Irabeth Tirabade

Quiet Crocus "The Forest Jade"'s page

60 posts. Alias of Oceanshieldwolf.


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I'm also waiting for the card list, the one with of all the boons in the set (including the future expansions), before I even open my box set. Can I get an idea how soon it will be ready to be downloaded?


Is there any word as to when the PDF of the character sheets and card lists might be available for this set?

Goblinworks Founder

Sir John Cabot wrote:

I have downloaded the installer 3.1. Uninstalled the original. Windows doesn't recognize the installer file. tried to run instead of download. still unrecognized file. Tried doing both with original Alpha installed. same result. Original alpha hangs at "Waiting for character..."

so help?

When I went to download it, I noticed that it was putting .1(1) as the program type which Windows doesn't recognize. During the download, I changed the "File type" to "All files" and added .exe to the end of the file name.


I wanted to share with everyone how I play. I've been playing at work during breaks. The problem is when you only have 15 minutes (more for lunch), how to play before needing to clean up for the end of the break.

I created cards using poster board in sets of 4 and label them Hand, Deck, Discard, and Buried. These cards are the same size as the game cards. I give a set to each player (I made 6 sets and keep the unused in the Character Add-on box). I also created one labeled Next and a blank one (more on this one later). At the end of the break, each player collects their cards separated by the cards that I created and the next player gets the Next card. Everyone's decks gets put into the box in the spots for character decks.

I pickup the scenario starting with the blank card (so that no one can see the bottom card). Next a location deck with the character token card (we use the pre-painted minis so these get swapped in) and finally the location itself on the top. Repeat for the remaining locations. Then the Blessing discard and the Blessing deck. Finally, the Scenario, Adventure, and Adventure Path (if used) cards on the very top. This gets put into a Magic card deck box and placed in the game box.

Lastly, I gather up the dice (I have multiple sets) and the minis into a sandwich bag (this makes setting up easy because you just pour out the contents of the bag rather than digging out the individual die from the box). The bag goes into the game box.

Setup is just the reverse. Give each player their decks and pour out the dice and minis. Set the game out starting with the Adventure Path, Adventure, and Scenario cards and continue through to the last location (switching out the character tokens for the minis as you go). The person with the Next card starts to play.

I've gotten where I can put away the game and setup the game in about 1 minute.


To extend your thought, what if you are Kyra and need a spell, but all your team-mates have are Arcane spells for trade. Are you required to take one of those?


That is what I had indicated in a previous comment earlier in this thread, but the conversation keep making this topic murky.


Let me throw out a scenario then: I'm running The Poison Pill scenario and to close the General Store, I need to banish a card and I decide to banish the Wooden Shield (because who would need one of those). Now for the rest of the scenario (both before or after the discard), by either closing a location before an armor appears or by just bad luck on the part of those trying to acquire an armor, no one has an extra armor to give me. Am I supposed to start my next game with only 14 cards?


Maybe the post that you were looking for was in the product discussion for the Base Set where Vic said:

Vic Wertz wrote:
Things are looking very good for another AP, which we intend to handle much like this one: A new Base Set, Character Add-On Deck, and six Adventure Decks. You'll be *able* to combine cards from different sets, but you won't *need* to (and you might not really *want* to—the flavor of each AP will generally remain more true to the source material if you keep things separate).


I'm trying to fully understand what is being suggested here. Are we only talking about not being to trade one card for another (from the box) between scenarios? I can understand trying to get rid of cards that you can't use; in the earlier example, you got a spell card and can't keep spell cards. If no one else needs that card, to just put it back in the box. Also, I would presume that if you used (banished) some your items cards, you should be able to pull from the box get back up to the number required for your deck (using the card rules for starting a new character at your current adventure level).

In summary, between scenarios, you can discard down to your card list or take cards to increase up to your card list, but not exchange cards with the stock in the box. Correct?


Thanks Mike for your answers. I'm looking forward to finally get to play it.


Mike Selinker wrote:
Belky wrote:
Ok, now that I've had time with the Rise of the Runelords Base Set Character sheets and the Rule Book; I have a question about one of the rules. The rule book clearly says "you must check the unchecked box farthest to the left before you can check subsequent boxes". On Lem and Lini, their "Proficient With" has 2 check boxes (Light Armors and Weapons). Does this mean that you must check Light Armors before you can get Weapons?
No, those are separate. We may have to FAQ this, but basically we mean "In a connected set of boxes, check the left one first, then proceed to the right as appropriate."

I had hope that was the case. So, now with this answer, I went back to the character sheets and found the following with Amiri "You may bury a card from your hand ( or the top card of your deck) to add 1d10 (+1) (+2) (+3) (+4) to your Strength, Melee, or Constitution check." This would mean that I could choose "or the top card of your deck" at any point in picking up the pluses or not at all and still get the pluses. Correct?

Edit: Found another one. On Ezren, it has "Add 2 to your Arcane check with the Force ( or Acid and Cold) ( or Electricity and Fire) trait(s)." Does this mean that I can get "Electricity and Fire" before "Acid and Cold"?


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Ok, now that I've had time with the Rise of the Runelords Base Set Character sheets and the Rule Book; I have a question about one of the rules. The rule book clearly says "you must check the unchecked box farthest to the left before you can check subsequent boxes". On Lem and Lini, their "Proficient With" has 2 check boxes (Light Armors and Weapons). Does this mean that you must check Light Armors before you can get Weapons?


I'm glad that you decided to put the character tracking sheets in PDF. Now all I need to do is wait for the remaining characters to come out as WizKid miniatures (I've got all 7 that have been released so far) so that I can use them instead of the tokens. :)

Edit: For some reason I missed Amiri and Harsk. I've got all 9 that have been released so far.


I'm guessing that the Base Set's classes are Fighter, Wizard, Cleric, and Rogue.

When this is shipped, will the game rules be made available as a downloadable PDF (added to the purchaser's account)? I'd like to get my hands on the rules as soon as I can so that I can be ready to play once the cards arrive.

Goblinworks Founder

I've taken the time to read the blog and then this message board. I like some of what I heard, but I have some reservations with others. I like the merit system and if I raise the skills required to achieve it that I should get it. I don't like the fact that in the first 2.5 years, I get a desire to play like a rogue while working on my fighter that I would get penalized and not get my fighter capstone. In addition, what in the world would be challenging to a capstoned fighter, wizard, cleric...20/20/20 (after 7.5 years of play of course)?

Here are my suggestions:
1) Define skills that make up a class. e.g. Fighter might be...melee weapon, shield, combat awareness, defender, and fighter skills and cleric might be melee, shield, religion, healing, and cleric skills. By raising these skills to a certain level grants you level 2 fighter merit badge. One or two of these skills are fighter specific, but a few can be used in another class. After you finish raising a fighter to level 20, it will be easier to raise a cleric to 20. Next, raising a paladin would be even easier.
2) Grant anyone that earns a level 20 merit badge, the capstone skill.
3) Allow only a max of 20 merit badges to be active at any given time. This will limit the max level of anyone in the game to level 20. Whether it is a level 20 fighter or a level 10 fighter/10 cleric that is all you can ever be.

Before everyone starts to yell, let me explain. Let's say I work towards getting my capstone in fighter and achieve all 20 fighter merit badges. Now I want to work on levels of cleric. I inactive my level 20 fighter merit badge and activate a level 1 cleric badge. Now I'm a level 19 fighter/level 1 cleric. I can start to work on cleric skills. I get my cleric skills to the point that I can get the level 2 cleric merit badge and can no longer work on improving to level 3 cleric. I would have to inactive level 19 fighter merit badge and now I can active my level 2 cleric badge. I am now a level 18 fighter/level 2 cleric and can resume improving my cleric skills. Eventually, I can get to the level 20 cleric merit badge and get the cleric capstone. Also, at any point...lets say I am level 10 fighter/level 10 cleric and I feel like doing something with a capstone fighter, all I would have to do is inactivate my cleric merit badges and activate the fighter ones (which I had already earned) now, I'm a level 20 fighter with it's capstone for the evening. I can't work on cleric levels, but I will be having fun bashing monsters heads in for a few hours.

I like this method because it doesn't penalize you for achieving a few levels of another class as you are working on your skills. Let's say you start and get level 1 fighter and level 1 cleric merit badges. When you get to level 19 fighter/level 1 cleric, all you would need to do is inactivate the level 1 cleric merit badge and then be able to earn the level 20 fighter merit badge and capstone.

I know this is long and I hope that I explained my thoughts well enough.