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Where do you people find all that flavor text to read on your cards ? There is some on scenario and location back and a few vilains have a 1 line quote but that is about all. This game is seriously lacking in the flavor text department, especially when compared to other games (the vast majority) that have flavor on each and every cards. ![]()
I take weaponmaster because : 1- Armor is blatanly useless.
@Erixian, I am at scenario 4, AP 4, and I have yet to see a later adventure where success against monster is not a sure thing. Odds are a tiny bit closer to 66% than 80% now but still quite good. And if you only risk taking damage when in the same location as another player if he botch his roll. Wont happen that often to justify armor. By the way just keeping the 3 armor cards is far enough, I wont say I am not gratefull to have one armor card in hand, it is just that I wont feel like I am in a deep poopoo when I have none. The same isn't true for weapons, blessing and allies, even items (Bell and Tools). Just check every character and ask them what card they want to have in their hand and you will see that armor is quite never there. ![]()
@Bidmaron, I actually agree with you except on 2 points : -" There aren't that many cooperative games out there." Sorry but there is A LOT OF cooperative games out there, some of the best games of 2013 were cooperative or semi-cooperative games. Really plenty of choice for people. -"you cannot wantonly use blessings, or you will lose on time. That point has been made on the boards time and again. Plus, I find that I rarely have those blessing mid-game -- most are in my discard pile from having explored with them." I am speaking about the Vilain and Henchman, not every encounter. We usually kept our Blessing for exploring AND the Vilain fight. No point to hold any cards againt them. I don't know how you manage to empty your deck of all blessing by midgame.... because they are usually mixed in the whole deck and I dont start with all in my hand. So we basically always have some blessings in hand during other player turn. Staff of Healing, Father Zanthius, Pog and Cure Spell are also great to got thoses back. There is also the fact that blessing is the second area where we maxed up our cards feat, after spells (and first category for Valeros). Finally you say you want to separate Loss to Challenge, but that is artificial. We currently never lose... but we aren't usually challenged either as the blessing deck is usually half full by the end (except one or two scenario). How can a game be qualified as challenging if you never lose it ? Try some of the very good Cooperatives games out there: Agents of Smersh, Robinson Crusoé, Forbidden Desert, Sentinels of the Multiverse,... there you will have an idea of what is a challenge, when you have to actually put effort AND luck into your play to grab victory out of the jaw of defeat. In PAGC you usually only encouter defeat when luck kick you in the nuts with a 0.1% odds in the Henchman placement. You only play once a week so the game is stimulating enough ? sure because you don't have time to experience how the lack of actual challenge could dull it for the other people... that is not a reason not to expect a better challenge. And that is not a good point for PAGC, it just show that it lack both in content AND interest. There is not a lot of game that hit the table as few as it (but as regularly). We know we only we get 5 play out of each extension pack... that is not enough. ![]()
Vic Wertz wrote:
I understood what you meant, I just counter it because I do think a lot of the people that complain that the game is too easy, noticely on BGG, don't make mistake. We posted several of our session and no error were founds. I am convinced that for people with boardgaming experience and a decently build group, playing with no house rules to increase difficulty the game is indeed too easy to succeed. Just look at how many people do play with House rules to keep things interestings. The strategy to win is very very basic. The push your luck element is fairly controlable and as the encounters aren't really difficults the global odds of success are only on the player side. With the basic scenario building you only have to close 2 location then find the vilain and the game is won. Vilain combat check are currently too weak to face each hero of the team using one blessing on the roll plus the support spells, plus the ranged weapons plus the discard powers... In AP4 the monsters are finaly ramping to the average combat rolls of our AP2 players. Sure, if you split your skill feat over 3 skills and don't focus on your power you can have a harder time as a hero with +3 to a check will be in worse position than one with +6. But for the people that do concentrate on getting the better of their character, succeding on check rather than avoiding them, favor auto success items rather than bonus ones, max blessings with card feats, add spell feat to caster rather than weapons, armor nor items, don't even consider an ally if he doesn't provide free explore, dont concentrate on acquiring ephemeral loot but on sucess and speed, to sum it, for people playing correctly, the game is too easy. It doesn't make for a bad game or an un-interesting experience and getting loot and crashing opposition is fun. But the winning odds and the difficulty are nowhere near the standard of other cooperatives games. And the gameplay and tactics are really basics, solving the scenario is no rocket science and you need very very bad luck to lose a scenario on time. I do agree that some people were playing incorrectly at the game launch, but thoses are long gone. Don't dismiss people that tell you the game is too easy because they have argument and proof to back their says other than "I really think there is something you ought to be playing wrong". ![]()
Currently in AP4. We started to increase Armor cards up from "Useless" to "Nice to have but not worth adding more in the deck"... at least for the best ones. The trick is the best armor is often hand management, wich isn't easy to do with armor. Second trick is that in 95% of the situations a blessing is a better card to have in hand than an armor. This percentage is slowly going down with more and more mosnter with checkless pre-combat damage. ![]()
Vic Wertz wrote:
I think you have to separate Character death with game difficulty, they are somewhat tied but not so much. Currently starting AP4 and the game finally seems to reach a balance point where things get harder. The game is nearly impossible to balance right because it depend of the number of heroes played, the level of dedication of the players and the choice of the heroes. Some scenarios can be very hard to a group and a breeze to play for another, just because one of the group have several Diplo/Charisma character while the other have none better than 1d6. That's being said, with a balanced group, of average skill and size, playing correctly by as the rules (as correctly as you can considering how many time there was twist and change and all) the game was indeed pretty easy until now. I think that the scaling of encounter doesn't really follow character power curve... but they can't. They can't because the same character can have as much as +3 difference to as simple skill roll and as much as +5-+7 on a combat skill roll depending on the power and skil feat the player choose to buy. That's far too much amplitude to predict. Scaling are also very hard to do because cards have too much showtime. Encounter cards culling is not strong enough and you can keep seeing cards from base set up until AP6, while your chance to encounter cards from the current AP just go smaller as you advance. The smaller you character group is the bigger the effect too, because less heroes = less location = less encounter = less cards culled. Finally the Henchman and more importantly the Villain doesn't scale at all due to the number of heroes in the group wich doesn't make real sense. Because a 2 heroes group will have a harder time against a Villain than a 6 heroes group. Vilain can expect to face all and every power from all the characters in the groups, with no cards kept. As I said this make roll against villain in average in the 30, but up to 50 since AP0, and it goes worse and worse as things go. I agree with your starting comment that "most (but not all) of the people who report that RotR as a whole is too easy are probably doing something that's making it easier than it should be", what they do is play for the win, construct a well balanced team of heroes and play very tactically and cooperatively against the system... wich does not push back enough. Yet the game is still fun to play because progressing is fun. Character death is a no occurrence wich is good giving the permadeath penalty. The odds that a character die without the player takingabnormal risk are so thin that we never saw a death yet. We did sometimes have to park one character up a closed location until the end, but it happen just once or twice. We don't abuse healing (still on basic cure) as usually only Liri heal herself. AP4 seems to have make player damage more prominent and thus armor finally usefull and perhaps even needed. But weapons are still the best bet and evade cards a waste of a usefull spot and explore. Too many cards lack the basic or elite nametag. A skill 7 check is just wasting an opportunity to see a more thematic card from the current scenario. Cards should be either Basic, Elite or Veteran. I understand that keeping the best cards hidden in a throve of junk make for their rarity and thus interest. But I think that should only apply to boon. Banes should rotate more often to keep the flavor of changign area. Getting attacked by Skinsaw cultist, falling bells, Goblins and other mobs while exploring AP4 and AP5 (and even AP6) doesn't really give the feeling of a progression. About Adventure Set post RoR. That's a bad idea. The interest of the game is in the character progression wich have to be both limited and sensible. You have to earn less feat than possible on your card to make taking decision on what to take sensible. By the end of RoR your heroes have achieved something, they are elite and above the opposition. Adding another level of difficulty will take them back to the starting point and won't be in essence more different than just starting a whole new adventure with new characters. Except that a new setting permit new mechanism and new character interaction and provide for a better and more renewed experience than just a ressassing of existant. ![]()
Got a friend with perfect eye sight (read yours cards fine print from the other side of the table) and good memory could do the trick without turning the cards. It is very easy by the way to count them, that is only about 10 cards after all, all you have to do is remember : 10 unknown, 7 unknown 2 blessings, 6 unknown 3 blessings... And so on. Very easy trick and doable for less advantage for other players when they want to know when a recharged card will be back. ![]()
Well, the game IS easy. It depend of course of the balance of the group, but a well thought group and adequate players shouldn't have hard time winning it. Closing 1 location during the first Group Turn is quite a common occurence, having one closed every Group Turn is also the usual rythm. (A Group Turn is a semantic item to describe each heroes having done their player turn). AP4 monsters average is better than AP3, so the combat check difficulties are harder, a lot of mobs have extra hurting wich is good too. Henchmen and Villains are still too weak, especially Vilains, but that is because they dont scale combat rating for the numbers of heroes as they should. A bad roll against a villain is usually in the 20+, our average in the 30-40, our best above 60. Is the game TOO easy ? - Yes, if winning the scenario is the goal of the game and succeeding at the campaign where you get your gratification.
My personnal opinion is that the game IS too easy (and not really hurting the tactical bone either) but that is provide a FUN experience in playing a group of adventurer and building up on their powers. ![]()
kysmartman wrote:
Perhaps during Peril or the first few scenario of AP1 but after the first power and 2 skill feats Lini minimum recharge roll become a 6... Wich quickly go up to 7 then 8 during AP2. Not a lot of divine spells are 8. ![]()
It is an autokill for the critters we were discussing (8-9 goblins ), thoses against whom Seoni is supposed to be using a weapon. We played that you can't choose not to roll for a boon, you have to roll. So we got some junk in it. We also nearly never use cure, so the wand isn't too affected we use it asap so it often trigger on blessing and allies. You say there is many strategies, that is true. You say that there is not one good strategy, that's false. There is many dead end and useless cards, there is many mediocre option, there is way to device interesting and surprising heroes, but in the end, given the very finite amount of option and permutation we got it is quite easy to compute the best strategy wich the optimal effect given the standard distribution of opposition. Finding the best weapons or spell among all avaliable is a simple exercice of calculating an average. Comparing the best weapon avaliable with the default spell power is easy too. Choosing the most efficient is as easy as telling if A is higher than B. Its like telling that the quarterstaff is not useless because you can kill monster with it even if it is inférior to every other weapon you can start with and you have no reason to take it. ![]()
Our Seoni had 3 attack spell, her 4th spell was a haste. She doesn't need a weapon, she explore a lots and rarely use a fireball but she usually start with the places where she can grab some additional spells. Discarding blessings and allies for explore mean she usually start rotating her deck and attack spells very fast. With a staff of minor healing and father for getting back some more blessing and the Holy Candle to further trim her deck she has no trouble. Add in a masterwork for barrier and a amulet for damage prevention. Hand of 6, 13 lives cards in the deck, 3 offensive spell she never lack fighting spell. Also check the locations odds to get into more than 2-3 fights are low, and anyway by mis game she usually always have 2 attack spell recharged. Handling her a weapon is a recipe for disaster, you got very vulnerable to low rolls as she won't have any bonus who matter and failing a 8 roll by 5 hurt a lot more a hand of 6 cards than the tiny bit of slower exploration in the starting phase of the game when the attack spell could be scarce. You neglected another element : she can turn what she loot in exploration into fireball to blast the critters with low rating, daggers, potions, junk allies with no explore all that become a 1d12+1d6+5 autokill. Why risk losing valuable cards by revealing a weapon when you can garanty a kill by discarding some junk ? Why weaken her with less spell when her strength is her massive deck rotation ? Why put a dead card in her deck that will only slow her down when putting a live one will just make it that much better ? ![]()
Why would Seoni ever waste a slot to get a weapon rather than a spell is beyond me. It's need to have a significant amount of monster resistant to spell to make it matter. For Ezren I think you have to consider wich of his card he want to discard with the weapon. As I said the Heavy Crossbow is a choice for the Mages/Druids, Valeros have plenty of options other than the Vicious Trident that are just that much better. And he usually roll high enough that wasting a cards for a marginal (to him) bonus isn't very productive. I agree the 1 points of Force damage is overkill. ![]()
Hello, I read recently that you can't avoid "before encounter" or even "when encountering" effect of cards by evading them because you have to actually encounter a card to evade it. Does that means that Merisiel will : - Take 1d4-1 ranged damage from the Scout.
Just to be sure... I think I didn't grasp it entirely correctly. ![]()
I agree with h4ppy, the vicious trident is one of the WORST weapon for Valeros. I could be very mildly usefull for someone without weapon proficiency and with access to cure spell but it is usually beaten in thoses deck by the heavy crossbow. Frankly this is one more of the : shiny cards we put with mechanism from the RPG but that end being a nearly total waste because basic cards are just that much better. ![]()
Or rather than play 2 scenario for nothing just say you played them and switch the card. The trick to manage the banishing in actual competitive play is that it require that no other spell was acquired by anyone or that mean even more banishing. Not that easily done. Better play a quick duo game, Lini give an inflict to Valeros, Valeros try to inflict one monster, then everyone pass until scenario end.. That is quick, easy, perfectly legal rulewise and thus balanced. Really players should just be allowed to switch cards at scenario end with cards they can create a new character with... Not that I would do so, but frankly it is just wha could happen. ![]()
jacuke wrote:
Good point on the banishing :) I could do just that. ![]()
Foxiferous wrote: One thing we're thinking about doing is nightmare mode, once we hit the end of hook mountain (1 more adventure to go). We'll start at brigandoom and use a party of two with all the locations. Not sure if it'll still be easy or not but we'll see. Let's see: Party of 2, 8 location that's 44 cards to reveal in 30 turns. That means you need at least 14 allies and blessing card so about 7 by characters. Will depend on the group but I can see it doable by using 2 casters (Seoni with Haste and Augury and Kira with Cure and Augury). *Edit* In fact that is less than that, only between 6*5.5 and 8*5.5 location (from 33 to 44, clearly closer from 33) because you only need to close 6 location before finding the vilain. So I guess it is doable. ![]()
Well, Lini still have nothing better than an Inflict in our game. And it really start to get old (especially as there is only 2 Holy Light to get and there is SO MUCH Arcane Attack Spell avaliable) yesterday we played 4th scenario of AP2 and she closed a location that did contain a Holy Light... very depressing. On the other hand, acquiring the card you want IS the game, so having still objectives is nice. But I wont replay scenario just to acquire one peculiar card, it would be silly. I could just as easily say I play a scenario with the Academy and replay it until I got the card I want. That is fairly easily done, just time consuming and about as meaningless as playing a solitary. Just set up, shuffle, draw draw draw, close the Academy, wait the timer out, rince and repeat until I got the spell I want. That is why, IMDNSHO, grinding in this game make no sense at all. If you are really willing to grind to get a card, just freaking pick it up, that's about as complicated. On the other hand , replaying a scenario for fun make sense. ![]()
Game is easy enough, farming is just useless. Also every 5 scenario better items show up making farming plain waste of time. Play it, as you win scenario you advance the story and get better items. If you ever lose a scenario then you will have to replay it, actually "farming" boon but from the better possible quality. Of course this is entirely hypothetical as it suppose you actually lose a scenario, something we are still to experience (I have some confidence that the Dam Flood scenario from AP3 could provide such entertaining new twist). ![]()
You probably already have done that, the trouble is that thoses are things that don't always jump to mind when reading because the sentences aren't read one after the other so you can easily forgot the "cannot" condition, especially as you read the rules once but keep reading the cards everytime. After sometimes it is harder to remember wich rules where absolute and trump cards and wich dont. Would be easier if there was a reminded on the cards or the cards never goes against a "cannot" rule... Wich they shouldn't. I think that just adding : non-summoned before henchman on the scenario card would have make it easier and more rule consistant, even if it is just a reminder. ![]()
So, to be clear we are instructed to ignore the golden rule here... How are we supposed to know when we should ignore it again ? How could it be the golden rule if it is not golden ? @Vic, how would you amend the rules, if one of the rules is that card text trump rules ? I think you need to amend the card text, and at least officially erratised the scenario card to ignore summoned henchman. That is the only way to have the rules consistant and not ressorting to player good sense. ![]()
Oups my bad, it was a mistake, having to type 80 for AP deck, I mistakenly use 80 too for character deck. How to do it ? have allies from AP treated as henchman with their own box. Wont take long to add to location. Classify monsters by type, have each category on their own type. I wont care to have a setup minimaly more lengthy or complicated, currently the only thing that really take time during setup is the shuffling of decks. ![]()
Disclaimer : calculation were a bit rough but that's to keep them simple. As game progress during an AP odds to encounter cards from that AP actually keep getting smaller because people usually kept more recent cards. The situation should improve after AP3, but slowly (5 games by AP), but specific scenario cards would still be diluted. Quick average: 400 cards in the base set
6 character deck means 80 basic cards in decks. Odds to encounter an AP1 card: total cards AP1+Base - player deck = 400+110+80-80= 510
Odds to encounter an AP2 card: total cards AP2+AP1+Base - player deck = 400+110+80+80-80= 590
Odds to encounter an AP3 cards (first game: total cards AP3+AP2+AP1+Base - player deck = 400+110+80+80+80-80= 670
Now, in a 6 players games you Averagely encounter 8*5.5 = 44 cards. In those 44 cards 8 are vilain and henchmane, So the number of expected cards by game session in the AP is : AP1 : 36*15.70 = 5.65
As you can see that is not a lot of. Of course, you always encounter at least some AP cards each game : the vilain and henchman. And the situation will get better when you start slowly removing basic cards. But the trouble is the same already encountered in Arkham Horror. Due to the nature of the cards repartition, the currently played scenario isn't the one that affect decisively the game being currently played. I know the developpers were concentrated on ease to setup and speed to setup. But I think the deck should really be more constructed with more impact of the current AP than totally random distribution. This is not a pure criticism, this is an analysis, and a plead that for the next adventure path more cards will be setup by scenario than randomised. ![]()
Thanks for the clarification. Seems like the gunslinger himself is limitated, not the pistolero. "Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. " Make the pistolero much more interesting. ![]()
The rules about firearms told us that : "Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect." What does that mean for the Gunslinger and Pistolero archetype ? Did his 5th level Gun Training apply to all type of Pistols or are Pistol and Double Pistol separated weapon ? the same than Axe Musket and Musket are shown as separated weapons. What about Revolvers ? are they considered Pistols or their own category as well ? ![]()
Dont forget that double barreled pistol and pistol aren't the same weapon for the weapon feats like rapid-reload. It is important for the Pistolero power and the choice of feat at level 1. it probably also mean the Pistol training at level 5 did NOT applmy to double-barreled pistol. "Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect." ![]()
TClifford wrote: It's nice to be passionate about something, but does your passion always have to be negative? Sorry TC but, for me, pointing out default and things that could be made better for next time isn't negative. Being negative would be to acknowledge default and accept them, even endorse them. Burning energy and suggesting changes isn't negative. Your systematic comments about me, personnaly, that is an entirely different thing. ![]()
Ok, I am sorry, I think I kinda overreacted. Wich mean I am passionnate about the game ;) I think the trouble is that there is no wildly avaliable pathfinder film nor novel so the minors characters are a lot harder to be known that thoses from other card games. You are true that the material is avaliable, and that conveniently you are selling thus material ;) But, with all due respect, I think a middle ground could be achieved. Your position make you fully aware and well versed in the Pathfinder universe so, perhaps you wont see the trouble as much as people who don't know it all. We don't need a detailed story nor deptiction of all and every character, but currently the cards usually provide no information nor fluff at all. Comparing to the other cards games in existence (or boardgames like Descent by exemple) the lacking is blatant. A lot of PAGC card have no information, nor fluff, nor description about them in the rulebook, the card box nor the scenario cards. Just a name and game mechanism information. That is odd because you clearly are telling a story with them, or the game wont be scenario driven. I really think the game would benefit from each character/allies/henchman/wilain having a tiny bit of fluff on it (or more of it for some). Currently at most we have a sentence that refer to him, but not even everyone have it. I fully understand you cant provide a full AP book for free in each box. But I also think a single page resume would be a great boon to the game, and manageable for no large cost increase. Again I invite you to compare PAGC with other games from other editor and perhaps you will understand better what I mean by integrating more story element into the physical component. Best regards, and thanks for your games and dedication to them. ![]()
Vic Wertz wrote:
That just means I will encounter it at least from Chapter 2 to Chapter 5, and possibly up to Chapter 6... Basically until the game end. Do you really think this answer solve anything ? or did you forgot the smiley ?
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