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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 =)