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![]() Vesuvean wrote:
So....this thread is 13 months old. They were playing before the 3rd adventure path was released... Thanks for being helpful though :) ![]()
![]() Andrew L Klein wrote:
I dunno if throwing away unused, empty boxes away in favor of a superior storage solution is throwing away pieces of the game. ![]()
![]() Evading summoned monsters is pretty great too, like in the guard tower. We just always have our rogue go to the guard tower and evade every summoned bandit. Makes life so much easier. Also, you never know when you're just completely unprepared and think another party member should take over your location. ![]()
![]() Theryon Stormrune wrote:
Lol yea we were worried about that, but luckily Seelah has a D4 for Dex. Also, couldn't anyone just choose the skill on the card they don't have (Like perception) and roll a D4? Then you can never fail. :D ![]()
![]() In one game we were extremely strapped for time, basically it was Seelah's turn and the last turn in the game in Thistletop Delve. Seelah had no extra explores so the very next card had to be Nualia or we lost. The next card was Ambush. We all moaned and were annoyed that we lost. Then I had a brilliant idea. I told seelah to intentionally fail the check for ambush. Then, we would cycle through the deck looking for the first monster. If we were extremely lucky, we'd flip nualia and have to fight her with -1 on all die rolls. Seelah couldn't have possibly died even if her hand got wiped and so she did it. Luckily Seelah had crazy weapons in hand, deflected nualia's force attack, and proceed to crush her face in, as Seelah is known to do. It was a really funny (and fun) moment! We never thought we'd be using negative card affects to help us. ![]()
![]() If you defeat the henchman, you immediately attempt to close your location as part of the resolution of the check. If you somehow got to move, and that way to move didn't explicitly say "Move at the end of your turn," then I'd say your turn would continue right after that combat check, where you may explore again. Seems legit to me. Now, if you closed the location WITHOUT killing the henchman (empty deck" you could not explore again as you cannot attempt an empty deck closing until after the exploration phase. Finally, if the way you moved said to move at the end of your turn, like RotR's Amiri's power, obviously it would be the end of your turn and so you cannot explore again ![]()
![]() Greyhawke115 wrote:
This wording is much more specific and, imo, handles the situation a little better. But if we make the FAQ change apply to all players as opposed to only the next player, it makes there be a punishment for running out of time, making the game more intimidating. Now the person just hiding with no cards waiting for the time to tick out is at risk. This might make the game a bit more challenging than it used to be, which could be either a good or bad thing. But the rule only affecting a single player just feels unfair, because only one player out of up to 6 is getting hosed. "Everyone go all in for this and we might win! Except you Ezren, you just chill in the corner because you'll die if you play any cards at all even though you're not the only one with a 0 card deck." Its singling out one player for no reason other than they are next in line, and I don't know of any cards off the top of my head that directly punish someone for simply being the next player (Though I've only played RotR so maybe that's just my inexperience showing). If nothing else in the entire game punishes a player for going next, it would seem like inconsistent design. That's just my two cents on the issue. |