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![]() I was playing solo on Rum Punch with I encountered Nefti Unwesha with 4 Allies in my Ally Pile.
Long story short I rolled well and defeated her, but I was nervous and was looking for any other way I could have bettered my odds. (one Ally was the Parrot so I was ready to re-roll everything if necessary) I notice that I didn't need to, but I did wonder if any of the Character's traits give bonus to their base attributes. ![]()
![]() I was thinking it would be neat to have something added to the game that would allow your character to do one superhuman feat per scenario. The move would come at a big cost but it would have the potential to alter the game in a crazy way. Of course this would have a risk to totally breaking the game... What if Merisiel could do an assassin attack? Roll a D6, a 5 or 6 kills the enemy. A 1 makes her take 100% combat damage with no reductions. A 2, 3, 4 does nothing. No matter the outcome she can not move or explore her next turn. What if Ezren could do an apocalypse attack? He calls a powerful spell that goes 5 cards deep into the location. Boon cards are immediately destroyed and bane cards are resolved (defeated or undefeated) but Ezren doesn't actually encounter them (no text goes into effect and he takes no damage). Ezren cannot cast a spell for the next 2 turns. What if Kyra calls a phoenix? It brings back a character that has exhausted their draw pile and cant bring their hand up to the min. hand size. They recover half their discard pile randomly and place the cards in their draw pile. Kyra can no longer use her healing power the rest of this scenario. hmmm.... ![]()
![]() I almost hate to bring this topic up because of an old thread where they beat this guy to death, but it's not the same question... I was playing last night and Merisiel didn't have a weapon, only Caltrops as an item. Hermit Crab came up and we had the discussion... The Caltrops will defeat a monster with a combat 9 and under. Boom! Hermit Crab defeated... or is it... If the Hermit Crab is defeated reroll and use the second result. If we treat the card as "try again", we could argue that the "roll" was the Caltrops which easily defeats him again. Rerolling simply applies the same method to defeat him. If we treat the card as you have to defeat him twice, then we could argue that the first defeat was the Caltrops and now we have to defeat him again not using the Caltrops. We played that the Caltrops got us past the first defeat, and then we rolled a regular combat to defeat him the second time. ![]()
![]() My group varies by night (we only play once a week). Two of us are the core and another 2 are hit and miss. Since we don't play that often we don't want to slow down our progress by "practicing" when it's a 2 man night, and then playing the same scenarios when everyone is present. The other guys are also not likely to play solo or catch up when they are together. Is there a homebrew rule that works will to Proxy players who are not there? I know we can plow on without them and they can always join when they can, but then they'll be weaker. I also don't want to be consistently replaying scenarios... Thoughts? ![]()
![]() I've been playing in a 4 man team and we have made our way through Adventure 0. During the first few scenarios you get to draw a random card from the box. After 90 minutes of play we were all greatly disappointed to only pull up BASIC cards. We toss 'em pretty quick since if we wanted them we always have the choice to get them at the start of our next game. This really takes the prize factor out of playing. We decided during the Black Fang scenario when we go to pick a random card from the box from a type of our own choosing, that we would pull out all the cards with the word "BASIC" on them. This basically gave us something random that we can't pick in the beginning of our game. I understand this can always be a house rule (and probably will be for us) but I'm curious as if there is strong enough argument that we are "breaking" the game by doing this? ![]()
![]() I've never given Holy Water much thought, but the other day I was playing Merisiel and didn't draw a weapon in my initial hand. This makes her more of a recon character until she finds a good ranged weapon to fight with. My first explore I hit the Skeleton Henchman. Besides having no weapon this guy is resistant to my bow if I even had one. I immediately was about to go into Evade mode, when I looked more closely at my hand and saw that the Holy Water if banished will DEFEAT a BANE... I thought just MONSTER... but no this thing will take out an Ancient Skeleton. Holy Water - Banish this card to defeat a bane with the undead trait who's highest combat value is 10 or lower. Skeleton
the great thing was this occurred at a location that needed dexterity to close. I threw down a Blessing of the gods and had d12 + d12 + 2. Destroyed that location on turn one. It all makes sense, but that just seemed too powerful. ![]()
![]() Anyone notice that in the Rogue Deck Merisiel now has the ranged skill (losing the Disable skill)? This means she can start the game with a Light Crossbow hitting with:
If she gets a hold of the Returning Throwing Axe +1 she'll be:
And wait... there's more. Say you're alone! Recharge another card and you're guaranteed a 7 and 50% is over 21. Play a Blessing of the Gods... Were rolling
Hitting at least 8 and 50% is 28! ![]()
![]() Caltrops reads as follows: Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower. Rat Swarm reads as follows: If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated. If I used Caltrops to defeat Rat Swarm should I shuffle it back into the deck it came from? |