paganeagle2001 wrote: Sooner or later the game will outgrow the main box. I'm not so sure about that, because as I understand it, after the next 5 expansions, they will release a new adventure path with (presumably) a new core box. I assume even with the full set of cards sleeved, if you built your own insert this box could fit it all.
I would certainly love to have replacement cards. I don't want to be stoned by fellow players, but personally I wouldn't mind paying a nominal fee to have them shipped to me (<$5). Even better (for me, since I'm a subscriber) would be to include them along with the promo cards in the future subscription mailings.
Myriade is correct all around. To expand upon closing of locations, you can close a location when the deck is empty *or* when something else tells you that you can. In these scenarios the Henchman tells you that you can. So if you encounter the henchman and defeat him then you can try to close the location. Only way I have seen a location with a henchman still in it close is there was a Barrier that summoned a henchman that said to close the location when defeated. In that case the henchman would be discarded (but not the villain).
There are some scenarios where you might want to stay in a place where you can't explore. Perhaps you are close to death and scenario is almost over and you don't want to risk getting group damage. Perhaps another player can heal you on their turn and they are already there. Perhaps another player already with you wants to give you a card at the start of their turn.
Is there a way to get emailed or otherwise notified when somebody replies to your post (like this one)? Likewise, is there a way to get notified of replies to somebody else's threads? Looking for something like the BGG notification system or what other forums have where they can email you when there is a reply. I'll try to remember to come back here and check for answers, thanks! :)
I had a player think this meant that, had you played it or already discarded it, you could recharge it when resetting your hand. My interpretation is that if it is still in your hand while resetting your hand, and you choose to discard it at that time, *then* you can recharge it, but only then. I think I'm correct?
I know the FAQ is coming (how do we find out when it is released?) and I wanted to make sure card timing is addressed. From what I can gather, you can play any card at any time to affect any player unless the cards says otherwise. The exception is that once a player enters an encounter your options are more limited. During an encounter, you and other players can only play cards that effect the actual check(s) involved. For example, the Sleep spell says "Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.". You can't play this to allow another player to evade a monster because that player already entered an encounter and this card doesn't impact the check. The Heal spell, on the other hand, says "Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.". This can be played at any time to heal any player except it can't be played during an encounter because, again, it doesn't affect the check. The Detect Magic spell ("Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.") can be played during another player's turn as long as they are not doing a check. But the card you draw is the one at *your* location. This card overrules the general rule of not being able to have an encounter on another player's turn.
Vic Wertz wrote: Nope—you don't recharge that Force Missile at the end of the check, you recharge it immediately after playing it—and, as above, at the time you're playing the Force Missile, you can't play the Glibness. So, is this restriction only because you are involved in an encounter? In other words, pretend that there is a spell that lets me draw 3 cards. I play that spell and then I happen to draw Glibness. Can I then use Glibness to help me recharge this theoretical card that let me draw 3 cards?
I use the "overhand" shuffle: hold the deck in one hand and grab a few cards off of the bottom and put them on top (or even weave them in) and repeat 10-15 times. The Hindu shuffle mentioned earlier is also good. Funny enough I used to do quite a bit of card magic and that shuffle is the first way I learned how to keep one or more cards on top of the deck while shuffling. Perhaps be suspicious if somebody uses it in a competitive game :)
Another thing to keep in mind: with more players you have more locations to explore but you still only have 30 turns total, so each player gets fewer turns. In order to scale, the design assumes that the more players you have the more you do on each turn. So if you are playing a 2-player game each of you gets 15 turns (and you have 15 cards in your deck) so you may not want to burn through 3-4 cards per turn. But if you are playing with 6 players you only get 5 turns each... so you *should* be burning through ~3 cards per turn. The only way this helps is if you can actually explore quite a bit on each turn.
I don't have the game in front of me: it makes sense that one player could ask the "gods" to help another player in another location, but it wouldn't make sense if I could play some more earthly card and influence another location, right? Do the cards that allow you to impact any location tend to be supernatural in nature?
About Lord Burton Al-irillanLord Burton Al-irillan
Description
Personality
=-----Statistics-----
DEFENSE:
AC [17] TAC[13] FF[14] 10+4Armor+0Shield+3Dex+0Items+Other+0Size+0NA+0Dodge] HP: 26/26
Fort: +1, {+1Base,0Con}
Resistance:
Immunity's CMD +09 {+0Base +3Str +3Dex +0size +3misc +0Dodge}
Stats STR[10][+0][0p]
Class Feat
Race:Aasimars Azata-Blooded (Musetouched)
Standard Racial Traits
Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits
Variant Magical Racial Traits
Senses Racial Traits
Sorcerer L5
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Cantrips x5
Level 1 DC15 x5
Level 2 DC15 x5
Bonus Spells: Blood Line: Elemental Fire Bloodline
Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5th)
Bonus Feats:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline. Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement. Elemental Ray (Sp): 7/7 times a day, DMG: 1d6+2
Elemental Resistance (Ex):
Skills
-=Skills=-
Acrobatics(Dex)+3{+0Rank,+3Dex+0class}
>Kn (Arcana)(Int)+5{+1Rank,+1Int+3class}
Concentration [+6][5CL+1Int] GEAR/POSSESSIONS
Followers BACKGROUND |