Either way you play it that is a difficult scenario! We played it both ways, and we don't think one way or the other offers an advantage (though our group was ranged/caster heavy, all melee would definitely have a different play experience).
I haven't read that book of S&S, but that basically emulates DR, which makes sense based on the creature.
Yeah, as Andrew said, check your bank records for when you were actually charged, and then start counting the days between then and when your package arrived. Travel time and customs would definitely take longer than the two days it takes for me to arrive at my place from when I am billed (average, it has been as long as 5 due to weekend days, and next day a couple of times, but I only live 180 miles from Paizo).
Idea: Do you have enough storage space for ONE additional adventure case for EACH adventure path in order to store your cards sleeved?
You throw it and the cardboard boxes away. I don't plan on ending up on an episode of Hoarders over 13 cents worth of unnecessary cardboard and plastic just to say I didn't throw away something that I will never use again.
Reynier Otero wrote:
I had a similar issue with mine. I think the columns just weren't tight enough. What I did is a got paper towel and folded it a few times and put it between the insert and the box on the left side. It is practically invisible but pushes the insert enough that none of the inserts slip up anymore so it works for me :D
Good idea, I think I will give this a go. Really the deflection is like 1/32" in the middle that is causing the problems, paper towels should fix it up right!
Oh man, the sky is the limit. The "meet the iconics" posts have always been some of my favorites as they allow us to relate more to the characters behind the numbers. Look at the impact the writeup for Shadra had for so many players. If you or someone else had time to dedicate a few paragraphs each week or every other week to a different character that would be FABULOUS!
On a side note, I would start pushing Erik now to get a couple of comics in the works :)
I have taken to using one of the community created reporting sheets and keeping it in a binder with the rest of my paperwork after each session. If folks choose to fill in the exact card they are taking it would allow for this sort of reconstruction.
I would love to see an app that tracks your deck, both for OP and Adventure mode in case one loses their papers.
Tanis O'Connor wrote:
Easy fix, thanks as always Tanis.
We had two runs at Fishfolk this past week and we lost both times due to running out of turns. We did not have much luck top decking henchmen anywhere around the board, and the closest we got was within 5 turns of defeating the villain due to his special abilities in the scenario.
Curious if this was just a string of bad luck two sessions in a row or if other groups were running in to this same issue.
I purchased 6 dice of each type, and had each of the siz the same color, but different from each other die type. That sounds confusing, but imagine 6 orange for d4, 6 blue for d6, etc.
It has worked out well for non RPG players who are learning the dice, just remind them to grab the green ones when they need to throw d8s.
It was hard to build this set, would love to find a company that made sets in this manner instead of the standard 7 die set all the same color.
The hardest parts for us were the increased difficulty of some of the barriers and the fact that most people had the wrong type of weapons for use against the henchmen. I have run this three times now, and it came down to the last few turns each time. Also strangely owlbeartross has shown up in all three games... he must love coral islands.
Masterwork tools has been the MVP card in this scenario.
Am I missing then that the solution with the new wording should be to always leave one location open, and to have it be the same location each time so that they all eventually flee there?
It seems that it should say that "the villain is defeated but automatically escapes if the other two villains are not at its location" and then you continue along down with the new wording for that to work.
I will chat with you some more once you have tried some OP scenarios, because it is obvious that you have not. Most of the scenarios do exactly what you are asking for, modifying banes to make them harder or requiring more strategy, and in one case printing an entirely new boon card, exactly as you are demanding. All of this is included in the weekly scenarios and do not require wasted resources on the part of Paizo making something that almost nobody would buy. Adding 40 to the difficulty of a card you already have is not variance.
The OP system is not broken, and it does not need to be made harder to make it more enjoyable. Please consider actually playing the game before you continue insisting on how it needs to be changed.
Hard core mode I support, Fantasy Flight Games has introduced this concept as a print on demand product, but it is designed solely for the optional enjoyment of players at home, and has nothing to do with an organized play structure, it just won't ever work.
The model for OP is to get buckets of people paying 20 bucks, instead of a handful paying 300 bucks. There is no way that some people can fairly add cards from their home base sets and be on the same power level as people who do not have base sets at home. Your idea defeats the entire purpose of the class deck system. That is a pay to win system, and would drive away most of the player base.
Because the rules of the OP campaign do not allow you to use any cards from the other sets for your class decks. The idea is for everyone to have access to the same cards without allowing people to buy the base sets to make more powerful characters than the person next to them who only bought the class deck. This is not MTG or Netrunner.
To be honest, based on my local OP community, not one person would likely find this more amazing, enjoy more variance, find it more fun, provide better quality, make it more attractive, or cause more people to play.
I don't want to sound like I am unsupportive of cool new ideas, but this just doesn't seem like something I would ever want to try to run locally.
Repeating the question, have you tried any of the OP scenarios yet? They are very challenging as they are. It is quite likely the hard core mode you are looking for.
If you want to make a custom set and put it up on BGG I would be happy to download it and give it a whirl at home, but there is already a large enough failure rate in OP that something like this seems excessive and unnecessary.
This is beside the point that the whole idea of OP is for EVERYONE to have the same experience. Anything that is not included in the main box is going to only be partially supported, and if one group anywhere doesn't buy in to this optional make-it-too-hard-and-frustrating-to-enjoy plan, the model breaks and you are no longer doing OP.
There is no need for increased difficulty in OP, it is challenging enough as it is. Try playing a 5 or 6 person game of Ghosts of the Deep Myfly and get back to us on how easy you found it.
The only thing that I think would work would be to create special scenarios that are only for cons or game days that offer an interesting scenario reward if completed, but that is a whole different ball of string.
tkpoke, suggestion based on what has worked for me...
I take a snapshot of the chronicle sheets with my phone at the end of the night so I have both a way to easily report them (now not as necessary with the updated reporting sheets) and also to see at a glance who has played what, who can replay for rewards, and who has frequently not gotten a good upgrade so I can defer to them when I play with them and we want the same card.
If you want to track individual cards I think you could ask your players if they would be willing to write in their upgrades as "item 1/handy haversack" for the sake of your photo library. Most of my players are naturally doing this anyway.
I have so many papers floating around that keeping separate sheets for every player myself quickly proved unwieldy. I've reported 15 sessions so far, and this has GREATLY streamlined the process.
Just wanted to share a completely improbable event that happened last night at our PACG OP night.
WesWagner, Xebeche, our VL, his wife and I were playing Nature's Wrath. We built the locations as normal, shuffled them as normal, and began play. We proceeded to draw barriers 8 straight times. On the ninth draw we drew a monster (there were no more barriers in that location) and then we drew 3 more barriers in a row as we went around the table. Growing increasingly suspicious of somehow all of us incorrectly remembering shuffling when we did not we peeked at a couple of locations and found that indeed the locations were randomized, and we somehow shuffled 11 barriers to the top of the deck.
I am curious if anyone who is good at math and has access to the location breakdowns of that scenario can calculate the odds of that happening.
It was downright uncanny...
What happens when you have used up the 10 reserved Paizo ID cards... :)
I am planning on stapling them all together when done, but will not be including extras of the consumable pages. I will either run them on the copy machine or just print more. ID cards live in a separate part of my game binder as they can only be used once and generally get cut out and sent off with the recipient.
In practice, I have been running the scenarios off of my ipad not paper anyway, so the print outs are more for someone who is running a scenario at the next table over, and I am not going to go to the effort of binding them all fancy for a temporary handout.
That said, I am a fiend for coil binding all my stuff, so once I look at your finished product I may redact all of the above and blatantly steal it.