Jenceslav wrote:
So using your terminology, a cost doesnt count as a power? I feel this is not what is referenced in the dogslicer/Valeros first link provided. Was there a newer ruling?
Link
EDIT:
Been a while and for some reason my Search-fu isnt finding what I want. Specifically This is about Zova in Ultimate Wilderness. She has the ability to recharge cards with the animal trait for her STR, DEX, & CON checks. On my STR combat check, I revealed Fire Gecko (add 1d4 and fire trait, but if you fail it has to be discarded). Then I trigger her animal recharge power using the Gecko to boost my combat. Then I fail the check. My assumption is that the card then has two places to go: Discard due to Firegecko and recharge due to her character power. I assume you would take the worst location. There are similar threads with this and Amiri revealing a weapon then buring with character power, and Imrijka revealing a weapon then recharging for her character power. Specifically in this case, I have the power that allows me to recharge animals I use for their power. So regardless it gets recharged. Friend at the table thinks this is different as the power is on the gecko. Since the Fire Gecko power is waiting to see the end of the check, its locked in a limbo and cant be used for anything else. I disagree. Going to go over this with him again.
@Rowen2003 - I feel ya. I have been playing PACG since it kicked off. I have always felt most casters are limited by combat. I think this is a trade off for the Utility they gain from spells. In addition, while spells might get lost on a failed recovery, They still get to be recharged and recycled into the deck on a success. Melee types can get caught with stacks of weapons in their hand and most weapons do not have a recharge option. So they can clog their hand. With some more experience you will see that they did a fairly good job of balancing the game. I would like to see more options like Wall of Fire, Aqueous Orb, Ring of Fire, and Body of Flame added into the game. Its not easy for most casters to get access to several of these spells.
Frencois wrote:
You are right, I misspoke my comment. It was specifically about the bonus melee aspect. I find it strange that the Barbarian and Ranger (historically full BAB classes) get less than the cleric.
This thread was more trying to find if the way the Klars are worded are the intent of the designers. It "feels" like they forgot to remove this wording from the new shields. Since as worded: Amiri without spending a feat cannot utilize them.
If this is the intent due to balance, I get it. It just feels like they overlooked things like Harsk. As typically rangers are one of the staple two-weapon fighters.
Klar wrote: If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. Klar Traits wrote: Shield, Offhand I do not know anyone proficient with the traits mentioned. I would assume that the check to acquire would also count? It list Con/Fort/Melee/Survival as ways to acquire. or does it mean: if you are proficient with the weapon you are using for your melee check? EDIT: Same questions applies to KAZAVON'S SHIELD
The Closing Henchman (Proxy A) is an Ashwing Gargoyle. The Danger is also an Ashwing Gargoyle. I would assume if something causes me to encounter the danger (Ashwing Gargoyle) that I do NOT get a close attempt. I would assume that only the Proxy A version of the Ashwing Gargoyle would allow a close attempt. Are the above assumptions correct? I assume this due to the rules all stating that when you defeat a closing henchman. I would classify the other Ashwing Gargoyles as Danger versions, but its not really clear and could be argued either way.
Just feels wrong. I move, call boon, reveal the card. If its a boon, I get to encounter it for free. If its a Bane I get the free scout and then my next one triggers and i call bane and get the free encounter. This is potentially two free encounters per turn. Curious if there was a corner case rule that i missed that would stop this from happening.
JimmyJinNJ wrote: Thank you all. I had hoped that was the consensus, but the scenario card wording says that the defeated Villain is undefeated when the other two are not also present in the location deck. This seemed to me to create an endless cycle of loss of resources and blessing deck cards/turns. Is is incorrectly worded. They posted an FAQ: https://paizo.com/paizo/faq/v5748nruor1gu#v5748eaic9sj8
JimmyJinNJ wrote: Thank you for your response, but I'm mainly focusing on technical scenario procedure. If she takes on the first Villain and, say, defeats it, does that banish the remaining cards in that location deck? Does that cause added Blessings from the box into the game? etc. If she is the first encountered Villain, then yes. There should be no other villains in the location. Search it to make sure, then basnish all the cards and close the location. Take the Villian and blessings from the box and shuffle one into each open location that was not temp-closed.
This really depends on your group. This thread is over 2 years old so I am assuming this isnt the same party make up that was posted in the original post. My groups have found it beneficial evade bosses if possible to minimize the amount of times they need to be encountered due to the BYA dmg and the fact the check to defeat is not a combat check. Or if we scouted a villain, we avoided the location until the correct person was ready to address that Villain. What I got out of Irgy's Write up two post above is that this scenario is achievable doing any of those methods. Use the one that is better for your group. If you have a bard or Feiya, the "Rolling Method" might be better as you can get support from your fellow characters. My group avoided "Munarei" (the Int-based Naga) like the plague due to use not having a character with a high base INT stat. We needed multiple blessings for our d6 to get a 3d6 average of 10.5. On the other hand we had no issue chasing Selissa or Sarlis around due to most of us having a good Wisdom or Charisma stat. IF you have characters that can easily temp close, then funneling is a good method. I wouldn't burn lots of resources on temp closing. Being all these Villains do BYA dmg, unless you have healing or ways to avoid the dmg I wouldnt chase. If you do have healing/mitigation, Chasing is a very effective Method.
I have played season 1 before. I did not play through the box set for WotR. Though we are mentioning possibly doing that (the box) instead of season 1. I am assuming Mythic Archmage as the ability to get around immunities will be a big deal in that set. If I remember correctly a lot of WotR barriers ended up being combat checks. So the WotR book version is less appealing. Of the 14 barriers in the base set and set 1, she could only use her barrier buster power for 3 of them. Now being able to add d4+X to all my checks is nothing to sneeze at. The Eldritch Savant is a solid role but once again just doesn't feel exciting. Therefore im heavy leaning to the UM version. This gives you two things: First the on demand combat with her power (granted would probably need a feat upgrade). This also has the bonus of allowing me to use my spells as utility. Second, I don't know what anyone in my group is playing yet so having the White mage option might be the most helpful option. @Redux - Thanks, im going to go look though the PFT deck. I own it but have not even looked passed the characters. @Zeroth_hour2 - I didnt think to check the magus deck, I will do that. The Witch was my go to deck at the moment. It has Ring of Fire, Staff of Curses, Blessing of Savored Sting (3), and all kind of other goodies I remember from playing the witch deck.
Brother Tyler, My shared copy of the Legacy Character conversion shows Feiya's Beast-Bonder role as having a power worded differently from the Conversion guide. . Legacy Character Powers wrote: □ On your turn, you may reload a cohort (□ or an Arcane, Animal, or Vermin ally) to examine the top card of your location. (□ Then you may discard a card to explore your location.) . Online Conversion Guide wrote: ▢ On your turn, you may mark a displayed Witch Class Deck cohort (▢ or reload an Animal, Arcane, or Vermin ally) to examine the top card of your location. (▢ Then you may discard a card to explore your location.) . But I feel like they both should read: . New Wording wrote: ▢ On your turn, you may mark an unmarked displayed Witch Class Deck cohort (▢ or reload an Animal, Arcane, or Vermin ally) to examine the top card of your location. (▢ Then you may discard a card to explore your location.) As you can see, without the new wording she could examine between every exploration by placing a mark on an already marked Cohort. They all get removed at the end of turn anyway.
Now that the restriction is no longer 1 blessing per person and instead 1 blessing per check, I would assume the last line would read as: Quote: When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if another blessing was played on the check. That is just my interpretation of the wording and intent. I could be wrong. EDIT: As per MorkXI below, after addressing how the last sentence would look with the new rules, might as well just remove it and use freely in the first sentence.
Didnt feel like starting another thread so... I cant find the answer in the new rule book on handling summoned cards, summoning other cards. The only reference I find is: Rulebook wrote: A summoned card can’t cause you to summon a copy of itself or of the card that summoned it. So as long as you don't get a repeat, you can keep triggering more summons? Example: "Summoned Monster 1" tells you to summon and encounter the danger. You roll and get "Green druid guy" who tells you to summon a dire wolf and encounter first. None of those are the same card, so by my understanding, they all trigger. The chain could keep going in theory. What happens if you have to summon the "Danger" more than once? Do you keep rolling on the chart if the danger refers you to one of the charts? In fact, the same monster can come up as long as it was farther up the chain than one step. Is that correct? ========================================================= Also for conformation: It was questioned, if I use an ally to explore and that ally gives me a bonus during my exploration, does that apply to closing the location triggered from a defeating a closing Henchman? I believe it does, but it came up.
Mike Selinker wrote: Before anyone asks: No, you can't search for "V1" or "A2." Treat those as if they're part of the card name. But if I understand this correctly, you can Augury for Proxy. If you get Proxy A2, you can then place it on the top of or bottom of the deck (after the other cards are shuffled back in).
For continuing this conversation, lets discuss PACS Season 6 Scenario 1a. Part of the instructions are: 6-1a wrote:
So I'm fuzzy on following the trains of thought above. Assuming I cast Augury and call "Monster", I find proxy A and B and an Ally. What happens?
That is interesting. So Storybanes and SupportCards are now legal targets for Augury. My next concern would be Proxies that represent cards that have triggers. If it doesn't establish itself until its encountered then having a trigger on a Danger or StoryBane that is using a Proxy would never get to trigger.
Longshot11 wrote: Stuff I agree 98% with what you say. There are a lot of modifications that needed to be made to convert all the characters from Pre to Post Core. This I believe is an oversite. They had to change the way all the witch cohorts worked to keep in with the design intent. In Pre-core, if you chose, you could almost never be caught without your Eidolon. (I realize there are some forced movements that could disrupt this. These still exist so that doesnt change). Now in Post-core, each time a location closes you are forced to move to a hostile location and could be forced into combat or whatnot without the Eidolon. Keeping in line with how she use to function, it would make sense that upon closing the Eidolon could move with her. I guess this Should have been captured in the "Core Set Version Character Sheets for Legacy Characters?" Thread
I posted my question to Vic in the thread linked by wkover in post #5. I disagree by the way. According to that logic, any danger or proxy that has a trigger would never trigger. Currently we are rolling to see what it is. Then based on that roll acting accordingly. When it is re-encountered or exam-ed, we would roll again. Only Frencois and Longshot11 gave insight into the Cohort-Tonbarse situation. I very much disagree with Frencois view of discarding him if he is at a closing location. One of Alase's role cards even allows him to help people close his location. In no way would I expect that was intended to LOSE your Eidolon for such a small bonus. I could accept Longshot11's explanation but then you still have to have an area to store him when the point of removing locations is downsizing. Also, this could allow Alase to be caught without him if someone else closes and she is moved before her turn. I dont see why he couldnt move with her.
Say your augury (monster) a proxy, but its a danger. Danger can be monster or barrier. You can roll to see if it a monster or barrier. Assume its a barrier per the roll, it gets shuffled back in. Next time you encounter it, it is still a danger. Do you roll again? What happens to items or cards displayed at a location when it is closed? Let's use the Cohort-Tonbarse as an example. Does he auto return to his owners hand? does he get to move like a player?
We just finished up S6A1 under the new rules. With the new season only having 4 scenarios per Adventure it feels like it is going much faster. With only 4 scenarios left posted in Season 6, I was curious if there was a timeline on Adventure 3? Better yet, do we have a schedule for the Season as a whole?
In fairness to Longshot, nearly every one of those reason has been brought up at my table. Personally I do feel like it makes the game harder for caster. But I have no problem with that, as i'm always looking to increase the challenge. The real issue is slowing the game down. Im going to assume once we adjust to recovery that will relieve most of the issues. Outside of that I was wondering about any game-breaking issues that could come up. Still, Im going to push us use recovery for now. Thanks for the comments.
My group has recently finished up our last pre-core campaign. Moving on to the new Core rules we have had some time to adjust to the new rules. Recovery has bothered us the most. We feel it slows the game down more than the old rules. Recharging at the time of casting takes virtually no time. Example, when casting a cure, we normally roll the recharge die along with the d4. When using an attack spell, after the check we pick up with arcane/divine die used and roll again for the recharge. All this keeps in the flow of the game. With the new rules there are so many options to assist others, especially with allies (which I love). So the next person ends up waiting for the recovery to finish and new hands to be drawn before drawing. This creates a dead-time we are noticing. Assuming we don't adopt recovery rules, what issues would we run into? |