Axe Lord

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Pathfinder Adventure, Adventure Path Subscriber. Organized Play Member. 53 posts. 3 reviews. No lists. No wishlists. 3 Organized Play characters.



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Pathfinder Adventure, Adventure Path Subscriber

It's a good point that Rogue Eidolon raises. Monsters can be as high as 70% of the deck (two locations have 6 monsters + henchman/villain) and in later packs some might even go higher. This tactic naturally favours locations like that so in scenarios like Local Heroes it won't work as well.

I'll have to give it a try with Seelah in the 6 player group. There is usually at least one monster heavy location in the 8.

Another advantage that occurred to me is that if the hand with the extra blessing loses a fight on its first explore, it might have to discard its remaining two blessings, so will do even worse. The upside is that if you hit a boon, then an extra blessing is better since armour is useless there.

In my own experience, I don't mind a few armour in the character decks, but I am a lot happier after I can upgrade them to magic armour so they can be recharged if I ever have more than one in hand. I haven't used a card feat on them, since I think that 2-3 is enough.

Going forward though, as hand sizes start to increase later in the game, we might find that armour becomes more powerful. Certainly, if you increase Seelah's hand to 7, then discarding the lot because of a bad dice roll is going to hurt.

I am interested to see whether everyone's assessment of cards has changed in a few months time once we have a couple more adventure packs out. Who knows, we might all be complaining that armour is OP :-).