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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.
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skizzerz wrote: James McKendrew wrote: MuffinB wrote: ... and you can examine the same card over and over, recharging/using whatever card you have that lets you do it... Sure. Cards don't have memory. They can't know if you're examining a card that you've already examined. Cards don't have memories but players do. I'd view examining the same card repeatedly the same as searching your deck for a nonexistent cohort (see my link above). Perhaps if you place examined cards face-down again that would be fine, but I just leave them face-up so you can always just look at their powers. While that situation is provisioned in the digital game, I don't think there is a rule that says you can place the examined cards back face up (I could be wrong on this, not withstanding that many of us do this out of convenience anyway). The rules state for cards examine then, would be face down, unless otherwise indicated.
In the end, I don't think I can agree with a ruling that bases the mechanical state of the game on the memory of a player. I mean, technically and this is very true in Mummies, if you forget what card is on top of a deck, you can't just peek at it again, you would need to use an ability that let's you look, which could potentially hit a trigger.
Any loot that ends up in a location deck is automatically acquired when explored.
We played it last night and had another question.
Should the on taking damage text that removes boons be for every instance of damage during an encounter?
In example, we faced two enchantresses, which dealt a damage before and after the combat. We played, based on the wording that the unlucky player (who go both of them, back to back) must remove 4 cards from their location and all unoccupied locations. Would that be correct?

Speaking as the Harsk player in question, I had an idea. It's not the most brief of wording, but I double that matters, given what I've seen on OP scenario sheets.
How about instead of Just rolling a D6, it starts at a say D10 or D12? A roll of 1 or 2 summons a monster that the person holding the queen must fight or discard a blessing from the deck (which fits in very well with the shadow deamon rules for this scenario, I might add. Very thematic.) but if it doesn't, then the next turn bump the die one lower (D10 -> D8 -> D6, etc).
Then, reset the die to the highest either when the monster is defeated or give the players a better way to hand off the queen (Maybe instead of an explore, give the card to another character at the same location?) and have the die reset when she passes from character to character (either by the bury cards mechanic or the passing mechanic).
It feels very flavorful to me to have the monsters coming up behind the heroes mimicking chasing them through the castle, then forcing them to hand off the queen and turn to fight.
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Assuming you're talking about Organized Play, I've been told it was a convention specific boon given out to volunteers at GenCon, which allows you to play as Aerushale.
Troymk1 wrote: Since the Starbow has no traits that usually trigger immunities in of itself. I wonder what corner cases are out there that this ability would actually be useful for.
It's a pity, at first glance it sounded awesome.
I wondered exactly the same thing for a while, until I hit the Incorporial Horror (I think it's called?). The one immune to Ranged, which is very bad for an Aerushale that has no non-ranged weapons.
Additionally, is super handy if you or your buddies have things that add to combat checks but which also add a trait that the monster is immune to (often poison).
Wouldn't that remove Demonic Horde and other dangerous banes that scale to the level of the game, Jason?
I believe the organized play rules state that if you encounter a card that requires you to remove it from the game for its effect, you instead draw another boon of the same type and encounter it instead.
Edit: Page 8 of the season of the righteous organized play, "Removing cards from play".
I would argue that such an interpretation would be against rules as intended Longshot, given the nature of the monster.
The putrid ooze doesn't care if you are proficient with the armor, if you throw it in front of the ooze, no matter how much finesse you do it with, it's acid would just eat right through it.
No, because the Armor ability instructs you to banish the Armor, then if you are proficient, you bury it instead. You are still activating the ability to bury the Armor, just changing what happens after you start playing the ability.
Speaking as a member of zeroth_hour's group, I think it would be a solid idea to add some sort of catch to the movement roll, that if failed, allows the character to remain at that half (such as say, 1d4+1 reducible damage or 2 to 3 irreducible damage).
Call it mental anguish to remain steadfast or something, but it would allow players a little more agency in this scenario, be (potentially, if done correctly) flavorful, and not make it much easier.
Additional question: In the super special 6th scenario of Deicide, we discovered that it is possible to use one of the adventure 5 allys to search the location for a villain and put it on top of the deck (and because we can recreate our decks it's not possible to miss it. We don't even need to deal with the harsh penalties to acquire it) thereby avoiding the entire guantlet that seems intended.
In other scenarios like this, the villain tends to have an evade ability to the bottom of the location unless it is the only card left.
I am asking this because I'd actually rather like to do the challenging gauntlet rather than cheese it and it feels like this is not the intended way to go through the scenario.
Not quite.
The Melee: DEX +2 only applies if you are using the *skill* for the check, not adding that trait. However, you will can do slightly better with your rolls.
If you choose to use the Melee skill for your rapier, you are correct that it will only roll you a d4 initially. However, because it has finesse, you gain the Melee: DEX +2 skill.
Now instead of a d4, you roll your DEX die +2, because the power has made Melee a DEX skill for you. So you would be rolling:
DEX die
2d4 : Rapier
1d4 : Master at Arms
+2 : Melee skill bonus
For a total of DEX die + 3d4 + 2
Theryon Stormrune wrote: Also, there are two ways to play Demonic Hordes. One, everyone rolls at the same time and establishes who gets the encounters and go around the table. Or first person rolls, do the encounter then the next rolls, etc.
The second method is harder.
Out of curiosity, why is either valid? My group confronted this issue and determined that the "each player selects a character" clause is an action itself (because it tells you to do a separate and distinct thing) and therefore subject to the "once you start something, complete it" rule.
I'm wondering what the opposite point of view is there.
Sort of an addon question to this...
In WOTR AD4, are locations still Abbysal after they close? The obvious answer seems to be yes, but I wanted to double check.
Character Name: Arueshalae
Role Card: Redeemed
Skill Feats: Dexterity+4, Charisma+3
Power Feats: +1 hand size, Electricity, Fire, and Poison damage dealt to you is reduced by 3 (☑ 5), When the cohort Arueshalae's Gift is displayed next to a character's deck, add 1d4(☑+1) to his checks that use the marked skill. At the start of your (☑ or any) turn,
Card Feats: Weapon+1, Item+2, Blessing+1
Weapons: Force Shortbow +1 x2, Starbow, Deamonbane Light Crossbow +1, Heavy Crossbow
Spells:
Armors: Sniper's Studded Leather
Items: Spherewalker Staff, Fortune's Arrow, Swallowtail Bracers, Ring of Climbing, Manual of War
Allies: Mastiff, Fortune Teller
Blessings: Blessing of the Starsong x2, Blessing of Ascension x2, Blessing of Shax, Blessing of Iomedae
Mythic Path: Mythic Champion
How about "Players must succeed at a number of checks equal to 2 plus half the number of players, rounded down."
That means:
1 Player = 2 checks
2 Players = 3 checks
3 Players = 3 checks
4 Players = 4 checks
5 Players = 4 checks
6 Players = 5 checks
So things are a little tougher for 1 and 2 players, exactly the same for 3 and 4, and a little easier for 5 and 6.
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