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Hawkmoon269 wrote:


But that is just a guess. We shall have to wait and see.

Ahhhhh..The suspense is killing me! =D

Yeah, I realise there isn't any official announcements on the exact mechanics, so I am just speculating too.

It's like in November when your parents told you will get something for Christmas, but you have no idea what.

Can't wait! =)


So...I read through the comments so far, but i am still a bit fuzzy with lots of questions popping up. Will the typical flow of an organised play session for 4 players be something like this?

The organiser brings his S&S base set out, and prints out the campaign.

All players whip out their class deck boxes, and look at their "check list" that they have unlocked so far.

They take out the boons that they have unlocked but not gained into their player deck yet.

4 sets of ungained boons get shuffled into the base deck of spells, items ...etc...

Set up location decks as according to the print out.

Play as usual. Attempt checks to gain boons.

Finish scenario, players reset their deck and swap cards in and out of their decks to make the card type limits.

Redistribute the 4 sets of ungained boons from the box to each player.

So a few questions:
What if a rogue wants a fighter's unique boon?

What if each of the 4 players all use different card sleeves? FFG, Alchemy Supply, Mayday Games, no sleeves, opaque vs transparent backs...

Or will the process be as such:

Setup base set without mixing in any cards from the player deck.

Players split out their character deck, as well as not acquired but unlocked boon decks according to type at their own side.

Fighter encounters a weapon card that is from deck "2". He now has a choice to either roll to acquire the "2" card, or to substitute the encounter with a random weapon class 2 card from his deck of unlocked cards.

Fail/gain normally.

At the end of the session, the player will need to return any cards he looted from the organiser's set back to the box. Will he be able to substitute of these organizer cards with a random unlocked card of the same type in his boon deck?


The Morphling wrote:


4. Screw Sirens and Satyrs.
This isn't a question. I just absolutely hate those things. All of my characters carry caltrops just to defeat them. It is so incredibly annoying to run into a nigh-unbeatable monster simply because you're not allowed to use Combat against it and your party doesn't have high wisdom.

Yeah....wait till you see

Deck 4 spoiler:
harpies and the locations


From your comments, it seems like Deck 6 was tweaked with the changes that many were asking for before mid point?

Wonder if it is a good representation of the improvements and rebalances to S&S. =)

Makes me itch to get subscribed!


I am still feeling mighty salty (harrr...a pirate pun eh?) after failing two scenarios in pack 4.
While it seems "luck" is just bad on our side, Just want to check if these happen to everyone once in a while, or our approach is somewhat wrong?

Scenario 1:
Failed due to rolling one less than the required check, and running down the blessing deck.
We passed it on second try with tons of time to spare.

Scenario 2:
Failed due henchmen/villain being right in the bottom of the deck across most locations, ran out of time.

A quick layout of our team thus far:

Kyra (me!): Healer role card
Max Wisdom (+4)
Focuses on cures (no luck on drawing better cure spells yet), Aid, Swipe, Inflict X 2, cure

Merisiel:
Dex (+3), Int (+1)
Focusing on locations that spawn nasty mobs, trying to clear location close checks, and doing ranged/dex damage.

Seoni:
Max Charisma (+4)
The party pew pew pew machine. Might be even throwing out discards to do damage rather frequently.

A) Aiming to never fail combat checks with normal mobs

Our approach so far has been to buff all combat encounters till we get a good 95% clearance. But this means that our damage reduction items and armour have been collecting dust, discarded to be use as spells, or even just block flimsy (on X event, take Y damage).

I have recently used the heavy armour card from Kyra to reduce damage zero for the first time in the entire campaign. With the way I play, having 2 armor slots is really wasteful and could have been better if they were spell card slots.

When I see that some new power feats mitigate damage, I start wondering if our approach was wrong...

Is 95-98% pass rate too much? Should we just fail a few more once in a while and hope that our insane deck shuffling skills get the henchmen/villian to the top?

B) Wisdom checks everywhere!

I am just rather relieved that I switched to Kyra mid campaign, because we saw a gaping hole on Wisdom checks in Deck 3.

In deck 4, it seems very unbelievable to have that many wisdom checks. Harpies, and even an location requires you to have "max" wisdom in order to prevent bury.

I know that the rulebook says to swap challenges out if they are too tough, but this seems a bit too much when we had to dump blessings for the Harpy Monks encounter check.

(And also darn the strength 10 check to close location)

C) Party composition.

Should we have used 4 characters instead? I am thinking if I should have added a str-character like Amiri and/or swap to using Lini instead of Kyra. This is so that we could cover a wider range of non-combat checks, and a more focused healer than Kyra.

Was a +4 wisdom a bad mistake for Kyra who is supposed to be a melee+heals instead of pure heals? I did'nt really believed in improving a D6 str die, so i went full caster.

Is 3 players a "rough number" to be at? I think most games a "good sizes" and "bad sizes", is 3 a slightly rough one for PACG?

D) Regrets
If there are a few points we could have done better, can we re-assign card/power feats in between games?

How do I add/replace characters in this case? I did it with Kyra in Deck 3, and it has been a uphill climb to bring her up to par in terms of card quality.

Should I make Kyra slightly more melee capable?

Should Merisiel do focus a bit more on items ? (now at 7)

Should Seoni blow up less discards and focus more on spells first, then on discard if she has no spell cards left? (We currently do discards to save big damage spells)

Very sorry for extremely long post! Welcome any gameplay advice and tips =)


I would prefer to add Emerald Codex it to Kyra if I could:

Current party:
Kyra (Healer, full on wisdom, spells, no buff to str dice at all, 5 max spell cards.
Merisiel
Seoni

This is as I have already expanded my hand size to 7, and I still don't get cure/inflict spells as frequent as i prefer.

Because my other two party members discard cards almost every turn to do damage/bless, these heals are rather crucial to have.

I could sacrifice the two weapon slots to be a full caster, I would.

My next second choice would be to give it to Merisel, so that she gets 3 extra divine spells, hoping it will be either heals or aid.


Mike Selinker wrote:
toferyo wrote:

Hey Vic, just got into this game, and it is fantastic. I've read most of these post and skimmed a bit, so, I know that the two base sets will be backwards compatible and all, but will it be feasible and designed into the game, that we will be able to play straight through Rise of the Runelords and S&S with the same persistent characters? As in, will the mechanic work for maybe calling S&S "Adventure 1" essentially "Adventure 7" and adding that number for monster difficulty etc? I am thinking there might advanced character cards printable online to further increase skills etc beyond what is on the cards already (increased level cap)?

Thanks in advance. This whole adventure card game sure is getting epic.

I would not recommend doing exactly that. You will be so powerful at the end of Runelords that you will destroy adventure 1 of Skull & Shackles. But you can use characters from one game in another a long as they are at an appropriate power level.

We're saying a lot of things about the Skull & Shackles set, but you guys should be aware that it is not fully designed and a lot can change over the next few months. So just please be aware that holding us to specifics at this early juncture is not something that's going to produce a lot of fruit. We'll have in-depth coverage of what Skull & Shackles is really about in a few months. For now, there are more Runelords to fight.

Mike

My friends and I would strongly prefer an option to carry our characters over actually...

Maybe after your team has finished designing "fresh start" balancing, to add an different set of rules for characters from the old campaign?

A few ideas:
More total cards per location, maybe 2X more monsters and traps.
Added amount of locations to open, add in the bosses from before.
New cards that are meant to just make things difficult in a separate booster pack?
Or "When encountering "X", encounter also 'Y'" and other rules like that in a separate reference card.

It's just that we have very fond memories with our legacy characters and want to keep it that way I guess. My friend even decided to call Seoni's power as "throw Sage" because we keep making her into a giant human fireball...


You sir, are awesome!


So the further "bonus" explore can only be triggered off a second event happening at the second explore?

Can I:
First explore: encounter and defeat bandit
Use an ally to further explore

Second explore: I encounter a blessing and suceed the acquisition check.

Use the new found blessing as a second further explore.

Third explore: etc

So my next question is:
I know I can't play multiple cards of the same type, but

Do I really need to draw a blessing in the second explore in order to get one more?

What if I already have a blessing card in hand?

Slightly off topic: lets assume we conclude the above as correct. Wont the rule my friends been using wrongly a good patch to the infinite loop problem?

So far we didn't actually time out before, maybe it can be used in the revised ruleset?


Congratulations on the great gift!!! =D

The box fits, but the inserts don't once u have sleeved the decks.
I have pack 3 now and my monster deck is as thicker than a card length wise.

My first solution to the chaos:
https://plus.google.com/117632632338405092551/posts

I get these plastic trays off the $2 shop, and they fit very well. Only issue with this is traveling, and having to keep it upright.

Second solution is this:
http://www.bcwsupplies.com/products/trading-card-boxes/800-count-storage-bo x.htm

Third solution is a wine bottle box that was used to hold two wine bottles (mmmmm yup =) )


I am currently trying to make Kyra more of a caster than melee, and much more of a healer at the same time.

I put both card feats into spells, so i have two cures and three inflicts...

I focus my stat growth on wisdom so I maximize my recharge chances...

Viable? =x

A D6 str die is really a bit too low, so I usually throw the weapons out if i encounter a mob while holding it.


Throughout the entire game, me and my friends assume a different set of rules for free explores. We have played through Pack 2 and are on pack 3 now.

Our approach is that there can always only be two explores:

1) Your first free explore
2) Another explore given by any power, item, of effects

We take it that the base rule is that one can only "further explore once"
So any other power that triggers this, uses the slot.

Are we right? Or did we gimp ourselves? So far we found this interpretation to be fairly ok.

I guess by adopting this rule, characters cant abuse situations with free explores to melee mobs in a location deck to their death in a infinite loop.


This is my solution:

Google+ link

Got 3 trays (1.5 USD each)and sorted the cards into each "section"

One tray is for the non-shuffles, meaning monsters, hero decks, locations, etc etc, (Also the burnt offerings pack which i have not shuffled in)

For travelling, I can "push" the cards down and they can face flat perfectly and stack upwards instead.

I put a simple cardboard on top, and secure with cellophane tape to the trays. The three trays fit perfectly into the big box, and I can just put my add on boxes in also just for keepsake.