Joshua Workman 272's page

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Nefrubyr wrote:
Joshua Workman 272 wrote:
That was a weird card because of the flavor of it(each check was listed as being a different entity, and even the traits on the card being separated by entity). I've always just added the amount to the goblin entity's check, though I suppose there is nothing in the rules to support that decision. Just seemed to fit the flavor.
I believe you're thinking of Ripnugget and Stickfoot from Attack on Sandpoint. Gogmurt, as I recall, is just a goblin with two combat checks.

Aye, that I was. carry on.


That was a weird card because of the flavor of it(each check was listed as being a different entity, and even the traits on the card being separated by entity). I've always just added the amount to the goblin entity's check, though I suppose there is nothing in the rules to support that decision. Just seemed to fit the flavor.


To add another bit of depth to the interpretation, I does not specify that you can only use it once per turn. While you may be able to use abilities only once per "Trigger", you can re-use the ability as often as it becomes triggered unless it specifies a restriction(once per turn).

As for your yeth hound, the card itself does not have memory, the card is banished and no longer even in play. the effect of the card however is different. The effect specifically states a duration(for the rest of the turn), and what impact it has for that duration(-1 to all checks). It never once has to remember if it already impacted your character with that effect. Because of this lack of memory, it also means that if you happen to draw the "same" yeth hound again during the same turn, it isn't actually the same hound. The card has no memory of what it did, or what it once was.


I do feel the blessing deck doesn't scale well with the number of players. 3-5 players seems to go very well with 30 turns. However, 1-2 players can waste all they time they want exploring decks, and 6 players starts to become a major crunch every game for me.

My six player game has had some failures, and at least 1/4th of the wins occurred because our cleric happens to have the holy candle. Granted, the chance of dieing does decrease significantly with 6 players. the only player that consistently comes close to death is ezren, and we do find that killing the final boss is rather a walk in the park check wise(though temp closing 4+ locations is almost a requirement to win)

We've started adjusting the blessing deck size to accommodate the number of players, but the current system may be too much of an adjustment. Currently the blessing deck's size is 5x the number of locations. This has made our 6 player games much easier, and my solo games feel more challenging, though I still haven't failed a solo scenario(atleast until today when my lini died ; ;).

I do like some of the ideas being thrown around. Ones i particularly like from a thematic standpoint are ones that restrict movement based on distance(using a circular setup), and ones that restrict boons by distance.

An additional idea to restrict boons(mostly blessings) is to subtract one from the roll for each location the boon traveled(ie. if in an adjacent location the roll is -1, -2 if 2 away, ect.) or for each location drop the die down one notch(d12 to d10 and so forth). It would encrourage players to stick together more, adding to the feel of a "party".