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Before Burnt offerings, you "should" have a skill feat.
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Well, you can choose between the 4 skills, but the skill must be written on your character card to use it (not all characters have melee and divine). If you don't have a skill, you can make a check with a d4, and those "subskills" don't depend on any base skill for you. That is to say, a strength bonus can only help your melee check IF your character has the melee skill and it depends of Strength ( ie STR + 2) I'll try to answer all your questions in order 1. You could use any of those 4 skills, difficulty of 7.
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Shuffling the henchmen and villain in the bottom 4 cards of the location is something we're looking into, but not always the last card, especially in a 5-6 players game. And I guess I play in a group similar to TClifford's. We're 4, and it's fairly common to get one blessing from someone else on a check, but not more than one. The only ridiculous "blessing checks" we get are from Sajan, and he's doing it by himself. ![]()
Seoni is very dependant on having combat spells. In our first game with her, using the suggested starting deck, she faced a lot of monsters and never had a combat spell in hand, so she kept discarding to use her 1d10 combat power, and failed some checks, and she eventually died.
Ezren's lack of blessings is though, especially in a small group.
To answer the OP, I think that the hardest thing is to find the best way to play each hero in each situation, but they're all great characters. I'm not sure there is ONE hardest hero. ![]()
I don't have the cards in front of me, but what you must be looking for is : do you need to encounter it, or defeat it. If you need to encounter a monster before you can do something, then the outcome of the encounter is not important. If you need to defeat a monster before you can do something, then if you fail to defeat, you can't do what you wanted to do. It's also important to note that some monster are not defeated unless you beat a check AND a particular condition is met (ie have a certain trait). So in a case like that, you'd have to sucessfully defeat (with special conditions) the monster. ![]()
I think the mechanics work fine as it is. Having less turn per hero on a 6 heroes adventure forces you to team-play. You can't afford your partners to fail checks, so you help them out when needed, and you play blessings/allies to make the most out of your turns. Since you'll play a maximum of 5 turns, you can afford to do so. On a solo adventure, you can't burn through your deck, and the game doesn't force you to. As said before, it's one of the great thing about this game. 1-2 heroes : methodical, slow, wait for your best cards to face what's coming (when you can)
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Seelah is currently "stuck" with an arcane spell because Ezren found a bunch of those, and no divine spells, and she just got an additionnal spell card after Burnt Offerings. We've decided that unless a spell was especially good for Ezren next game, we would not try to acquire any of them, and have Seelah cast the arcane spell so she banishes it after. If we manage to do it, she'll be able to pick a basic Divine spell... a lot of work to play by the rules! ![]()
So far, I went with dex +2 and an extra blessing. Next skill will probably be Constitution, and next card might be item if there's something interesting in AP 2. If there's nothing I want, I'll wait to keep the best chances possible to start with the amulet of mighty fists. I plan on making him a drunken master after AP 3, so I'm staying away from weapons for now, might give him one later down the line, but I'll stay focused on items, allies and blessings for a while. ![]()
I think that for heavy armor proficient characters, being able to ignore pre-combat damage is the most useful the armors are so far in my group. We win most of our combats so far, so actual combat damage is minimal, but the 1d4-1 acid damage from Black Fang or equivalent from Nualia can really mess-up your strategy if you roll a 4, and I guess things are only gonna get worst as we move up towards AP 6. So heavy armor proficiency is a must for those who can have it. It allows you to cycle your deck if you have 2-3 heavy armors in there, and it allows you to ignore pre-combat damage without losing that magic plate mail! ![]()
OK, I understand your point about Lini. Personally, I like starting with the suggested decks, so there is a bigger "deck improvement" feeling. That being said, in my Lini solo game... I still have to find a better spell! I'm midway in Burnt offerings, and still have her base spells, and I'm starting to wish I had grabbed at least one Inflict. So far, I haven't found one divine spell in that game, aside from obe Sanctuary, but she already has one, and it's the first spell I'm getting rid of if I find Inflict or Holy light ![]()
Regarding Harsk, his ability to recharge to help out another hero is nice when you want to cycle your deck, but, in my head, will get used less and less as the game progress and you finally get the cards you're looking for.
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Very good work Fromper From my more limited experience, Lini is a lot more dependant on healing than Amiri. I play Lini solo, and I probably see every card 3 times in a game, that's a lot of healing.
I haven't tried Kyra, but she's next on the list. My friend playing Seelah in our main game is *kinda* hoping he'll die tonight so he can switch character and take Kyra (yes, I know he could switch right now...). Hopefully he'll like her more than you, but I think that having only 3 spells is her downfall. Also, to add to Valeros awesomeness, when he gets heavy armors, it means he can cycle his deck even faster because he can recharge them to get ride of them instead of discarding them. So he can prettt much recharge half of his deck at that point. ![]()
having heavy armor proficiency is useful against all damage, not just combat damage, so if I can keep an armor card in my hand, I'll usually try to, but having 2 at once, especially with a 4 card hand is too much, so being able to recharge one instead of discarding it is great. usually, the problem we have with Amiri and Valeros, is having 1-2 armor and 2-3 weapons in hand... so you can't do much outside of combat. ![]()
After much consideration and weighing the pros and cons , I've decided to sleeve the cards, because to me, the card quality is the one let down of this game.
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@h4ppy the wand is useful in our party for Seoni. She our only character that can defeat monsters that require Magic, and with only 3 spells so far, the wand allows her to have 2 offense and 1 defense spells in her deck.
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So, a scout is a character who can examine cards without encoutering them (mostly arcane spells?), or who can evade easily (Merisiel), while explorers are those who can usually encounter a bunch of cards per turn (Ezren, Sajan, ?) I guess by that definition, Seelah is kind of a scout, but to me not that useful. Does anyone use her examine power on a regular basis? ![]()
Exactly my point, if you had faces the villain earlier, and you knew he could flee to another location, maybe you would have only use your weapon and item, and perhaps recharge any card for 1d6, so 1d12 + 1d8 + 1d6 + 1d4 + 1 It's still a big roll, for only a recharge... But not as impressive, and depending on the villain, there is still a chance of failure (albeit small). I think that's why villains with multiple checks are a lot harder to defeat, you can't simply burn every card you got on one check. Can't wait for AP 6 villains... ![]()
Ranged combat isn't different from Melee combat, or "basic" combat. You use different skills for your check, but that's pretty much it. Some powers could allow you to do something special with ranged weapons, such as Harsk special power. But unless a card allows you to do something more than a combat check for your encounter, you can't do anything else. ![]()
While I too hope for guidelines and tools (blank cards) to help create new characters, scenarios, locations, villains, etc. We have to keep in mind the game hasn't been available for 2 months yet, so, I think it's not surprising nothing has been made public yet.
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