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Alyrs reads "If deated you may immedatly attempt to close the locaiton this hencman came from; if you do display this card next to your deck. While displayed, the difficulty of your checks is increased by 2. At the state of your turn, 1 character at your lcoation may succeed at a divine 9 check to banish this card." That all seems clear, but the scenario rules for 'Crusader's Legacy' say "when you defeat Alyrs Harnaste, shuffle him into an open random location deck." So, what happens when I defeat Alrys? Do I display him? Do I reshuffle him? Should the rules actually instruct me to reshuffle him when he is banished not defeated?
The Tower of the Fourth Sphere reads "When permanently Closed: if you win the scenario, a layer may begin playing with the character Arueshalae, who chooses a mythic path card and gains the same number of each type of feat that another character gain." My question stems from the upgrade you receive at the end of the 'Sword of Valor' AP, which reads. 'Each character gains skill feats corresponding to all checked skills on the troop Knights of Kenabres.' Since Arueshalae only cares about the number of skill feats, not how they were distributed, is she free to assign those feats wherever she wants rather than having them distributed evenly? The wording on the tower seems clearly states that she can, but it seems a powerful effect relative to other players, so I wanted to check to make sure that it is intended. If so, sign my up for +4 dex, +2 charisma.
I want to side step the debate about whether wrath is ‘hard’, ‘fun’, or ‘too random’ (though, for what it’s worth I love it and love the increased difficult), and instead focus on the relative balance of the base set scenarios. The base set scenarios are, in my mind, far more challenging than those of AP1. They have a difficulty curve that looks like an EKG chart. Moreover, I think they are poorly designed, because rather than pulling people into the game and gradually introducing them to more difficult scenarios, they front load the most challenging aspects of the game. This isn’t just an opinion; data supports the idea that base set scenarios are incredibly challenging, as we can see from looking at Boon/Bane ratios, scenario rules, and the banes themselves. Bane ratios
B1 17/70 3
AP1-1 26/70 4
First, the basic scenarios have a lot more banes, particularly when you get past the soft ball that is B1. Most of the basic scenarios have more banes than every single scenario in AP1. What’s more, with the exception of AP1-2, barriers make up a smaller percentage of the banes in AP1, and you never get inundated with them like you do in B5, a scenario which all but assures you will have to face the worst of the barriers multiple times. Banes are rough, and the base scenarios makes you fight many more of them. Scenario Rules
In contrast, none of the scenarios in AP1 make it harder to close locations. In fact, both AP1 and AP 3 make scenarios easier. AP1 closes location when you encounter henchmen and AP3 adds additional henchmen into locations, making a close more likely. Bane Quality
Net result – Or, ‘Why so many people hate The Elven Entanglement’
This is one of the most challenging scenarios in the whole of the PACG. IT SHOULD NOT BE THE SECOND ADVENTURE IN THE BASE SET. I love challenge and difficulty, but the game should build to this kind of test, not throw it to you out of the gates. This scenario is hard enough for experienced players, but it will turn novice players off of the game. In general, the designers have done a wonderful job with PACG, but I think they missed the mark, and missed it badly, with the relatively difficulty of the base scenarios.
One of the options for shape change allows you to display the card to make your strength, Dexterity and Constitution Skill 1d12+2. My question is how this power interacts with skill feats. If Oloch casts the spell and has spent three skill feats on strength, do those bonuses stack? Is his strength now 1d12+5? Or do they replace the bonuses from skill feats, lowering his strength to 1d12+2? (A a small price to pay for the bonus he gets to other physical stats)
This is a loot card that reads "Discard this card to examine the top card of your location deck. Remove this card from the game to gain a skill feat." What is the timing on playing the second power. Do you need to include the card in your deck, wait for the scenario and then play it? Can you use the power in between games? "Remove the card" isn't a standard form for playing a card, so I would love clarification.
I just excitedly cracked open my newly arrived copy of Raiders of the Fever Sea. Much to my dismay, thought the box clearly says "raiders of the Fever Sea' it had been filled with the cards from the character add on pack, instead of the proper contents. My character add on pack is supposed to arrive today or tomorrow. I suppose I might be lucky and the contents of that pack might be incorrect as well. Paizo makes great products, and they are incredibly nice when you talk to them, but I have never had such incompetent service from a a game company.
I wanted to get clarification one Jirelle power "Reduce Structural damage to your ship by 1." Does that mean A) Reduce Structural damage to your party's ship by 1. or B) When you are commanding a ship, Reduce Structural damage to it by 1. I have assumed it is A, and the rule book seems to use "your ship" and "your parties ship" interchangeable. However, the ambiguity of your (which can be both singular and plural) creates room for doubt. Additionally, the character description "When she’s in command of a ship, she can steer it through the most dangerous waters with ease," suggests that the answer could be B. So, how do you you play this?
I think the flowing combo is game breaking. It's easy to achieve and trivializes the game. Here is an explanation of the combo, from hawkmoon. Hawkmoon269 wrote:
Radillo can go through a location, loot it for all magic boons and leave the henchman/villain on top [edit: or stack a couple valuable non-magic boons to make them easily accessible), and then move to the next location. She can do this using two B spells, one power feat, and getting a +3 bonus to int/arcance/recharege. I think this loop presents major problems and needs to be addressed in some manner.
Now that we have a plethora of options, I'm curious which characters people are drawn to for various classes. So, let's hear your votes for your top pick for each of the seven classes currently available for organized play. Share who you like most, and add a brief explanation why if you are so inclined. I'll tabulate the results and we can all chip in to send a potion of lucubration to the winners. Top Vote Getters Bard: ?
I just wanted to my congratulations to the designers on the conclusion of Rise of the Rune Lords. I have been working my way through the final Adventure Deck, and it delivers a very satisfying epic conclusion. I am one of the players that has generally found the game incredibly fun but easy (I play with an extra location, for what its worth) , and while I enjoyed Xin-Shalast, I didn't find it that hard. I pushed up against the blessing clock in 'Scaling Mhar Massif' (mostly because I went slow out of deathly fear of Leng Spiders), but I never felt like I might lose or that a character might die. And then I went 'Into the Eye'. I don't want to spoil the experience for those who like surprises, but it is far and away the most punishing experience in PACG thus far. Sajan, Seoni and Seelah struggled to stay alive, and I shudder to think about how some of my more fragile parties will survive that scenario. It came down to the final two die rolls, an a failure on either would have meant a total party wipe. I edged out the first of the two rolls by a scant two points. It was the most exhilarating experience I have had in the game thus far. Kudos to all of you. |