Vic Wertz wrote:
Would putting more words on the card make it a belt-and-suspenders surety? Yep. But we don't have room for that.
You may have not room on the card itself, but you do have room in the FAQ, which currently reads:
Resolution: On the scenario Press Ganged!, change the sentence "Each character’s hand size is equal to the number of cards in the bane pile" to "Each character's hand size cannot be greater than the number of cards in the bane pile."
It's very confusing that a FAQ isn't enough in itself, you also have to read this read in order to understand what the FAQ *ought* to say.
I have just finished the final adventure with Lem, the Charlatan.
Not certain whether I should retire him or not for Skull & Shackles, but he has served me well through the entire "Rise of the Runelords" campaign.
We started out with four characters, but a player left before we reached adventure 1. The remaining three characters survived the final countdown:
Character Name: Kyra
Character Name: Lem
Character Name: Seoni
Mike Selinker wrote:
Some of us have only played each scenario once (except for two, where we lost) and only played fan-made scenarios while waiting for Adventure pack 2. Still found the difficulty far too easy.So far, our three heroes haven't even been close to dying. Bruised and battered yes, but nothing a few days at the inn couldn't cure.
So the difficulty level is too easy even for us who are not replaying again and again.
MikMik, I could understand that strategy if this game were all inclusive and a one shot. But I assume most people go into this game expecting it to carry on into the next adventure and are probably interested in improving their characters decks (both an intrinsic part of deck builders and of PF RPG not that Im necessarily calling this either but it has roots in both).
That is certainly how we play!
However, you're not allowed to keep more than 15 cards of very specific types, and the chance of finding anything better than your starting deck is not good. We have looked at the cards cards we have banished, and we didn't miss much. As for the stuff we do bring home, most is banished because we don't have the space, so only a few select cards are improving our hands.
So, I can just discard the cards to the bottom of the pack and select the next four etc. until I get a favoured card.
The rules (page 7) says: "Discard that hand and draw again", so I believe the cards goes to your discard pile. Then, when you have at least 1 card of the specified type, you shuffle the discards back into the character deck.
This method definitely seems counter intuitive to the theme, and less fun.
Maybe we have a different view upon the theme?I am not a roleplayer, so I have nothing to compare it with. I simply look at each scenario, and think:
First we need to catch a racketeer, then we need to crack down upon a drug dealer and finally we need to deal with a poor dragon, just because it eats a sheep or a cow once in a while. The dragon hasn't killed a human ever, but people are still scared of it.
No wonder wild animals have a hard time surviving...
I see our party as State Troopers being sent out to help those communities that isn't able to deal with their problems themselves.
While we want to improve ourselves, our first priority is to get the job done.
You have two type sections: the type section in the top right corner is the main type category, and this is the type referred to when you need to summon other cards.
The one above the "check to defeat"-number is just a subtype, which is used to indicate which type of combat you are going to use.
Unlike computers, the human brain is able to discern between seemingly illocical statements like this with ease.
Using logic - yes!
If you can shoot a non-magic light crossbow and hit a target at any location, the distances can't be that far. So why not a spell?
But as it has been mentioned, it depends upon the spell.
ACID ARROW says: for your combat check...
GUIDANCE says: Discard to add 1 to a check.
FIND TRAPS says: Discard to add 2 dice to any check to detect a barrier.
Some of my favorite games ever cannot get onto the table, because my fellow gamers doesn't have the same taste as me. So maybe your friends will not like this game.
We enjoy the game very much, and we don't see the larger number of players as a problem. Yes, there are more locations, but each player also have a starting hand of 15 Cards, which means there are more Blessings at any given turn to ensure that ANY encounter is bound to succeed.
The biggest problem with the game is that players are so focused on finding cards, that they forget the main objective: to catch the villain.
Our strategy is to take any boons with a minimum chance. If you don't get the card, then at least the Villain/Henchman is closer the top. But when the Henchman/Villain comes around then everybody will chip in with Light Crossbows, Spells and Blessings to ensure a win.
We have been 4 players in our 3 scenarios, so far.
In our first attempt at Brigadoom! we were Harsk, Kyra, Lem and Seoni.
Unfortunately we didn't make it time. But just for fun, I (as Lem) took my turn (#31), revealed Vhiski and caught him! So close, and yet so far!
A couple of days later, Seoni was absent, but her place was taken by Valeros.
We are now ready to go after the dragon on Tuesday!
KYRA: It doers not matter whether you move or not. You always have one free Exploration, even without moving. Kyra may decide to heal someone instead of exploring. Then she may explore anyway by playing cards (like bessings or Allies). It is only the free exploration she is missing.
LEM: Type is any "Weapon", any "Spell" etc. So you cannot xchange a "Spell" for an "Item".
SAJAN: Yes, the Blessings are placed at the bottom of your deck instead of being discarded.
1. When can you do things that aren't related to exploring or the other specific steps listed for things to do on every turn? ie Casting Cure, Detect Magic, Detect Evil, etc. Do those happen during your "explore phase", or can they happen at other times? I'm assuming they have to happen on your turn.
Apart from beginning your turn by "Advancing the Blessing Deck" and ending your turn by "Resetting Your hand", you may play cards from your hand before, between or after the other optional steps. So you may CURE yourself or any other character at your location, before moving to different location to explore there.
Same with DECTECT EVIL/MAGIC. You can play these before or after you move, before or after you explore the location.
2. Ezren's power to check the top of his deck for another spell after casting an arcane spell - when does that kick in? After everything related to the spell he cast resolves, or sooner than that? I'm thinking of a situation like if he plays Force Missile and loses the fight. Can he check the top of his deck to see if there's an Arcane Armor there before taking the damage?
I believe you may use the power immediately (ie. as soon as you have played an arcane spell). But remember that you will not be able to play another spell during that particular check, but you may have an additional spell card to discard for damage.
Even though Valeros only have a hand of four cards, he may have received cards from other players since his last turn.
Valeros need to roll 12 on a d10 + 1 d8 + 1 d6 (discarding the sword) + 1d10 for his own BotG + even more d10s from the other players...
I just don't really get why some characters' suggested starting decks include Shortbows instead of Light Crossbows!
That's only ONE character, and I am sure Harsk would have preferred to carry 4 crossbows with him (in fact he would have wanted them bigger and better!), but he had to accept what the quartermaster could supply him with from the local armoury at this particular time.
The brilliance of the this game is that you always use exactly the same timer no matter how many players you have. So each game take 30 turns. That is 10 rounds with 3 players or 5 rounds with 6.
This should be more than enough to win the scenario, unless your party is fooling around instead of focusing on the objective.
The game is pretty easy to win, as the designer want's the players to have fun. But that doesn't mean the game should be so easy that you lose interest.
Remember that you can use Blessing of God to make additional explorations, so it shouldn't take too long locate the Villain and the Henchmen. Close two locations as soon as possible. Then spread out so that each hero can (temporarily) close their location when you have found the Villain. That should ensure his early demise!
1. You may play cards to assist other players unless the cards tell you otherwise (please notice the errata in the FAQ for errors on cards).
Generally you can play 1 card of each type to aid another player anywhere, unless the card says otherwise.
2. You don't play those cards yourself, it is the other players who may play one card each to aid you (out of turn). The may be weapons (as the example with the Light Crossbow) or they may be other types (like Blessing of God).