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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.

---

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)).


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!


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"?