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108 posts. Organized Play character for Caroline Salembier.


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Liberty's Edge

Hello, I just realized that I made a mistake on today's order. I purchased the e-book Plague Of Shadows for the second time. I had already purchased it on June 9th 2014, but had forgotten. Is there a way to get a credit for it?
Thank you.

Liberty's Edge

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It was my first time at Gencon and I spent most of my week-end playing PFS. I had a great time! Thank you to Paizo, the volunteers and the GM foe a great job. And all the players I met were great too. :0))))))

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Reptilian wrote:
What the tread title said ... I mean, the standard Bugbear in the monster deck has it. Also, as it stands, goblin raiders are probably more dangerous then him in the Approach to Thistletop scenario.

This has been adressed in the FAQ

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Actually it's been said elsewhere that you can use the Arcane Armor even if you used a Spell in the combat because by the time you're taking damage, the check is over.

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You can never recharge Buried items unless specifficaly told that you can.

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Good point

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I don't think you can use a Melee weapon to help any other player, even at the same location, because it has to be played in the section where you choose the skill you're using for the Check. And my understanding is that only the player encountering the card can play a card in that section.

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1. Yes, you can play both Cure in the same round because they're considered two different checks. You could even play both Cure on your character.
2. You're correct. You can only recharge a Blessing that you have played, and only if it matches the top of the Blessings deck discard pile.

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I think it's "A"

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The "When closing" instructions say "Succeed at a Divine 6 check or banish a Blessing.
My question is can I try a Divine check and if I miss then banish a Blessing? Or do I have to choose, and if I choose the check and I miss then I fail to close the location?

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StarSlayer wrote:

The way I was playing is when you reveal a weapon you change the die and get bonus.

This is also the I play, and I'm pretty sure it's the right way.

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That's they don't recommand building all the 11 decks at the same time. They recommand to build a maximum of 6 decks at the same time.

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1. For the blessings, are asking about those from the Blessing deck? Because you not encounter those and you can't aquire them. It's just a counter of turns, and they can influence the BoG. Those uou encounter in the locations, you can encounter as the other boons and you put them in your hand.

2. Your second para graph is correct. Yes you can use an Ally if the says so, and other players can too.

3. When you acquire a card you put it in your hand ( unless you have played other cards that turn or have a card that let you explore, you will shortly discard it or another card from your hand in the reset phase).

4. You have to defeat the henchman to get a chance to close a location.

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No, Sajan can recharge all the Blessings

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austinmonster wrote:
Charles Scholz wrote:

I am wondering if a few of the cards that get banished should instead be buried instead. A buried card can not be added back to your deck until the scenario is over, you don't get them back even if healed to full.

I know it is splitting hairs because you can get more after the scenario, but it just seems easier to bury it and have it for the next time you play.

I know when we play, if you have a basic card you love, and you KNOW you'll be adding it back to your deck, you might as well bury it instead banishing it. I have one player who LOVES his caltrops.

I hate the situation where, say you used a basic item you LOVE (like the caltrops) and you ended up winning an item you dislike. I hate that, by the rules, you will keep the item you dislike, and can't go back for your basic item. I usually let people go back "to the shop" for basic stuff.

But I guess that 's why they say to Banish it. They're great items, but if you decide to use them, you take the risk of not being able to get them back. I think it's part of the balance of the game.

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Thrawn007 wrote:
austinmonster wrote:
So far, from what I'm hearing, the game is DESIGNED for you to win if you are smart.
I'd argue it's more "DESIGNED for you to win if you don't get some randomness that prevents it." There isn't much to it as far as playing smart.

Well some of my loses were caused by bad luck, but a few of them were also caused by bad decisions.

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Question 2: If you defeat the henchman
1- you check the remaining location to see if the villain is there
2- if yes, you Banish the rest of the cards and leave only the villain to be encountered during a later turn
3- if the villain is not there you can attemp to close the location
4- if you succeed, you follow the location card's "When closing" instructions and Banish the rest of the cards ( you might have to leave some cards as per the instructions)
5- if you choose not to close the location at that point, you leave the cards there and will have to encounter them and empty the deck before having another chance to close the location

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Also, you don't have to choose the Caltrops, you can choose another ''Basic'' iten from the ''shop''. But only if you didn't find enough items during the scenario to replace the Caltrops.

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You removed the Potion of Vision from Harsk but gave it to Sajan. Doesn't this cause the same problem if one wants to play Sajan with Merisiel?

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They were in a plastic enveloppe that was white on one side and transparent on the other, and slightly smaller that a 8 1/2 x 11 sheet of paper.

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Ogee wrote:
Though I find Kyra's healing ability very very useful. I have found that it can be a bane too. You can use up turns that could end up very needed toward the end of the scenario. So, it is best, if your cards allow, to also be able to discard another card after the heal, to get at least one exploration done on the turn.

Yes, but that's what is great about this game. You have to use strategy, and balance between taking risks (in this exemple not healing) and running out of time (i.e. healing too much).

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Vic Wertz wrote:
It's only Combat damage if you're making a Combat check, or if the monster specifically tells you that it deals Combat damage. All of the monsters that require checks other than Combat checks specifically tell you what type of damage they deal; in the case of the Siren, it's Mental damage. So things that reduce Combat damage do not help with the Siren—only things that reduce Mental damage (or "all" damage).

Doesit mean that you can Banish an Armor to reduce the Mental damage to 0, even though it says kn the card that damage cannot be reduced?

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The Siren says that her damage cannot be reduced, so I'm pretty sure you can't use armors against her.

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One factor is wether you play solo or with a group. When playing solo, I'm gonna boost more the average skills so the character can face more diverse situations. If playing in a group, I would increase my best skill, to be even more of a specialist. Time will tell if it's a good strategy.

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Like it's been said a few times, it is a cooperative game, so you can give the Loot to the character who will benefit the most and it's good for the whole party. You can also exchange it between the following scenarios so everyone who wants has a chance to try it out.

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I believe that is acorrect interpratation of the rules.

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And since the Force Missile changes the check for Arcane, you can't use the quaterstaff because it applies to STR/Melee and you're not doing a STR/Melee check anymore, you're doing a Arcane check. I think the riules about that are perfectly clear and logical.

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Sometimes the power of the monster specifies that it's dealing Combat damage and in that you can use it. If not specified than it's not Combat damage.

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I believe you can only trade between characters from the same party.

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Otherwise, play testing might have been difficult! :0)

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Do you mean finished the whole Adventure Path or just the first part (Burnt Offerings)?

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It's only with Banes that need 2 check with a THEN linking them to be defeated that another character at the same location can help with one of the checks. If there's only one check, then only the characters who is encounter the can try the check, and only once.

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You could add the General Store with 5 Boon cards to the Town Squarren abd he players have to decide wether they want to go shopping, if they ther's enough time left in the Blessings deck.

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Yes, specifically the ''2 dice'' power of the specific top Blessing card.

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TClifford wrote:
Lolz. You know Mike it is nice to see that you still have a sense of humor after going though this early nitpicking rules phase. This has to be living hell. In the long run, don't sweat it. There is always going to be a vocal MINORITY that wants to rip through your rules to find every single loop hole [I'll admit it I was one early on]. What really changed me was when either you or Vic reminded us that this is a Cooperative card game, not a Competitive card game. That kind of click a light bulb in me and really got me out of the MtG mindset. Remember you have a great game that tons of people really like.

I completely agree. Tihs is a great game and I've had a lot of fun!

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LOL

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Yes, but a few times it was just a very unlucky roll.

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austinmonster wrote:
Myriade wrote:
I've tried all the characters solo. I really like Lem, because you can always get the Cure spell back with his power. Expect long games with him though, because his fighting is not very strong.

I love that using his ability, you can "cycle" though your deck REALLY fast. Really, having him and the Fighter back each other up is a really great combo. The fighter gets an extra 1d4 to everything, and the bard gets an extra 1d4 to combat checks. It's a win-win!

What weapon do you usually have for Lem? He's had a dagger for ages with me, but the Sling looks good too. Once he gets his first power feat, I'll make sure he can use weapons and it'll open him up to all manner of bows.

I've been able to get a Light Crossbow. It's a great weapon for him and since I'm playing solo it doesn't matter that he doesn't get the weapon profficiency power of the weapon.

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I agree with that interpretation also.

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I think you can play Sleep after revealing the monster. It affects the check by cancelling it.

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I've tried all the characters solo. I really like Lem, because you can always get the Cure spell back with his power. Expect long games with him though, because his fighting is not very strong.

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I believe that would be acceptable.
Is there a spell that lets you draw cards?

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tself55 wrote:
h4ppy wrote:
Myriade wrote:
Thazar wrote:
The reality is that if there are two or three cards in a location deck it is very hard for the person shuffling the cards to know that the top card is not now on the top or bottom.
I've the under the table shuffling for two or three cards. My problems is I'm pretty good with the "pea under 3 sheels" game, so I have to force myself to think about something to fool myself and not be able to follow the cards.

If two people do the under the table shuffle one after the other then nobody will know where the card is (this is the recommended method in Resistance/Avalon where you're often shuffling 2 or 3 cards).

And, please, no lewd replies about "two people doing the under the table shuffle"!

If you're playing solitaire I find the best thing to do is to shuffle them out of sight, then spread the cards out on the table and 'mix them up' in a messy way (with your eyes closed if desired), then do another quick in-hand shuffle.

One thing to try if you are solitaire and shuffling a small number of cards, is to add say character cards which are not being used to the pile face up before shuffling. This adds more cards into the mix so that its harder to subconsciously keep track of where the real cards are. Then after shuffling take out the face up ones.

That is a great tip.

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I'm going through each scenario solo with each charcter, I'm half-way through Blak Fang Dongeon and I've had about 30% failure. Mostly death or retreat, I've run out of Blessings once.

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Thazar wrote:
The reality is that if there are two or three cards in a location deck it is very hard for the person shuffling the cards to know that the top card is not now on the top or bottom.

I've the under the table shuffling for two or three cards. My problems is I'm pretty good with the "pea under 3 sheels" game, so I have to force myself to think about something to fool myself and not be able to follow the cards.

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I do a pile shuffle first, then 4-5 side shuffles.

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Mike Selinker wrote:
Eric W wrote:
The question isn't whether or not players can cooperate on a check -- I think by now we all understand they can and do. The question is whether or not someone can play exploring or exploring-like cards (like Detect Evil and Spyglass) on a different player's turn.

Page 9:

You may never explore on another player’s turn.

Spyglass definitely works on another player's turn, though. You can discard it to look at the top 2 cards in the deck and rearrange them before your friend explores.

Mike

But you have to be in the same location as the player you're helping right?

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I believe the scenario ends as soon as you defeat the villain if it doen't have anywere to run to.

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Mogloth wrote:

Disregarding any additional cards that may be played.

Let's say my character has a Wisdom score of D6. No subskills listed under Wisdom.

I come across 2 different cards.

Card 1) Check to Acquire:
Wisdom
Perception

Card 2) Check to Acquire:
Perception

What would I roll in each of these circumstances?

I have a feeling I already know, but I want to ask in order to see if I'm right or not.

EDIT - I tried to ask this question in the most direct way possible. And use a title that others might click on if they have this question in the future.

Card 1: you roll a d6 for your Wisdom

Card 2: you roll a d4 for an "untrained" roll because you don't have Perception.

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TClifford wrote:

Your getting ahead of yourself when it comes to Banes and who can do checks. If you check the rules section under Encountering a Card, in the Bane paragraph, you can see that everything, up to where they start talking about THEN, states "You", meaning your PC, has to choose which check you are going to attempt and with which ability or skill.

It has been mentioned a number of times on here that other characters can only come into play if there is a THEN on the Bane. At that point only, can another character be involved but ultimately, your PC has to make one of the rolls. Good or bad for the other PCs. Now again the boards it has been mentioned that someone else can do the first roll and the active PC has to do the second roll, but in that case both of them have to take their consequences of failing either roll. But per the rules, if the active PC doesn't make the first roll, there is no need to actually do the second roll by the active PC or anyone else. The card just is Undefeated.

Actually on page 10 of the rulebook it says " you must attempt both checks, even if you fail the first (because failure often has consequences)".

And to answer Deekow, the fact that when there are 2 rolls to defeat a monster, the character encountering it HAS to make at least one of the rolls, implies that if there is only one roll, that character has to do it.

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