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So during an adventure last night the Key of the Second Vault item came up and we had a question about the "banish" part of this card's wording.

You see, it doesn't specify if the barrier you banish is defeated (or not). While this might not matter for a barrier such as Collapsing Scaffolding, it does matter for something like Trapped Locker, which rewards you when the barrier is defeated.

So a key works on scaffolding but not on a locked box? Hmmmmm

We played the card exactly as it was written, however we felt the game developers intended for which ever barrier you banish to be defeated. Figured I'd put my question here for clarification.

Thanks in advance!


Soooooo,

Now that deck 6 will be shipping soon, I've been looking around the forums for any chatter about the next box set but haven't found much.

I want to board the hype-train but can't find the station! choo-chooooo

Anyone seen a preview, talk with a dev at a con or even complete speculation?


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So here is another idea that my gaming group wishes PAIZO would create:
Expansion Decks

One thing our table top game master has been working on is our own, custom campaign using the PACG and some of the characters we completed adventure paths with. One thing we would love to see are expansion decks that offer something like the following:

Adventure Gear Expansion:
• Additional gear: weapons, items, armor (> level 6)

Scroll Case Expansion:
• Additional spells (> level 6)

Adventure Pals Expansion:
• Additional allies and cohorts (> level 6)

The ability to create a custom campaign with all available PACG cards is a huge plus to extending the life of the product beyond just playing the base sets. Having a product that’s professionally designed and balanced for adventures beyond level 6 would be something I believe would sell very well.

What do you guys think?


I haven't posted a lot on these forums so I hope this is the right place.

So I'm an old-time table top guy (I'm sure like many of us) that really enjoys how the PACG integrates elements of card games and RPGs. I think there are several ways PACG could add more depth to the game and the idea I wanted to present today centers around story telling.

Visualizing the action and following the story behind the scenarios is something my group and I really enjoy. Often times we will look at the actual table-top modules to get a better understanding of the adventure setting, villains, stories, etc...

I think an idea that would enhance the story aspect of PACG would be to alter future scenarios based on the success or failure of the current scenario. So let's say your group fails a scenario...rather than just replay it, there could be rules/mechanics to alter a future scenario(s) based on that failure. Merely replaying a scenario could definitely be an option, but having your enemies change, or your path from A to B change could add another layer of depth to PACG.

I know you can add in your own role play reasons for replaying a scenario, but it would be a ton of fun if you failed a scenario and had to take a different path to complete the adventure deck.

From a cost/production perspective, Paizo wouldn't have to create extra Scenario cards. They could just add sections to existing Scenarios that have different rewards / effects / etc...if the previous scenario had been failed.

Thoughts?


Howdy Friends,

I'm looking to buy the PACG cards that come with the miniature set (set #3 in particular, also missing Kyra from set #2). If anyone is buying the set that only wants the minis and would be willing to sell me the cards, please send a PM.

Cheers,
M


Howdy Friends,

I'm looking to buy the PACG cards that come with the miniature set (set #3 in particular). If anyone is buying the set that only wants the minis and would be willing to sell me the cards, please send a PM.

Cheers,
M