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![]() Most of the RPG adventure paths introduce a unique mechanic of some type that is incorporated into the AP. Some are more significant than others, i.e. Kingmaker had the kingdom building rules, Skull and Shackles had the naval battles, whereas others are less critical - Jade Regent has an interesting Caravan mechanic added, RotR had Sin Magic. There is usually something. The RPG adventure paths have also been somewhat alternating between more traditional fantasy and more unusual themes, so there are a lot of less traditional APs that they could choose from. Some examples Iron Gods - Sci-fantasy
etc. My tip would be Iron Gods, but it would have still been in production for the RPG while this new ACG AP was in development so that might make it impossible. If not it, then either Reign of Winter or Jade Regent. However, I will say that the RPG APs I've read all range from very good to incredible, so whichever one they pick, it will make for a great game. ![]()
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![]() Since they have been following the RPG pretty closely for RotR and S&S, I assume that will continue (but it may not). Spoiler - Korramzadeh in the RPG: In the RPG you fight him in AP6, but he is not the big bad for the adventure path, so yes, there will be someone even worse :-). ![]()
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![]() Party number 2: Cards from the Fighter class deck and Sorcerer class deck added to the box. Character Name: Flenta
Character Name: Ranzak
Character Name: Lini (S&S)
Character Name: Qualzar
No deaths, not many replayed scenarios after AP 3. Toll of the Bell and Bizarre Love Triangle were pretty tough and took 3 or 4 goes at each. I also feel as though some of the class deck cards skewed the balance a bit. Once Lini had swipe, if she got that in hand along with Besmara's Tricorne she could deal with most things without any trouble. Was a good party mix though and a lot of fun. ![]()
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![]() Party number 1: Originally a 2 player party, prior to Lem's demise: Character Name: Valeros (S&S)
Your Ship: Abrogail's Fury Lem died due to hitting Hypatia late in the final scenario before I knew what that entailed. Val couldn't complete it on his own, so had to restart it. As such, Valeros's deck is built from the two combined decks with a view to defeating that last scenario solo. ![]()
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![]() Malcolm_Reynolds wrote:
Consider me interested as well. ![]()
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![]() 4 person party. Fighter class deck and Sorcerer class deck cards are being used in the game. No deaths, though a fair few failed scenarios (I'm looking at you Toll of the Bell). Ship - Kraken Character Name: Flenta
Character Name: Ranzak
Character Name: Lini (S&S)
Character Name: Qualzar
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![]() My 2 player party (yes I am much slower with S&S). Character Name: Valeros
Character Name: Lem
Edit: I realised I had one too many blessings on Lem. ![]()
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![]() Yeah, I kinda have to agree with many people here. I love the idea behind Organised Play, but after getting through to the end of the first 6 scenarios last night, there have been quite a few issues that came up and which detracted from the experience. Wrathack in particular felt really hamstrung by the lack of good 2h weapons early in the ranger class deck. Kyra was the same, in that it is AP 6 before she could get a third magic sword, and most of the swords that are available aren't really the ones I would like. For a few characters, their choice of card feat was determined by what card options would be available, rather than what type of card they actually wanted, which seems a bit backwards. All four characters still have a few cards they don't really want, but have no suitable upgrade choices for (which would be fine, except that several passed on upgrades since there was nothing useful). Blessings have been annoying to try and upgrade, since many of the better ones in the CD are at least AP1, and AP1 and up blessings are very rare (5 out 80ish). Particularly thinking combat ones here. Agree that the random rewards haven't been great. Only one character has taken one, in the whole of AP 1, and that was pretty marginal. It's hard to feel good about playing Wrathack when your starting weapon for the scenario is the light crossbow or dagger you are forced to have in your deck. If this is for balance reasons, then I would much rather it be achieved through making the scenarios harder, than limiting the characters in this way. I honestly don't have easy solutions to the above since I understand the constraints of the 110 card pack. In terms of the future though, much as I would love a barbarian or paladin CD, I would honestly prefer a second upgrade pack for each of the current 7 than new decks with the same limitations as the current ones. Also, in case it isn't apparent, I still really love the game and have been having a great time with the S&S AP and the OP scenarios. Just wanted to add my feedback so it can become even better. ![]()
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![]() As long as you have a mix of characters and skills then you should be fine. If you don't have a mix (Amiri, Valeros, Seelah and Kyra say) then you will probably still manage, but might find it a bit harder in places. With 4 players I didn't find time much of a problem. You can't ignore it, and you probably want to close most locations as soon as you can, but it wasn't the same as with 6 players, where early on, every ally and blessing went on extra explorations. Having some way of healing yourself is probably a good idea, but I honestly found Seelah was sufficient in most cases, especially if you take her healing advanced role after AP3. If you include Seoni though, then early on she can be pretty fragile if she has to deal with a lot of combat, so having a bit more healing might be useful. Lini is nice, but a 4 person party is large enough that I would rather have specialised characters than someone who is pretty good at everything. If I had to pick a 4 person party, I would probably run with Amiri, Seoni, Sajan and Kyra. Just my 2c. ![]()
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![]() Well, I got my wish for Wrath of the Righteous as the next AP and I'm really looking forward to it. So much righteous demon smiting to be had. As for the one after it, Kingmaker would be cool, and so far the Iron Gods AP is proving pretty awesome, though I would understand if there needed to be a gap between the PnP and the card game for development reasons. I also have a bit of a soft spot for Curse of the Crimson Throne. Reign of Winter was good fun too. In fact, to be honest, they were all good enough that I am looking forward to it, whichever one it turns out to be. ![]()
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![]() Tough choices for many of these. Most of the class decks have 3 I really like and only 1 that doesn't appeal. Bard - Have to go with CD Lem. I like that he is a full powered caster for both Divine and Arcane here. Seems very valuable in small parties. Cleric - Hardest choice. Probably Zarlova but CD Kyra is great too. Fighter - Vika - adventuring blacksmith, 'nuff said. SS Val is nice too though. Ranger - Really like all the options except Wrathack. Have to go with Agna though. Animal companions are fun and dual wield looks good. Rogue - Like the idea behind Wu Shen so probably have to go with her. The two new Merisiels are both ok as well. Sorcerer - CD Seoni. No one else is close. Wizard - Another really tough one. Big fan of both Melindra and Radillo. Melindra wins out though, since I find Disable to be a super useful skill (at least in RoTR). Also love the flavour on the character. While it may change after playing with some of the new ones, my two favourite characters so far are Amiri and Seelah. I'm really waiting for their class decks to come out so I can use them in OP. ![]()
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![]() Here is the 6 player group. Character Name: Harsk
Character Name: Sajan
Character Name: Amiri
Character Name: Ranzak
Character Name: Kyra
Character Name: Seoni
Deaths: Had a really bad run early on in Black Fangs Dungeon and lost Amiri, Ranzak and Seoni. Replayed the starting scenarios as a result. Nothing since then.
A couple of role choices were dictated by available character sheets. Zen Archer and Healer. ![]()
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![]() Yeah, I sometimes replay scenarios for fun, but only of the current adventure pack. Anything less than that and I find it is too easy, so gets boring. Besides, by the time I get to the end of adventure pack 3 say, there are very few cards left I would want from adventure pack 2 and haven't already picked up. Just seems to defeat the purpose since there is very little risk and also very little reward. However, it's a cooperative game, so if you (and anyone else you play with) is happy, do whatever you enjoy the most. More power to you. ![]()
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![]() Party Number 2, 3 characters. Character Name: Seelah
Character Name: Merisiel
Character Name: Ezren
Deaths: none, Failures: they failed down came the flood twice due to Magga going crazy at the start each time. I'll post the 6 character party later on. ![]()
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![]() So, since I am a chronic restarter, I decided to roll up some new parties before S&S came out. Here are the characters at the midpoint. Party 1, 2 characters: Character Name: Valeros
Character Name: Lem
No deaths (though some close calls) and no failures up to this point. ![]()
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![]() Hi my August sidecart (the 7 PACG class decks) don't seem to have combined with my August subscription. I was wondering if it is still too late to have them put into the same order? I haven't received the e-mail saying the subscription has been sent yet, so hoping it might still be possible. Not sure if this is the best place to post it, but seems a few others are raising it here. ![]()
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![]() Yeah, I'm in the same boat. My subscription has been authorised, but no indication that my class decks have been combined with them yet. I also have an e-mail in with customer service asking them to only send me the character add-on deck which I haven't had a reply to yet. I figure they are just super busy at the moment, but will sort it out. ![]()
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![]() Pre-ordered all 7. I don't think there is going to be OP here, but anything that gives more variety to the character choices is good in my book. Extra boons will be nice, especially for areas where there aren't as many good options (ranged weapons, etc as others have mentioned). Regarding the card difference, once the play-case comes out so I can actually store it, I'll sleeve them all up and it won't be noticeable. As it stands, some of my early RoTR cards are getting pretty worn, so sleeving will be good anyway. ![]()
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![]() I'm with Isiac. For an individual class deck it will definitely be all or nothing. I will probably only shuffle in the character decks for the character classes that are actually in the party though. I would also like to have a deck for all the characters involved in the game, which may limit my options for using them in S&S until some more character decks come out. Having said that, I can see myself in a situation where I just put all available decks together and have fun. ![]()
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![]() I don't mind it on Seoni and I think I gave it to Lini once too when I had really built her as a divine caster so her combat was pretty terrible. Its strength, as others have pointed out, is for casters when they come across an enemy where you can't play spells with the attack trait. It means you can use it rather than discarding your hand to damage, or forcing the party to play heaps of blessings/weapons etc to pass the check. Like all situational cards though, I tend to try and give it to characters who can discard/recharge it to give them some other benefit. It also doesn't always make the cut for smaller parties because there are too many more versatile/consistent options. ![]()
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![]() Honestly, I'm not expecting a significant increase in difficulty for Skull and Shackles. There are a wide variety of play styles, levels of optimisation, experience and desired difficulty and they can't cater to all of them in one set. Because of the progression mechanic, the variance also gets wider as the game goes on. The difficulty needs to be somewhere in the middle. If you are optimising your character, that may mean the game feels like it's getting easier. The alternative though makes the difficulty too hard for a larger and larger group of players. My hope is that eventually they do what the Lord of the Rings living card game does which is to release an official "Nightmare" pack to increase the difficulty for players that want a serious challenge. Mike and Vic - hint hint :-). Until then though, the house-rule option is probably the best bet if you want a greater challenge. Personally, I loved the flavour of AP5 and I thought they did a really nice job of capturing the theme of the RPG scenario. I didn't find the scenarios to be particularly challenging for any of my groups though. If I run it again, I will likely either add in an extra location or two, or remove some more of the easier banes to increase the difficulty. Just my 2c. ![]()
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![]() Larger parties struggle more with the clock, whereas smaller parties have a harder time passing checks (and can get hurt more a bane that no one is suited to deal with shows up). In my experience, neither type really struggle too much with scenarios in AP 4 and 5, if you optimise them a bit. My 6 person group could throw so many blessings/spells/other bonuses that we had Seoni punch a shining child to death. The 3 person party if anything had a slightly harder time of it since no one was well equipped for things like a intelligence/knowledge 12 check and we had less blessings to play around with. ![]()
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![]() This has been raised before, though I can't track down the thread (it was several months ago). Basically it's because they use the iconic characters from the PFRPG. For fans of the RPG, this means they are immediately recognisable and have their own distinct personalities, histories, etc. It also means they have a lot of existing artwork for those characters which is re-used in the card game to keep the costs down. To the best of my knowledge there are no plans to create a second version of the iconic characters of opposite gender for the RPG, so I would be very surprised if we see them in the card game either. As such the fixes suggested above are probably the best bet. Regarding divine spell casters though, Lem is a divine spell caster in the card game, and Harsk can become one part way through. Hope that helps. ![]()
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![]() I am pretty happy with the difficulty level the game is set at. I haven't had many losses with a solid party with good synergy and (hopefully) smart play, but there have been enough close calls to make it interesting. I would also much prefer the official game to err on the side of being too easy rather than too hard. I find it much more satisfying to house-rule in changes that make the game more difficult than to do the reverse (which just feels like cheating). Having said that, I would welcome any somewhat "official" options as to the best ways to up the difficulty level while still retaining some balance. I have read a few of the threads here and some suggestions I like, others less so. Still, more options are always good. Just my 2cp. ![]()
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![]() I posted an Abyssal Sorcerer Seoni back on Monday since there is a Seoni in both groups so I am testing both options. As others have said though, I don't see myself really using either of the powers that often. I also don't like the idea of banishing cards, since it usually means a step down in deck quality. I haven't got Fortress yet so maybe they'll turn out to be fantastic in the harder scenarios, but on first impressions I'd rather take different power feats. ![]()
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![]() Yeah, while parts of the actual Adventure Path are a bit mature, the murder scenes in the Skinsaw Murders and the Ogre-kin in the Hook Mountain Massacre come to mind, the card game largely glosses over those bits. Unless you intentionally introduce them back in yourself there isn't much in the card game that I would consider inappropriate. Provided you think they can understand enough of the mechanics it should be ok. ![]()
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![]() Harsk is really the only character I ever try this with intentionally, because he usually knows what the top card in the deck is from his look power the previous turn. Because of this I occasionally run him down to zero cards if it is a boon I don't want or a bane that is relatively safe. Usually though, I don't like recharging his last weapon anyway since if he doesn't draw another one when he resets his hand, it can make life difficult for future turns. Still, sometimes if the game is getting away we need to take some risks so have to explore after a hand got exploded by explosive runes. It happens. Wouldn't recommend it as an planned strategy though. ![]()
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![]() Ok, here's my 3 character group. Character Name: Seoni
Character Name: Kyra
Character Name: Sajan
No deaths though a few close encounters. Now the 6 character group:
Character Name: Harsk
Character Name: Seelah
Character Name: Amiri
Character Name: Merisiel
Character Name: Lini
Character Name: Seoni
Also no deaths. Lost a few scenarios though, Thistletop Delve twice and a couple of others. Had a few near misses. If I have time to finish the other 3 player group (Ezren, Valeros and Lem) before Fortress arrives I'll post them here too. Otherwise I might be too busy :-). ![]()
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![]() My other favourite character (along with Amiri). I mostly play her in six player solitaire, and her abilities really suit large games. Other characters in the current group are - Amiri, Merisiel, Seoni, Lem and Harsk. Power feats taken were extra card, and recharge spell as well as blessing when using her extra 1d6 power. Improving that bonus is next. Card feats, spell first, then probably extra weapon to increase the chances of getting one at the start (which is her major drawback). In terms of strategy: Use the scouting ability every turn. If I turn over something I really want (holy candle, elven breastplate, etc) then I move somewhere else and make a call about whether to try and pick it up, when I see how much time I have towards the end. Scouting ability is also really nice for Shrine of Lamashtu, since you have a pretty good chance of avoiding 1 or 2 of the blessings. Use the power for the extra d6 whenever an important roll comes up such as closing a location (really important in 6 player games), acquiring a good item, etc. Losing the card is not very important since each character only gets 5 turns and the most important ones (the blessings) get recharged instead anyway. Armor is very helpful, particularly if you can get an elven breastplate. It means that anytime you have an unimportant fight, you can risk losing it and not really worry about the damage. I.e. skeleton horde, goblin invasion, etc, same with summoning a bandit at the guard tower. Card selection is mostly fairly standard. I gave her Father Zantius though since it helps her with divine checks (and I often send her to locations with divine to close) and meant she could drop cure. Spells are find traps and augury (though aid is up there too). Traps can hurt, but with find traps and her +1d6 she still succeeds most of the time. Her biggest weakness is if she doesn't start with a weapon. In this case I usually have Amiri give her one (if she has a spare), otherwise she can lose quite a few fights early on. Her armour means this won't hurt much, but losing the explorations can be a problem. It took me a while to figure her out, and I really didn't like her in small games, but for the 6 character groups she is the first one I include. ![]()
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![]() One of my two favourite characters. I mostly play her in 6 character solitaire. I don't think she would be as good in smaller games. Her end of turn movement is great, and the first power feat I took was the one allowing you to move someone else as well. This means you can trade really easily. I also use it to move both Amiri and someone else away from Merisiel. In addition to the uses that zeroth_hour pointed out, I also use the movement power to have someone at a location in case it needs to be temporarily closed, which can be surprisingly handy in a big game. Haven't found the need for extra armour for her, but I did try and get magic armour so I can recharge if I end up with both. Card feats are blessings first, then allies. She needs some extra help with exploration in large games. This is probably less important in a smaller one. I also use her rage a lot. In addition to making easier checks safe (closing strength/con based locations, acquiring weapons, etc) I also use it in combat a lot, even when she would probably win, just as a way of cycling through her deck. The other power feat I took was hand size, just to give her more options. Third one will probably be improved rage. Don't think the heavy armour is needed too much for her, and Seelah gets first dibs on any good ones that come up anyway. She is also my go to person if I locate the villain and I want to defeat them. ![]()
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![]() Yeah, we don't usually bring Kyra along in the 6 character games. Since each character only gets 5 turns it is rare that more than 1 or 2 need healing in a game, and in that case it seems better to do that using a spell on Lem or Seelah, than have Kyra waste an explore (and often a blessing to the discard). Of the characters that I have tried solo, she was the easiest though and I found it a very strong ability in 2 and 3 player games. ![]()
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![]() Assuming it continues on the path it's currently on, my vote is for Wrath of the Righteous, which I am loving as an AP so far. Reign of Winter could also be pretty cool too. Regarding classes, not too fussed whether we see new ones or repeats; as long as there is enough difference in attributes / mechanics to keep them fresh. ![]()
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![]() I don't play too much solo (i.e. one character) but in my experience Kyra was the least likely to get squashed. She can always just heal herself, and since in a solo game the blessings deck doesn't really put much of a timer on you, losing the exploration to do this is not much of a problem. She also gets at least one of every type of boon in her deck so you don't automatically discard stuff. It was very disheartening with Seelah getting a really good item but having to banish it at the end of the scenario. Harsk also worked pretty well, since he is a well rounded character, just don't expect him to acquire too many allies. Amiri and Valeros were ok, but they often come across situations that they have no way of beating. Regarding playing multiple characters on your own, it's pretty straightforward. I have played a couple of 6 character games on my own without too much trouble. It just takes a bit longer and you need to organise your space well. Otherwise it's fine. I would recommend starting with 2 and working upwards though. The suggested combination of Valeros and Lem is a really good one. I also found that Sajan and Seelah complement each other pretty well. They both fight well, their decks are almost exact opposites, and if one finds a challenge they can't beat, the other should be able to deal with it. Just my 2c. ![]()
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![]() I'm also with Fromper and Bulldozer, it might be best to play it as written the first time. Having said that, we usually house rule that you can withdraw / run out of time once per scenario. If it happens twice it's a TPK and we start again. It removes enough of the blind luck factor (villain is the last card you search or things went bad) but still keeps enough pressure on to make you take risks. ![]()
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![]() I did actually think through the mathematics, which is why it's 50%. You can look at all the permutations of the deck if you don't believe me. After shuffling a 10 card deck, there are 90 possible pairs of positions for the monster and the villain and in exactly 45 of them, the villain is above the monster. The number of positions is different if you have a deck smaller than 10 cards, but the 50% figure doesn't change. In short, you go from a guarantee of having to encounter the monster to reach the villain, to a 50% chance of having to encounter the monster which saves you half an exploration. If you do this for multiple turns and encounter multiple monsters, then you end up, on average, with the same benefit as an extra exploration. It's a little more complicated than this since you don't shuffle the monsters simultaneously, but it works out pretty much the same. Now its true that there are a couple of drawbacks. Firstly it's only on average, so you can still get unlucky or lucky which may not be desirable. It is also useless if there is no villain / henchman left in the deck (if you failed the roll to close the location for example). The upside of it though is extra knowledge of the location deck, and the fact that if you find the villain, you don't have to encounter it straight away. If you know where the villain is, the party can setup in such a way as to temporarily close all other locations ensuring the villain has no where to run to. I agree that the game is a race, since I play almost exclusively in 6 character games. I wrote this guy off before due to his drawback, but on Merisiel he might just end up being useful. ![]()
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![]() I didn't think of using him with Merisiel, but that is actually really quite strong, particularly in a larger game where extra explorations are important, and you have a choice of locations. This kind of optional reshuffle is about 50% as good as an extra exploration, since half the time the monster will get shuffled under the henchman / villain and therefore won't need to be encountered. So, if during a game you can reliably find 2 monsters and shuffle them back under, he is equivalent to a discard for an extra exploration type ally. Combined with the scouting power (i.e. finding a villain without having to encounter it straight away, etc) makes it pretty useful if you can nullify the downside. His power goes down the later you draw him though, since you have less opportunities to use him. I'd have to do some maths to figure out the break even point, which I don't feel like attempting right now :-). Not sure I would use him on other characters but definitely can't just write him off as useless like I did previously. ![]()
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![]() Going back to the original topic of the thread. The extended character sheets indicate that the Scenario 5 pack will contain a spell called "Raise Dead" which implies that there will be at least one way to avoid having to start all over again if a character gets killed. There may also be others that we don't know about yet. ![]()
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![]() 6 character solitaire is awesome. One of the best ways to play imho. I would agree with H4ppy though, it is quite a lot slower since you have to maximise the number of explorations that each character takes per turn. Makes for some really interesting strategy though. It's really enjoyable. ![]()
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![]() As a quick note on Amiri's movement power and on levitate. Another use that we came across is to avoid unpleasant start of turn effects on locations. The Mountain Peak forces you to make a check at the start of the turn or bury a card. Another location (Guard Tower iirc) forces you to fight a bandit at the start of each turn. I use Amiri to explore those locations since she can move there, explore, then move somewhere else at the end of her turn. Levitate can do the same, albeit only once each time you cast it. Moving to trade cards or heal while still exploring where you want are the main uses we have found for them. They are somewhat situational though and I tend to replace levitate pretty early on for this reason. I don't mind if I acquire one part way through a game though.
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