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We ran a couple of games with 7 players and with the standard number of locations and blessing deck it was okay. Our only concern was it caused players to have very limited turns. When we played it on a lower level the game was screeching to a halt and was rather boring for everyone. At higher levels it was a lot better because of the number of powers.

We tried playing it with additional locations and 5 additional blessings, the additional locations we added was a homebrew "Generic Dungeon", which had 1 Weapon, 1 Blessing, 1 Armor, 1 Item, 1 Spell, 1 Ally, 1 Barrier, 2 Monsters, 1 Henchman/Villain which had the closing condition of "Draw a random monster from the box and defeat it".


I'm homebrew-modifying the Cure-type ability of a cleric player we have and the base character he's using is Tarlin from the Cleric Character Deck. I wanted to get your opinion on which of the two is better in terms of balance/play-enjoyment?

(A)
Once during your turn and before your first exploration, you may reveal a weapon that has the 2-Handed trait or a blessing to choose a character at your location. Shuffle 1d4 + 0 ([ ] +1) random cards from her discard pile into her deck, then discard the card you revealed.

(B)
Once during your turn and before your first exploration, you may reveal a weapon that has the 2-Handed trait or a blessing to choose a character at your location. Shuffle 2 ([ ] 3) random cards from her discard pile into her deck, then discard the card you revealed.

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NOTE:
The idea is we wanted the cleric to at least be allowed to explore even if he needs to heal another player using his natural healing abilities and because of that, we decided to remove the sacrifice of and exploration but penalize the number of healing the cleric can give.

Thank you!


I started playing Rise of the Runelords in which I noticed Clerics has the "Instead of your first exploration, <do something> <do healing>" abilities and it did carry to the Warpriest of Skull & Shackles but it was dropped when the Cleric character deck was released and even for Wrath of the Righteous base set. Are there reasons for removing this kind of ability is it is considered to overpowered, removed for balance concerns?

I did a couple of customization to existing characters when we played RotR in which the "Instead of your first exploration" we changed it to "At the start of your turn" and made it in a way that you can discard any card. We found ourselves too reliant on that skill and I believe it made the game easier for us. So right now, we are currently playing WotR, we tried using the ability as written and we found out that the "Instead of your first exploration" was rather off-putting for the healer player since he is not able to do anything aside from healing other players and we are concerned for his enjoyment of the game.

I wanted to ask (if it's possible) the design reason why the "Cure"-type ability was dropped for future characters. My purpose is I would like to homebrew-change the existing "Tarlin" character, but I do not want to make him super-OP in healing because otherwise the player will choose Damiel (and that opens a whole lot of canned worms).

Thanks!


So for past few weeks I have been asking about what character to play in our session of Wrath of the Righteous, fellow members pointed me to the gnome summoner, Balazar. As I am reading more about him, I too find him interesting because he fits right up in my alley as a STR character (or at least someone who can fight), but I am torn between what instance of that character to use.

Can you help me understand the differences of the two iterations of Balazar, The Summoner (from WotR and from Summoner Deck)? A comparison review, if you will, where one is better than the other and vice versa?

This goes for his eidolon, Padrig as well (since I learned you can mix-and-match the Eidolon (Padrig) with the character card (Balazar)).


Thanks guys, you're all awesome! This thread is most helpful.

Yes, for Damiel, I was planning to add boons from RotR to augment the number of potions that he can use. We also have a couple of Character Decks (Fighter, Cleric and Barbarian) and we added some of the helpful boons from those sets to add more "contested" boons like Melee weapons, Allies and Blessing (if the set already has that boon, we stick to that number and when a player gets that card, he is handed a copy from the CD instead.)

For Crowe, I was really just set on playing a Melee Fighter that can go multiple combat and wreck monsters since I originally played a Barbarian (Osteg) on RotR and I really like the simplicity and fun of just thrashing monsters.

As for Balzar, I read a bit more about the Summoner and he does seem super-beastly even at the early game. I never got it at first when I first read it that when Padrig gets displayed, he never leaves the field after so that is a plus! And with the discard-a-spell for a monster card, he basically gets d10(+2) + d6 + d4 + AD# as his combat die, am I correct? And if he wins, he basically gets the d4 back. WOW!

But he does have that 6 card hand-size that makes me super afraid of getting hit... hmm, I will give this one a try nonetheless. INT + Arcane are what we are technically missing (He can also do Fortitude, Strength, Dexterity and Constitution if I choose Eidolomancer, so LOL).


Thanks elcoderdude and Longshot11.

Looks like Gunslingers are out.

As for the Summoner, I don't like playing support and I feel wouldn't be good at it too since I REALLY like fighting monsters in this game and with my last experiences with Arcane casters, I die like crazy (Wizard, Sorcerer, Arcanist). Looks like Crowe is a good choice for me after all since I do plan to get his ARCANE +3 ASAP.

But I want to get some clarification with "Intelligence in WotR is next to useless", does this mean there are very few locations that closes with INT?

I took to looking at Damiel because I can pack myself with as many potions as possible and healing potions are recharge to use for me instead of getting banished (the cleric don't need to worry about me).

Now the current dilemma seems to be if I choose Crowe I would be competing with both Tarlin and Alain for 2-handed weapons (Alain would be getting polearms).

Is the Arcane Skill that Crowe will provide outweighs getting INT/DEX (Disable) from Damiel? Since we haven't started I did not study the Mythic Path and Location cards. (Somehow I feel it's cheating, but I think I can read Mythic Paths but not location and scenarios.)


Hi Everyone,

We're getting ready to run Wrath of the Righteous and we're finalizing our characters, originally I am to play Crowe the Bloodrager but after looking at other player's characters, I decided to move to a character that can handle INT skills.

Btw, here is the team:

1.) Hunter (Adowyn)
2.) Cavalier (Alain)
3.) Cleric (Tarlin from Character Decks)
4.) -- my character --

Looking at the skill set we lack an INT based character, I decided to choose between Damiel (The Alchemist) and Skizza (The Gunslinger) because I want to able to wield a weapon and be combat-ready at all times (I tried an arcane caster twice, but I keep dying, so arcane casters may not be the best for me, so a DEX/INT became my choice).

Additional caveats:

If I were to choose Damiel, I will play it using only boons I have for "Wrath of the Righteous" and "Rise of the Runelords" (for additional potions/alchemical brews -- I notice it doesn't matter what the potion is, his bombing-skill still works), but if I were to choose Skizza, I would need to purchase the Gunslinger Deck (I'm not thrilled in getting one yet). I can play those two character since I can print their character sheets (we play using paper-printed character sheets instead of the cards).

What difference do these two characters offer? What would be the best character for me to play? My temperament as a player is I like combat and fighting monsters, I like to keep playing blessings/items/allies and would like to refresh my hand often. I prefer the Barbarian, Fighter and Bloodrager classes, but I am forced to do another class to accommodate the party's needs (and try something else).

Feel free to ask me other questions if it will help you (and me) in finding a better character for me to use.

Thanks!


For now this is specific to Alchemist Deck - Damiel's ability, but I would like to expand this question to other relevant cards:

"You may discard a card that has the Alchemical trait ([ ] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([ ] or your Strength, Dexterity, or Constitution non-combat check)."

My question is, do you add bonuses you have on your sheet to your Intelligence when using this ability?

Is this the same for any ability that reads like that from cards and other characters or is this unique to Damiel? (I read the Longbow added only the Unmodified STR skill).

i.e.

I'm playing on the 3rd Adventure, Damiel has a +1 on his INT and +1 on his Dex. I encountered a monster and I have a dagger and a potion I can use. I use the ability and reveal the dagger, so my die rolls would be

d12 + (1) + d10 + (1) + d4

correct?

Thanks.


Hi,

We just finished our Rise of the Runelords game and we had a great time playing it, now we moved to Wrath of the Righteous. We decided to add some of the good boon cards like weapons and armor to the WotR since we're playing three 2-handed weapon users.

My question is, on your opinion: When is the best time to include the Loot Cards from RotR, as additional loot to their respective Adventure Number or include them in the box to find randomly? As additional challenges? Has anybody else done something like this, how did you do it?

Thanks!


Hi guys,

My question is more about the RP elements specifically the background of a Bloodrager PC. I hope I posted this is the right section.

Bloodragers seems to be closely related to a Barbarian character because of it's usage of rage in battle, but does it mean that Bloodragers are just barbarians with magic? Does a Bloodrager PC always have to start their life in a savage environment with the typical tendencies of a brutish character?

Can a future bloodrager come from a city background, and in fact is either training to be a sorcerer/wizard (studying in the local magic academy) or like a fighter (learning under the city's master-at-arms) or like a monk or a samurai (started his training in a monastery) before discovering his Bloodrager abilities and then moving out to learn more about himself (or finds a teacher that directs him/her to better understand his Bloodrager gifts)? Would it be okay for that PC Bloodrager to don clothes and observe traditions of a class that is not the typical barbarian character, like him typically wearing what could be described as a samurai's hakama or a fighter's cloth tunic and leather armor instead of furs, hides and bones?

Or does a Bloodrager fall into the category of a savage brute who does tons of damage and nothing else or they can be played in slightly different way?

Thanks!


Thanks for the reply guys. I appreciate it.

I made some changes to the powers based on the initial comments I've received, and from the suggestion of a buddy of mine I gave each ability code to better identify them. :D

Here are the updates I made to each of the abilities based on what I got from this thread so far.

Basic
{B-1} At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
{B-2} When you are dealt Combat ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3).
{B-3} You may bury a card to add 1d12 ([] +1) to your Strength or Constitution check; If you fail, you may discard it instead.

Wanderer of the North
{W-1} At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
{W-2} When you are dealt Combat ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3).
{W-3} You may bury a card to add 1d12 ([] +1) ([] +2) ([] +3) to your Strength, Melee or Constitution check; If you fail, you may discard it instead.
{W-4} [] You may move to another location at the end of your turn.
{W-5} [] During your exploration and you encounter a card with the obstacle ([] or trap) trait, you may recharge a card to add 1d6 to your roll to defeat it.
{W-6} [] You gain “Survival: Constitution + ([] 2) + the number of buried cards under your character.”

Executioner

{E-1} At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
{E-2} When you are dealt Comb9at ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3)([] 4).
{E-3} You may bury a card to add 1d12 ([] +1) ([] +2) ([] +3) to your Strength or Constitution check; If you fail, you may discard it instead.
{E-4} [] You may discard an ally ([] or item) to draw a weapon card from your discard pile.
{E-5} [] If you fail a combat check by 4 or less, you may discard a card to re-roll one of your lowest die, take the re-roll’s result.
{E-6} [] If you have three or more cards buried under your character add may add 1d8 to your check when using a weapon to defeat a henchman or a villain.

To further expound on the reasoning of each ability and it's flavour I will to explain the powers.

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{B-1}{W-1}{E-1}
The idea here is the Barbarian decides to temporarily ditch "crutches of civilization" and go on "Unburdened". He heals himself through asceticism (making himself pure), but at the same time he loses any form of offence or extra exploration. So only gets to explore once during that turn.

This also allows the Barb to rehash his hand in case he doesn't have good cards.

This power is designed to be useful only during the early turns (2nd to 3rd turn) as late turns would make him useless in the only thing he is good at (fighting).

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{B-2}{W-2}{E-2} {B-3}{W-3}{E-3}
Are copied directly from the Ostog character from the Barbarian Character Deck (I really like the abilities).

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{W-4}
The purpose of this ability is to hand his/her teammate gear (specifically weapons) before journeying to another location. I modified the ability from it's original text since when I reviewed the rules, the original text of the power will not work for my intended purpose so I simplified it.

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{W-5}
The original idea is that the barbarian is a veteran nomad and his travels have provided him with vast experience when dealing with barriers he may encounter (like traps and obstacles). The original idea was he gains a bonus die (1d6)+(number of buried cards) in defeating traps and obstacles, but a buddy of mine pointed out that this maybe too strong as he basically supersedes the Rogue when it comes to opening traps and locked areas. So I relented and made it to only obstacles, which is redundant for him since some obstacles can be beaten by Strength and Constitution, and one of the requirements is to discard a card (painful for Barbs). The third iteration had me thinking maybe he can just "avoid" the obstacles (and I re-added all barrier types), since as a veteran nomad, he would be able to sense that it's a trap/obstacle and find another path instead of taking it head-on. That is the version you see on the first post. This next version now just handles obstacles, and made the payment a re-charge but now the die is just a simple 1d6 and only for obstacles so it wouldn't be too OP for the character.

But now, looking at it, I went back to the first idea. :S
I'm confused on how to deal with this ability, IMHO.

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{W-6}
This power is to just add flavor to the "Veteran Nomad" character by giving him survival bonus that takes both a strong skill for the Barb + the number of buried cards (to add a build mechanic to the character).

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{E-4}
A flavor power just to re-enforce his "killer" persona by ensuring he can retrieve a discarded a weapon by sacrificing other cards.

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{E-5}
The power was added to even re-enforce his "killer" persona by mimicking the power of some of the weapons available (like glaive) and allowing him a re-roll in case he misses the check by 4 or less. This was toned down from the original "6 or less" range. Interestingly, this makes the Barbarian dislike getting help from the Ranger and Fighter since all they add is an additional 1d4. The barb will try to play high dice for attack rolls to maximize this ability.

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{E-6}
When I started designing this Barbarian I often thought of making buried cards matter to the build. I often find myself using that ability only on the latter turns, especially when going for the kill. This {B-3}{E-3} could be so much more if I added a mechanic that would have the player try to bury as many cards as possible for the Barbarian. Hence the design of this power.

Originally it made the player discard the buried cards and had the player add 2d10 to a roll. The Barbarian now needs to rebuild the number of buried stacks to try to reuse them again, but I felt discarding made it too OP since a healer teammate can have the cards reshuffled back to the deck, there's no "finality" with the decision to bury the card. I tried adding a "Use only once per scenario" but I felt it's too much of a cop-out. Banishing the buried card feels as though it has too much "finality", it does require the player to have a better strategy when setting up the stacks, but if so, the bonus should stay at 2d10... but.... 2d10 regardless of the requirement to get there is still too OP. So I made a decision to drop the bonus to 1d8 and have you able to trigger it only when you have three or more stacks plus the fact that it is only for Henchmen and Villains and only when using a weapon, which now I feel made it a (more for me at least) a fairer power and goes with the flavor of the character.

--------------

What do you guys think?


What do you think of this custom character I've made?

The basic template comes from the Barbarian build "Ostog" but I tweaked it a bit.

[BARBARIAN]

STRENGTH d12 [] +1 [] +2 [] +3 [] +4
MELEE: STRENGTH +2
DEXTERITY d6 [] +1 [] +2
CONSTITUTION d8 [] +1 [] +2 [] +3 [] +4
FORTITUDE: CONSTITUTION + 3
INTELLIGENCE d4 [] +1
WISDOM d6 [] +1
CHARISMA d6 [] +1 [] +2 [] +3

WEAPON 6
SPELL -
ARMOR -
ITEM 2
ALLY 3
BLESSING 4

Hand Size 4 [] 5
Proficiencies - Weapons

(1) At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
(2) When you are dealt Combat ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3).
(3) You may bury a card to add 1d12 ([] +1) to your Strength, Melee or Constitution check; If you fail, you may discard it instead.

ROLES:
"Wanderer of the North"

(1) At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
(2) When you are dealt Comb9at ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3).
(3) You may bury a card to add 1d12 ([] +1) ([] +2) ([] +3) to your Strength, Melee or Constitution check; If you fail, you may discard it instead.
(4) [] Before your first exploration, you may roll 1d6, if it’s result is ([] 4 or) 5 or 6, you may move to a different location.
(5) [] During your exploration and you encounter a barrier card, you may discard a card, if you do so, separate the top 2 cards of the location deck and shuffle the barrier card to the location deck, put the separated cards on top of the location deck afterwards. Ignore the barrier’s if undefeated effect.
(6) [] You gain “Survival: Constitution + 2 + the number of buried cards under your character.”

"Executioner"
(1) At the start of your turn, you may recharge 4 (or [] 3) cards from your hand to shuffle one random card from your discard pile into your deck.
(2) When you are dealt Combat ([] or any) damage, you may recharge a card to reduce the damage by 2 ([] 3) +1.
(3) You may bury a card to add 1d12 ([] +1) ([] +2) ([] +3) to your Strength, Melee or Constitution check; If you fail, you may discard it instead.
(4) [] You may discard an ally ([] or item) to draw a weapon card from your discard pile.
(5) [] If you fail a combat check by 6 or less, you may discard a card to re-roll your lowest die, take the re-roll’s result.
(6) [] If you have three or more cards buried under your character you may add a 2d8 + 2 to defeat a bane. Use this ability only once per scenario.

What do you think? Are the powers "fair"?