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Orbis Orboros's page
Organized Play Member. 1,157 posts. No reviews. No lists. No wishlists.
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If it helps, look at the cards literally. Both the average attack spell and the average weapon say "for your combat check, you can use your..." which is providing you with an extra option in addition to the default strength or melee. Even if you could play both, it would not matter - playing them only adds to the list of skills you can roll in combat and you can only choose one.
In order for them to be able to be played simultaneously, at least one of them needs to add to the check instead of just provide an alternative.
If Lini has a dagger and an Inflict in her hand, then her options for combat are
-Her d4 strength
-Her d4 melee
-Her d6 dex & d4
-Her d10+2 Divine & d6
These are the only things that can be used for her combat check. It's also the only thing those cards do (relevant to the discussion), nothing more: they provide more choices for the combat check.
Again, in order to play something else as well, you're looking for the word "add." Check out the second power on the dagger for an example of this.
I hope that helps. If not, you can just fall back on the rule, "only one power that determines the combat check," but I find that understanding the why helps with future questions, which is why I went so long-winded.
TL;DR no, like those above said

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Alahazra (Wandering Prophet) has a power that lets you draw a card whenever you examine a character or location deck. Given the high number of cards that recharge to allow a peek at a deck and cards like the detect spells, this allows for easy cycling through Alahazra's deck multiple times in one turn to remove all of x card type from a location deck.
Take, for instance, the following Alahazra deck:
-5 blessings (any type, but particularly nasty if they're Nethys)
-Clockwork Butterfly*
-Boatswain*
-Any third ally, potentially another recharge to examine
-Seer's Headdress*
-Scrying Mirror*
-Detect Magic*
-Augury*
-Detect Demon*
-2 other spells, potentially also examining location decks and recharging
The cards marked with an asterisk all recharge and allow you to examine a location deck. Most are basic. With this deck, once you can auto recharge Augury (divine 8, and you could use a cat or mythic path or something), then playing any asterisk card immediately replaces itself. Potentially, and without undo difficulty, you're deck consists of nothing but asterisk cards and blessings. You then have to play out all your non examine cards, which you will draw a full hand of immediately by playing examine cards, at once you're clear of the cards that don't examine you can infinitely loop through your deck. As you do, Detect Magic and Clockwork Butterfly allow you to encounter all Blessings, Allies, and magic trait boons at your location, and Detect Demon lets you encounter demons, if you want. Augury provides any shuffling needed.
As to those who think this setup is unlikely, remember that most of the cards are basic, and a lot of them are even in the Oracle Class Deck. Furthermore, Alahazra's ability to examine extra cards encourages building this exact type of deck.
I'm seeing the Radillo problem here, although slightly less powerful because you can't throw in a Teleport. I don't have any pretty solutions yet, though.
Thoughts?
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Shia LeBouf
Cohort
Actor
Male
Powers:
Display this card at the start of your turn (this is not optional).
While this card is displayed, you automatically fail checks to acquire cards with the nostalgia trait.
You MUST explore every turn.
"Just DO it!"
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That's about the only thing I like about their paintjobs, the patterns. And that I don't have to do them.
But I have yet to see one that wouldn't benefit from a wash at the very least.
Still, they're good enough for my DnD group, in which I am the only painter, and I love the cards, so it's all moot.
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I heard that it gets stronger later in the AP.
On another note, we discovered that it lacks the bludgeoning, slashing, or piercing traits. Apparently it shoots lasers? If so, it's got one up on the Master Sword because you don't need full health.
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Troymk1 wrote: When I took my friend Mark through RotR, I started him off with the last of the B scenarios. That way we still got a card feat, but didn't have to wade through a ton of scenarios to buff up our decks with allies etc. also made The 1st adventure more interesting as we were still shedding many sub optimal cards Isn't the feat a reward for the adventure (not the scenario)? You only get adventure rewards if you play every scenario in the adventure.
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Hawkmoon269 wrote: There is also the Mongrel Wizard though, that carries on the tradition of the Enchanter, by dealing you Acid damage before you act and Poison damage after. Boooooo
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Lisa Stevens wrote: We have been playing Wrath in my home game for a couple of weeks now (it pays to own the company sometimes) and all of us ABHOR that barrier. It seems we got it quite a bit in the early scenarios, but once we added in Deck 1, it hasn't shown up as much. But, yeah, HATE IT!
-Lisa
There's an arbor pun in there somewhere.
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Joshua Birk 898 wrote: Also, her vestments are kinda garbage I let most of the comments slide, but I had to take issue with this one. There are a lot of non-spells that have the magic trait. And she's not the only one who can take this card.
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While I totally disagree with Seelah being the best in RotR, she is good and this one is just downright awesome. I really like that party buff ability, particularly the draw part. Anyone who wants to play this Seelah at my location table is welcome!
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Happy April Fools Day, everyone! I hope that this is the worst you have to endure today.

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Some fixes, added a location and Death.
Quote: Scenario: Death's Crucible
Adventure deck number: see below
Villain: Death
Henchmen: Sloth, Wrath, Greed, Gluttony, Lust, Envy, Pride
Locations: (1-6)
Circle of Pride
Circle of Envy
Circle of Lust
Circle of Gluttony
Circle of Greed
Circle of Wrath
Circle of Sloth
The Deceased Player(s) plays this scenario with no feats, and builds her deck from cards with the basic trait from the box or the removed from game section. The adventure deck number for this scenario when concerning checks is equal to the number of card feats the attempting player has; otherwise it is 0.
To build the location decks, add blessings from the box to the deceased's original deck(s) until it can divide evenly among the locations; shuffle it and deal an equal amount to each location. Add one barrier and one monster to each location, and add an additional monster to each location for each player. Then add each henchman to the location that shares part of its name.
When a player other than a Deceased fails to acquire a boon, a deceased can attempt to acquire it. If she succeeds in this manner, place the boon in the Boon Pile, next to this card. Place any boons banished by the closing of a location in the Boon Pile.
Whenever the Deceased attempts a check to defeat a bane, reduce the difficulty by the adventure number of that bane.
When all locations are closed, add and open the location "Dreamscape" and place the villain "Death" in its location deck.
You lose the scenario if any player dies.
Rewards: All the cards in the Boon Pile.
Quote: Circle of Pride
While at this location: Whenever you acquire a boon or defeat a bane, place a "Haunt" henchman next to your character card.
When Closing: Select a skill, and succeed on a difficulty 10 check for that skill.
When permanently closed: If you begin or end your turn here, banish all Haunts next to your character card.
Quote: Circle of Envy
While at this location: At the start of your turn and after each exploration, discard a card or give it to another character at your location.
When closing: Randomly select a card in the hand of another player at your location and succeed at the check to acquire. If there are no other players in the game, you may automatically close this location.
When permanently closed: On closing, characters at this location can exchange any number of cards in their hands with each other.
Quote: Circle of Lust
While at this location: If you would discard an ally for any reason, bury it instead.
When closing: Summon and succeed at the check to acquire a random ally from the box. Banish it afterwards.
When permanently closed: No effect
Quote: Circle of Gluttony
While at this location: Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
At the start of your turn, recharge 2 random cards from your discard pile.
If you are told to remove cards from your discard pile when it is empty, discard a blessing from the blessing deck.
When closing: Succeed at a constitution / fortitude 10 check. Reduce the difficulty of this check by 1 for each card in your discard pile.
When permanently closed: Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
At the start of your turn, recharge 2 random cards from your discard pile.
If you are told to remove cards from your discard pile when it is empty, discard a blessing from the blessing deck.
Quote: Circle of Greed
While at this location: Immediately after you finish an exploration, if there are any cards in your hand, you must recharge a card and explore again.
When closing: Bury a card from your hand.
When permanently closed: No effect
Quote: Circle of Wrath
While at this location: Whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.
When closing: Succeed at a combat 15 check.
When permanently closed: While at this location, whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.
Quote: Circle of Sloth
While at this location: Immediately after you finish an exploration, move to another location.
When closing: If this location deck is empty, you may automatically close it.
When permanently closed: No effect
Quote: Dreamscape
While at this location: You may banish a card from your hand to add 1 die to a check made at this location.
When Closing: This location can only be closed by the successful defeat of a villain.
When permanently closed: You may banish a card from your hand to add 1 die to a check made at this location.
Quote: Death
Villain, monster, (other trait suggestions?)
Check to defeat:
[Combat 20]
then
[Strength/Dexterity/Constitution 15]
then
[Intelligence/Wisdom/Charisma 15]
Powers: Death's difficulty to defeat is increased by twice the number of card feats the character attempting the check has. It is further increased by 3 for each other character at your location.

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First stab at it; length of text on the scenario card is going to be a problem. Help with wording is appreciated, particularly help remembering how similar things already in the game are worded.
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Quote: Scenario: Death's Crucible
Adventure deck number: see below
Villain: Death
Henchmen: Sloth, Wrath, Greed, Gluttony, Lust, Envy, Pride
Locations: (1-6)
Circle of Pride
Circle of Envy
Circle of Lust
Circle of Gluttony
Circle of Greed
Circle of Wrath
Circle of Sloth
The Deceased Player(s) plays this scenario with no feats, and builds her deck from cards with the basic trait from the box or the removed from game section. The adventure deck number for this scenario when concerning checks is equal to the number of card feats the attempting player has; otherwise it is 0.
To build the location decks, add blessings from the box to the deceased's original deck(s) until it can divide evenly among the locations; shuffle it and deal an equal amount to each location. Add one barrier and one monster to each location, and add an additional monster to each location for each player. Then add each henchman to the location that shares part of its name.
When a player other than a Deceased fails to acquire a boon, a deceased can attempt to acquire it. If she succeeds in this manner, place the boon in the Boon Pile, next to this card. Place any boons banished by the closing of a location in the Boon Pile.
Whenever the Deceased attempts a check to defeat a bane, reduce the difficulty by the adventure number of that bane.
When all locations are closed, add and open the location "The River Styx" and place the villain "Death" in its location deck.
You lose the scenario if any player dies.
Rewards: All the cards in the Boon Pile.
Quote: Circle of Pride
While at this location: Whenever you acquire a boon or defeat a non-Haunt bane, summon and encounter the henchman "Haunt."
When Closing: Select a skill, and succeed on a difficulty 10 check for that skill.
When permanently closed: If you begin or end your turn here, banish all Haunts on your player.
Quote: Circle of Envy
While at this location: You cannot explore this location unless there is another character at this location (unless there are no other characters). At the start of your turn and after each exploration, give a card to another character at your location.
When closing: Randomly select a card in the hand of another player at your location and succeed at the check to acquire. If there are no other players in the game, you may automatically close this location.
When permanently closed: On closing, characters at this location can exchange any number of cards in their hands with each other.
Quote: Circle of Lust
While at this location: If you would discard an ally for any reason, bury it instead.
When closing: Summon and succeed at the check to acquire a random ally from the box. Banish it afterwards.
When permanently closed: No effect
Quote: Circle of Gluttony
While at this location: At the start of your turn, recharge 2 random cards from your discard pile.
Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
Whenever you remove the last card from your discard pile, discard a card from the blessings deck.
When closing: Succeed at a constitution / fortitude 12 check. Reduce the difficulty of this check by 1 for each card in your discard pile.
When permanently closed: At the start of your turn, recharge 2 random cards from your discard pile.
Whenever you would add one or more cards from your discard pile to your deck, add an extra card.
Whenever you remove the last card from your discard pile, discard a card from the blessings deck.
Quote: Circle of Greed
While at this location: Immediately after you finish an exploration, if there are any cards in your hand, you must recharge a card and explore again.
When closing: Bury a card from your hand.
When permanently closed: No effect
Quote: Circle of Wrath
While at this location: Whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.
When closing: Succeed at a combat 15 check.
When permanently closed: While at this location, whenever you encounter a boon, replace any of its checks to acquire with combat checks of the same difficulty; failing these checks deals combat damage as if it was a monster. Increase the difficulty of all combat checks by 1 for each card feat your character has.
Quote: Circle of Sloth
While at this location: Immediately after you finish an exploration, move to another location.
When closing: Players may immediately attempt to temporarily close locations, unless a villain is being encountered. if at least 5 other locations are closed, you may close this location.
When permanently closed: No effect
River Styx, Death, and the henchmen to come. Thoughts?
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Re: Why buy Wrath of the Righteous?
Because this game is awesome.
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I had a cool idea - what if they made a revival scenario? Avoiding fluff for a bit and just talking mechanics, they could have a scaling scenario for each adventure path that you have to complete to revive your character. Location decks could consist of the dead character's deck for boons and certain, well, "feats" (such as closing locations, defeating the Villain/Henchmen, or what have you) could restore the dead character's Power and Skill feats, with the scenario itself returning the Card feats.
The "cost" of dying would then be having to do an extra scenario and losing whatever boons you fail to re-acquire.
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99% of the time, player death is avoidable by running out the blessings deck. And starting a character over is incredibly lame BS. On the extremely rare occasion that a group I'm playing with has a death, we simply count the scenario as a loss and start over. And yes, this is a big enough downside for us, because we never lose, so this stings our (by that point) swollen egos lol
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Hawkmoon269 wrote: I'd love to get a higher resolution image of that poodle. I don't know that there is one - it looks to me like a drawing in MS paint. It could be made pretty easily with the paintbrush and spray can tools.
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Andrew L Klein wrote: Wow, I never knew those update bulletins existed. The rules lawyer in me feels like I just discovered the best book ever. Same here.
Now, if only I cared more about MtG...
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hmmm, picture Twinrova from Legend of Zelda: You need the fire trait to defeat the blue one, but the blue one is immune to cold; vice versa for the red one. That would be a cool encounter.
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It's got more to it, but PACG is most definitely a deck building game.
My favorite part is probably that it's co-op. I can get people to enjoy playing it with me, because I rofl-stomp the monsters with my awesome deck instead of them.
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isaic16 wrote: Orbis Orboros wrote: DeanG wrote: If we bring back thee and thou, the world will be a better place.
Have you HEARD the uninformed try to speak shakespearean? If you think "your vs you're," "would of vs would've," or poor punctuation is bad, you've not heard someone butcher Shakespearean.
I don't know what you're talking about. Everyone understands what 'Wherefore art thou Romeo' means, right? It's not a matter of what they MEAN. It's a matter of how they say it. They add "est" to the end of every other word and mix up their thee's, thy's, and thou's. It just kills the inner Grammar Nazi inside you. XD
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Mike Selinker wrote: Noted. That people are crazy?
:3

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isaic16 wrote: So, in this case, just to make sure (This may have already been mentioned and I just missed it): You would have to roll the 'Spell Resistance' check on certain monsters to activate an orb spell, but you still don't have to in order to benefit from speed, clouds or the like. (That's actually probably the biggest issue with the Rage ruling discussed above. It doesn't make sense thematically to have to roll SR when becoming enraged, but I'm not sure a rarely-seen flavor fail is worth making a change.) No, think of it like this. They're all spells with a duration of 1 minute instead of one action.
Strength is giving you +3 to your strength mod for the duration.
Sphere spells are letting you spend your action to make an attack roll (and corresponding damage roll on a hit) for the duration.
Rage is giving you the ability to spend your reaction to gain advantage on a strength check, at the cost of a level of exhaustion, for the duration.
You're "playing the spell" when you have to actually do something. Strength requires no action beyond the initial play. But the others do require one, and it is this requirement that means you're playing a spell.
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Tanis O'Connor wrote: I am working up a Class Decks design series, I promise. I'm thinking of calling it, "Ten Reasons Players Want to Nail Tanis to the Wall, or The Well-Earned Revenge of Tontelizi, Siwar, and Tarlin on their Creator." You forgot poor Zarlova and her lack of Arcane. :3
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Store Blog wrote: "What Does That Mean? Infamous?" Dictionary.com wrote: Infamous
[in-fuh-muhs]
adjective
1.
having an extremely bad reputation:
"an infamous city."
2.
deserving of or causing an evil reputation; shamefully malign; detestable:
"an infamous deed."
3.
Law.
a.)deprived of certain rights as a citizen, as a consequence of conviction of certain offenses.
b.)of or relating to offenses involving such deprivation.
Simply because I'm stunned that this was posted on the Internet and didn't get a reply like this.
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Just general commentary. I started addressing you and then warmed to the subject. Apologies if I seem harsh.
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The distinction is in the choice. The first two you listed don't count as playing because they just happen when they're "triggered."* The second two do because they have to be "activated" by the player.
But bear in mind this is generic card game wisdom, which doesn't always apply to PACG, so I could be wrong.
EDIT: I totally didn't see your last paragraph about "may." Yes, I think that's the correct point.
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*Actually, I would argue that Speed is continuous, but it could be argued either way, and wouldn't make any difference here. If I'm right, only "activated" abilities count as playing them.
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grasp wrote: in portuguese cure reads like this
"Shuffle 1d4 cards from your discard pile INTO YOUR HAND"
I have finally found a spell better than Resto, guys.
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Andrew L Klein wrote: Orbis Orboros wrote: I don't know anyone who throws out candy like Hawk throws out knowledge. :c People with windowless vans. Windowless vans around here promise candy but only deliver bad experiences upon entrance to the van. Candy is never received. :/
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Vic Wertz wrote: Waitaminit.... this *is* work! I've been tricked! If this is work for you then I want your job.
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MightyJim wrote: ThreeEyedSloth wrote: Oh man. I would've loved for a Risk: Legacy approach to her second power.
"Rip this card in half to gain a skill feat."
I refuse to write on the cards to mark power/card/skill feats - I'm not about to start physically destroying cards.
On a semi-related note- It'd be really nice if WotR had a pad of disposable paper character powers cards, rather than (or as well as) the shiny card ones you can't actually use. You can always sleeve the character cards and write on the sleeves with wet/dry erase marker. I do that, it's a tip I learned from Warmachine, where you have cards that have damage grids to mark. S&S even came with a few double-sided clear sleeves.
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Did you guys know that you can't hear a Pteranodon use the bathroom?
...
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The p is silent, you see.
Eh? Eh? ...No one? Okay...
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Hawkmoon269 wrote: This card will definitely help your group determine just how cooperative a game this is for your group. Haha, yeah, it's a lot harder to be objective about who deserves a feat the most rather than just a card. XD
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I would think so.
Guys, I fail to see how this is much different than "Banish/Bury/Discard/Recharge/Reveal this card to do X." It's a cost listed for an effect. When you get it in your hand, you can play it from your hand at an appropriate moment by either discarding it to scout or RFP'ing it to gain a feat. Just because it's a cost we haven't seen on a card before doesn't make it function differently.
I mean, I guess it doesn't hurt to ask, but is there really that much doubt?
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ThreeEyedSloth wrote: Would someone mind hosting the images and sharing them on here? I can't view BGG at work. Here's it from photobucket
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Now I've got this image of Jirelle with a Masterwork Tools bag strapped over her face as an eyepatch!
XD
(A picture of Masterwork Tools was posted instead of the Eyepatch)
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Has anyone encountered the Potion of Lucubration at The house of Stolen Kisses? ;)
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The fact is that the FAQ contains facts not, in fact, FAQs, and fat though the FAQ is, fat chance the FAQ will get FAQs even if you fax the facts to the fat cats running the FAQ.
...
Don't take that seriously, I just wanted to type that. XD

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RotR Lini is either overpowered or not, for a given value of the word. Most of the characters fall so close in line with each other that the relative power level of Lini is simply more strongly felt. It doesn't show that the Devs messed up on Lini so much as it shows that they did great with everyone else.
While I'd say that Lini is definitely super-strong, she is hardly in need of any serious errata. She could be tweaked, sure, but it's not NEEDED, and the Devs only errata based on power level if really needed. Just look at how long it took to convice them about Restoration and Radillo! But this is a good thing, I feel. They do it if it's needed, but don't rush to it so we can keep our beloved builds. They're awesome, trust them.
Now, one thing to consider is that Lini is basically at -1 hand size and ally in her deck for this ability. She can't afford to play the animal, so she doesn't get to use it's ability (unless it's a Cat or Eagle or something, and even then she can't use explore abilities or anything) and she has to leave it in her hand without playing it, leaving (at default) only 4 cards to mess with. So she's got all the downsides of the slow, "armored" characters, without the upside - she still can take more than 4 damage at once. Fixing this problem via a power feat requires you to slow down on building her d4+x power. Just something to consider that helps balance her. Oh, and if you're going the spell route for combat, 4 cards to play with stinks - you don't have much space for explores and combat cards.
And let's be clear here - if Lini's ability was recharge, she would be below the curve instead of in line with it. Particularly since she only has three allies to begin with. That's a particularly weak power to base a character around, especially since it's in direct conflict with her other power - you can only use one of them per ally you draw, which, again, you won't draw many of.
I think Heggal isn't felt as much as RotR Lini for three reasons - The smallest is that he's not seen as much to begin with, being newer and from a class deck. The second is that he caps out lower than Lini, with a max of d4+1 unless you go "Life of the Party" role, which still caps at d4+3. The last his card list - it's harder for him to capitalize on this strength when he has to take so much armor (shouldn't need it in theory with the extra buff the power adds) and his low number of spells (amazing card type, particularly considering how easy this power makes recharges).
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If you are set on altering her power level, I do have a suggestion. The Lini in the S&S Character Add-On is generally weak, and part of it is a card list that doesn't particularly build to (either) Lini's strengths. But the S&S Lini would greatly benefit from having RotR Lini's card list, and RotR Lini's power would be brought closer to the curve by taking S&S Lini's card list. So, if you're interested in balancing the current Lini's unofficially, I would strongly recommend this route.
If you like this idea but don't want to buy S&S Lini just for this, here is her card list:
Weapon
1 []2
Armor
1 []2
Spell
4 []5 []6
Item
1 []2
Ally
4 []5 []6 []7
Blessing
4 []5 []6
The cool thing is that it fits RotR Lini so much better, I feel. It gives her a weapon, which works well with Lini IF she has the d4+x ability that RotR has but S&S does not, it gives her another ally to start with which RotR needs but S&S does not, and it helps balance her by limiting her spell potential and giving her an armor, which she really doesn't need due to the consistency her d4+x gives.
But again, it's not really needed. Some characters are just going to be a little better.

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Vic Wertz wrote: Putting more Divine Attack spells in the box is *changing the balance of the game*, no matter what else you're doing to balance that out. How the designers limit the card pool is a *big* part of what they do.
I'me very frustrated that you've been probably the single most vocal person on the boards when it comes to bashing parts of the game, calling out cards that you would never use, bragging about how nothing is a challenge, complaining about some cards being overpowered... and after all this it turns out you're using a nonstandard play environment. Of *course* you wouldn't use some cards when you're giving yourself better choices that other players don't have. Of *course* some cards are going to be broken when you have more of them than we intended. Of *course* you're never going to worry about defeating any monsters when you do things like giving your Divine casters more Attack spells than we put in the game.
I feel like every critical post you've ever made should come with a disclaimer: "Note: I'm playing a different game than everyone else."
I'm sorry you feel that way. I'd like to explain some things however, as I feel there are some misconceptions here.
My opinions *are* based on the default version of the game. I mark every card I add with a dot in the bottom corner on the front so that I can easily remove them at will, which is often. Any time someone is playing for the first time, and the vast majority of the time I'm not solitaring it up for the heck of it we play the regular way. I do NOT play with an altered box all the time or even most of the time. Just sometimes. And never when it comes to anything like playtesting an idea or whatnot. It's more of a casual exercise I sometimes do (like how some players like to play homebrew characters). And I've never done it with S&S.
I'd also like to apologize for the impression I seem to have given. I'm a vocal person on forums I feel comfortable in, and I tend to get passionate when I'm arguing my point. Also, a large majority of my posts are supposed to sound humorous. I'm sorry if it sounds like... well, if it sounds like I'm a jerk or something. I do love the game. I don't mean it to sound like I'm bashing it so hard. I just get excitable, I guess. And I would like to say that, overall, you guys do a great job of balancing. If I'm saying this sucks or that is overpowered, it's probably just barely that way - but that sticks out to me because you guys do a great job.
I feel I've been rubbing you the wrong way for quite some time now and I had no idea. This was not my intent and I apologize. But please, do not doubt the following points:
* I love this game. No matter how much I seem to bash a part of it, complain about one thing or another, I think this game is fantastic.
* I understand how the game plays without my "tweaks," shall we say. You can trust my opinions based on the true version of the game rather than my tweaked game. Anytime one of my opinions is different based on my tweaks, I say so (see pretty much any post of mine concerning Ring of Protection). Put your mind at ease concerning whether to trust what I say based on if I tweaked the game or not.
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Andrew K wrote: What's it read? "Red Bull Gives You Wings"
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I just wanted to celebrate the fact that my gamestore had all the class decks, the character add-on deck, and AP2 when I went Friday.
That is all.
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ryric wrote: I don't have my cards and stuff handy right now, but isn't Damiel pretty bad at handling ship encounters? I know he's got super Craft so he's great at fixing ships when they get wrecked but I recall he's not very good at keeping them from getting wrecked. I'm going to start giving this response to every question about what Damiel can do. Maybe stuff as well, but, I mean, come on...
Potion of Heroism.
He can aid or bless on top of that, never mind statstones or potential other potions.
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Aladron wrote: I'm playing Oloch and go everywhere with Ranzak. He explores a lot, so burns through a lot of cards, and gets extra explores when he acquires something. But, I get to fight all the monsters he evades, which Oloch is very good at. We make a great team :) He almost always gives me a card at the start of his turn, something he has acquired or the Healing spell in his starting deck. Which gives me more Weapons or Blessings to display and a card to use on my turn to heal him back up. So far, it has been working out great for us.
The team also has the Druid, Witch, & Gunsslinger.
But Ranzak & Oloch team up everywhere :)
Those two do sound really good. Ranzak explores enough to make up for trundling Oloch, combat gets handled effectively, boons get acquired, Oloch gets a few extra cars to play with, Ranzak can get healed...
Brilliant. :D
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It doesn't say that your hand size can be bigger than what's on your card (anymore). It just says it can't be bigger than the bane pile. There is no conflict. Both rules apply.
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*Chants feverishly*
Druid, druid, druid, druid, druid, druid, druid, druid, druid, druid, druid...
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It's a testament to my laziness that I haven't tried that out.
...
The fact that I don't have a computer at home doesn't hurt, though.

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nondeskript wrote: Orbis Orboros wrote: What about
"When you play a spell that does not have the Attack trait, you gain the skills Arcane and Divine equal to your Craft skill while interracting with that card."
My only problem is, what does interact mean in the context of the game? If Damiel casts speed on himself is he interacting with the card for the rest of the turn since he is getting the bonus from it? If it is purely for recharging, just say that. If they understandably want to leave it open to being used for more than just recharging but not give him the power for the full Explore step of the turn, the wording gets very tricky. I think Hawkmoon's "for the purposes" is the best wording so far to give you the Craft skill recharge without being overly ambiguous or limiting.
Having said all of that, he is still limited to a max of 4 spells. So giving him the ability for the entire Explore step is probably not OP. It would make it a little easier to acquire some Arcane/Divine boons and make a few closing checks, but that isn't game breaking. I think you're pushing it with that Speed example...
Also, I think "for the purposes of that card" is horrendously vague. What does that even mean? What is the "purpose" of a card? I really don't like this wording, myself.
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Would this open any cans of worms?
Quote: When you play a spell that does not have the attack trait, you may substitute all instances of "Arcane" or "Divine" with "Craft" in the powers section of the spell.
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Melemkor wrote: It takes Ezren a little while to get a party started, but once it takes off, it's the place to be!! His card feats bring all the boys to the yard.
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Vic Wertz wrote: That said, if a particular bane is making your game unfun, remove it! Many Enchanter cards were burned that day.
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