My experience with a 5 player game was people spread out as far as possible. At one point in our game the power would have hit a max of 4 characters.
The idea of the party stacking up in a few locations is a new one on me. Care to elaborate on why?
I think Kyra can with her power, but that's about it.
So, to clarify (this actually happened in a game last night): if I begin my turn at the General Store and (before I take my first exploration) use Detect Magic, find a spell and choose to encounter it, I either cannot take advantage of the General Store's ability to "explore again" if I didn't encounter a weapon, armor or item because I haven't already explored once and thus the "again" clause isn't met, or I can use it but if I do then I have forfeited my free exploration because it is no longer my "first exploration of the turn" - is that correct?
I think the reason general store doesn't trigger on Detect Magic is because DM doesn't actually say explore on it. It's in the FAQ actually. It's in "I'm just generally unclear about a lot of things. Can you help?" under "If It Isn’t Called Something, It Isn’t That Thing.".
A check is the target you are rolling against. A die is not the same as a skill, but a skill can be a die plus a bonus.
When a weapon says to roll your melee die, you use what is defined by your melee skill, the die for melee here being defined as strength + 3. Basically the melee skill on Valeros always grants at least a d10+3 when used for a check.
If a check required your strength die, and you had strength+1, you don't lose the +1 just because it said die and not skill. If you used melee in that case the pluses stack, so it would be d10+4.
As far as I know the cards usually reference rolling dice and not skills, which by this interpretation would make every bonus useless.
Charles Scholz wrote:
Under the official rules your second statement is the correct one, you can't just raid the box anytime you want. You're free to fish it back out of the box no matter what, but it's a house rule at that point.
I agree with this rewording. I've been playing these cards wrong as well. The implied context that another player could not benefit from these cards was not clear at all.
Nope, you played that wrong. Only the cards with "then" checks can be attempted by multiple characters. It sucks too, getting hit with a trapped passageway while the wizard is exploring, for instance.
Now the card in question can be attempted by another player, but not on your turn. They have to wait for their turn to take a crack at it.
Also yes to the blessing question, but usually you can't re-encounter a failed bane that way.
Edit: I should really consolidate my thoughts before hitting submit.
Captain Bulldozer wrote:
Vic just replied to that thread clearly ruling that no, the crown does not add it's traits since it can't be played until the "Play cards and use powers that affect the check" step. I'd assume the cards your thinking of would fall under the same ruling.
If you are going to do that then I would suggest you make up 8 charators with cards instead of the normal max of 6 charators to make the balance of cards left in the box closer to normal.
Thing is with the 1st copy of the deck I already don't leave any characters built between sessions. At most we've built three characters at one time, so this isn't really going to have an impact in the way you're thinking.
I would not recommend that because you are going to have an abnormal amount of Basic cards in the decks. Limiting you from getting better cards.
This is the kinda thing I was worried about. Still aren't some of the cards in there worth having more of? Especially the amulets for instance?
1. Sajan's power converts your normally Strength-based melee combat check to a Dexterity one. Other than that it's still a normal melee combat check.
So Blessing of Erastil is the one you want, Mike confirmed it.
2. I should think so, since in order to roll the d6, you have to have used the weapon's power, right?
3. Dunno here, haven't cracked open the adventure deck yet.
So I bought the Add-On Deck from my FLGS before I knew about the subcription. I signed up for it in time to get the promos, but now I'm going to have a 2nd copy of the deck. Then I thought, why not just add in the banes and boons? I'm not talking about running with 2 copies of a hero though.
Are there and reasons from a balance or gameplay perspective that I shouldn't have the extra copies in the mix? I know they won't fit properly in the tray, but I sleeved so that bridge has been crossed.
The trade off of this is that my PACG box is full of sheafs of paper recording the state for all the characters of the 4 different groups I play with!
I sleeved my cards, and as a byproduct I discovered that dry erase will mark on the card sleeve and erase cleanly when done. So now I use an app to track the progress of the characters between games and check the card boxes on the sleeve as part of setup when we play.
Same system I guess, but no reams of paper. ^_^
Karui Kage wrote:
Yes but isn't that task easier to do with more players to increase the odds that someone will be able to cover the gaps that some characters have?