space. Blast Stone (RotR / S&S) is almost worthless, except for Damiel, who loves anything Alchemical and S&S version reuses that item easily. S&S Ally Tessa Fairwind is great for almost anyone in S&S, especially for Jirelle, but outside of that adventure path, I see no good use for her. It is very subjective, what card is good and what is terribly bad.

I often say that there are almost no "bad choices" in this game - just more or less difficult.

Constance777 wrote:

Can you use the feat "Vital Strike" or "Improved Vital Strike" during a Full-Attack action, or is it only limited to a single Standard Attack Action?

Thanks so much to whom can help :)

Wrong forum :) This forum is for the adventure card game, not the full roleplaying game.

1 - probably
2 - I suspect that this blessing could have "Check to acquire: See below" instead of "None" and it would solve the problem. Many cards (most often barriers) were Errata-ed in that way to solve similar issues.

Say that the location states "Closing: (Summon and) acquire a random blessing", which may be seen as impossible instruction if BoGobs is drawn.

Ad 3 - Also, in one unnamed scenario the big winged baddie throws Wounded scourge left and right. And if you "skipped" the turn, you would cicrumvent that effect, saving you from death. And we cannot have that, can we?

Hello Ironvein,
it is generally up to you what cards you include, but at least one of your questions is covered by FAQ. If the danger is not specified (old scenarios), it is a random monster.

As for building the Vault - if you want to use Core cards as a base, then definitely omit all cards that have Core equivalent and use Core cards instead (you can keep 1-2 old spells of that kind if you want - Cure, Force Missiles say hello!, but probably not weapons or items or armours). In some cases like Skull & Shackles, some cards have different functionality - e.g. Chain Shirt protects better if the check has Swashbuckling trait. In that case, both versions should probably be used.

My "hunch" for a good vault composition is to have approximately 50% Core and 50% pre-Core cards, with all "bland, generic" weapons and armours removed from the Vault (who cares about shortswords or leather armors?) and only up to 2 cards of the same type. For example many spells are doublets or even more cards of the same type. Several cards are useful in multiplets (e.g. Pistols for Gunslingers), so consider keeping them anyway. All setting-specific boons should be added to keep flavour.

I would add approximately the same amount of Blessing of the Gods as the numbers of any level 0 blessing card present in Core / Curse, i.e. 4-8, up to 2-3 Blessings of other kinds. Setting-specific deities such as Hirsuha even fully, if you want - the main pantheon is represented quite nicely in Core, but others? Not so much.

Hihi - there is another typo - "Best Skill: Charista".
Happens sometimes :)

Longshot11 wrote:

Technically, driders originated in Dungeons and Dragons, where they are actually drow who were punished by their main goddess Lolth (Lloth) and cursed to be half-spider half-drow monstrosities. As such, they really are Spiders in part, but are definitely not Vermin like rats, cockroaches and such.

A small comment:
It also depends on the weapon in question - most weapons are not allowed to play after any "For your combat check, …" power, as they also have "For your combat check, …" wording and you can play only one. However, there are some weapons that can be played for secondary power like "Recharge to add 1d4 to a local combat check" or "Discard to add 1d8 to a distant combat check", which you are still allowed to use.

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wkover wrote:
Playing an alchemist in Rise of the Runelords wouldn't really work, for example, as there are no alchemical boons in RotR. In that case, you'd want to purchase the deck to add the class deck's alchemical boons to the RotR box.

I would disagree to some extent - there are quite a few Alchemical items in RotR, including Blast Stone and the ton of potions. There are virtually no other things for alchemists like bombs, support equipment and such.

I think you will run into more trouble using Gunslinger characters in any set outside Skull & Shackles, or Corrupted-boon dependent characters in anything beside Wrath of the Righteous.

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A recent ruling/errata/FAQ said that base does not count toward the "random locations". See Curse FAQ:
In short, I don't think you can be moved involuntarily there. You may choose to move there, if you want...

Longshot11 wrote:

No, I didnt mean "heal type" is worse than "heal", I meant that "heal RANDOM card of the type" is worse than "heal SPECIFIC card of that type". As in, for powers like the quoted Kess upgrade, I would actually expect to be able to choose which ally to heal.

To be clear, the confusion -and the feeling that there's been sweeping nerf to such powers- comes from the way thing would be worded pre-Core:

"Shuffle X random cards from your discard pile into your deck"
"Shuffle a weapon from your discard pile into your deck" - which would mean you CHOOSE the weapon to heal. Basically, the very same written terminology ("a [Type] card" ) has exactly opposite meanings in pre- and post- Core in this context.

Now, since "random" is hard-coded into "heal" - you never get to choose what you heal from a type, and there's always suspicion that designers maybe forgot the change of template, or they just don't feel like adding a "of your choice" to the wording is worth it.

I don't have any such suspicion - for me, the intent seems clear, to shorten the text needed on the card (random is always included in the heal an ally / some_other_typeTM) for the same effect. If it is always random (as it had always been pre-Core; with some intentional exceptions like the S&S Swab ally), then it is extremely likely not a mistake from the designers. It's the intended wording. For example, untapping in Magic the Gathering (i.e. Shadowmoor edition) cannot be played unless the card is already tapped. Do the MtG writers use "Untap this card if it is tapped"? No, they shortened it to untap symbol. But I have to admit, MtG is not a very good role model for PACG due to its extremely complex ruleset.

There is always a possibility to write "heal a spell of your choice" or "shuffle a spell from your discard to your deck" if need be. Healing a specific card in all instances (e.g. Kess being able to heal a particular ally she wants every time) would be very overpowered.

Longshot11 - ad 2, it might not be always "worse" to heal a card of a specified type. At least if that's what you meant (I might have mistunderstood). For example, warriors aren't so happy if they recharge a spell instead of that weapon or armor, similarly Kess likes recharging allies - and has even one power feat upgrade to that effect.
Otherwise, both of you wrote perfect explanations :)

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