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Organized Play Member. 46 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Will there ever be more of these for Mummy Mask and new/missing characters.


Ranzak came out with Red Dragon Inn set, I am looking for stand ins for Tup and Ekki till they get their own PFB figures.

Suggestions?


Weapon Master Role with all the bows is particularly nasty.


Very cool thanks.


I thought Mummy Mask was scheduled for December but I don't see it anywhere in the pre-orders, so nothing till Q2 next year?


Can she be used on anyone's checks anywhere or only your own checks. We are playing it as she can be used anywhere any time, assuming boat.


We did the same as the original OP proposed it was not a well through out end to the box, and with Mythic paths and Orengafta and Transmogrify Deskari was a pushover sadly. Vics intervention was a few weeks to late for our group but honestly things should be more clear and consistent for the "epic ending" Put text like Whalebone Plick has on him rather than the When Closing lawyered up loop hole of its just a statement not a condition to fulfill. We have gone back to playing S&S while we wait for the Mummy, it has a solid difficulty curve, and we feel its slightly better overall in terms of balance and rules interpretation baring love triangle of course.


I use the broken token organizers in in all of my ACG sets, holds everything in sleeves with room to spare you should buy it. Also the new generation is better than the old they took my advice and moved the character slots to make the full size columns deeper.


we have run through 6-3 now and holy griffon batman.


We have Alain and Crowe with Mythic Marshall.

I'll grab Alain's deck and card this evening, and post. Much of what was killing the at the beginning of your turn limitation is things like arboreal blight and out of turn damage that would reduce his hand size to say 3 or 4 and then it was basically recharge everything for mounts and just use veterans long spear or soulshear for 2 dice checks plus 16ish and hope for the best. We have nearly every elite and basic gone so very few sub 24 combats left. I will post a full accounting of alain later.


This was our favorite scenario in 5 and the most difficult. The blessing taking you to Middle of Nowhere was brutal.


So we tested out the once per turn last night, and it really overly gimped Alain. What ended up happening is because you had to go get all your mounts at once it diminished his ability to handle anything but a very basic combat. I am not sure what the solution is but ours was a pretty big failure. We went back to RAW and other than scenario 5-3 we still would crush the scenario pretty good, we did have our enora destroy Baphomet quite handily on all 3 checks with 15 mythic charges and 14 d20 total on the last roll. Poor Baphomet never saw it coming.


The cards don't have memory, the ability is once per turn for as many cards as you would like.


Alain takes very little risk when doing his explores, he is a boss a combat, and his recharge for mounts works as a heal/ablative armor. I always recharge for full mounts before an explore obviously there are things in the game the create problems for him but they are far enough and few enough I can't say i fell concerned. We haven't played Radillo, I assume he is a class deck character.

Vic and Mike one of the things we are discussing in our group is to make his mount retrieval once per turn for as many as you would like. Something along the lines of Once per turn recharge as many cards as would would like and retrieve up to that many cards with the mount characteristic from your discard or deck.


I duoed RotR with Kyra and Valareos, only 1 or 2 missions failed. The Int checks to close and defeat were the most difficult often requiring double blessings for only about 50/50 chance to succeed.


We started playing through deck 5. The Blessings deck almost doesn't mater anymore, with Alain. In mission 5-1 we basically sat through about 10 turns with all locations fully looted and closed waiting for the boss to show up.


oh nice, so you can reveal donahan then top deck him.


Lance says reveal a mount to get a bonus d8 and count as 1 handed, if you reveal donhan you can not then return him to your deck for the d8+scenario bonus, however you could reveal say a warhorse but that would then count as your ally for the check.

reveal display recharge discard bury banish all count as playing the card no mater what the trigger.

Some armors are similar to the dagger, so you can play a helm and an armor, because the helm says you can play another armor.


I agree this game has lots of replay value, even more if you purchase the OP Adventures. I usually play with a group of 5 to 6 though both the normal path and OP path. Then I solo them with 2 characters, and do occasional pick OP play. I would say you can probably play through each AP at least a couple times without getting bored.


Applaud longshot. Adventure 0-2 was somewhat soul crushing. We were having flashbacks to love triangle pre-faq. We typically finish the ADs prior to release date so yeah we have been there lol.


So today has been an eye opener, we are learning several things we have been doing wrong forever since RotR.

We get loot all the time that no one wants or can use, so what happens to it, typically we throw it back in the loot slot in the box and no one ever thinks of it again. Should it actually go into its type slot and get rotated through with everything else?


This is interesting I am glad I found it. So even though glibness doesn't affect the encounter directly it does affect the stat used in the encounter so it is legal. However something like Brilliance could not be played because it is impacting a stat not used in the check (specific to Seoni example.


In future rule books it might be a worthwhile endeavor to use different examples like the cure in combat disallowed. Maybe change the wording to directly impact the encounter.


Cool, good feedback from the developer, doubt it will change much as now I will just recharge all my extra junk for mounts before the exploration. I am glad the developers are so active in the community, we have been looking for an increase in difficulty I will relay this to our play group, I think we will enjoy it and adapt. Thanks Vic and Keith for your input, this is what makes a good game great.


Page 10 seems to be the reference here.

"If you are instructed to play, reveal, display, discard, recharge,
bury, banish, or otherwise manipulate a card, that card must come
from your hand unless otherwise specified. You may not activate a
power or play a card that doesn’t apply to your current situation. For
example, you may not play a card to reduce damage when damage
is not being dealt, and you may not play a card to evade a monster
when you are not encountering a monster.
If a card in your hand does not specify when it can be played, you can
generally play it anytime you can play cards, with the exception that during an encounter you may only perform specific actions at specific times."

We have always felt that anything you do in an encounter to mitigate damage, conserve life, etc is all pertaining to the encounter. From a narrative perspective, oh my its a huge dragon, this is going to hurt and I have a pointy stick so odds are not in my favor, I better cure myself before I get squashed for the best chance of survival.


Ok this is a bit new to me because we had always accepted that it did pertain to the encounter otherwise cards like Mastiff would not say can not play during an encounter. I will bring this up to the group because spending a cure during an encounter is a very common event in our group. This brings up the other question why does the Mastiff have the wording?


Are you sure about this? This is no timing related to this ability that I can see what would prevent this, you can use it anytime you could play a card right?


Excellent, I haven't seen any update to wiki lately.


We can't get enough of PFACG, so much so we are running through SnS again. Whats the next Adventure Path any guesses?


So I actually might be going back the other way. Alain is powerful but to close multiple locations in one turn baring market place and armory is actually somewhat difficult and requires everyone to play. Last night we finished up the last 2 scenarios and we were usually done in less than 20 turns but everyone had to play during my turn.

I would explore 6-8 times on my turn and usually close my location but would need assistance often with an unexpected barrier or a close condition. While it is true on my turn we would easily crush through 10+ cards Kyra and our Succubus formerly known as Harsk would need to burn blessings on me to collect spells or dex weapons or allies they desired that were not charisma based. In 4-4 where you had to fight the guy that sucks everyone over that fails a strength check there were several panic moments for the group where everyone came over and there I was with just a single weapon in hand or no cards because I had over extended to close.

Overall there is some balance that occurs as Alain is encouraged to over extend and it can harm the group.

There are some real pro's as well.

I am near invulnerable with 2 unicorns, 1 warhorse and donahan and only a 6 card hand size. If I know I am going to take damage I will recharge everything I can to pull mounts and discard all the mounts. Then at end of turn I will draw back up recharge 4 and essentially be at full health again.


Start of the turn would be fine as well, honestly have all horses in your deck and losing the other allies would be somewhat limiting but 6 explores a turn is pretty baller if you are willing to give up everything but one weapon


So we are about to finish adventure 4, could have finished it last Tuesday but we decided to break early. Lancer is very strong.

In Scenario 1 we acquired a unicorn. So my Alain deck is Warhorse, Unicorn, Mastiff, Chuffy, Fortune Teller

In Scenario 2 I closed Marketplace, and Armory and would have closed a third location had I not encountered the Villain. This was the grossest abuse. I end the game with 37 hit points total between discard, deck and bury. In Scenario 3 I limited myself to just closing a single location per turn. My suggestion would be to make all of the extra exploration cards display till end of turn rather than discard. So you could only use as many mounts as you had in your deck.


New Cohort Promo just hit with GTM this month. Its a Cohort you can always take if the mission has cohorts.


I think Alain starts with Mastiff, I have had him forever. Love the 2 cards he gives.

I have Chuffy as an Ally as well, helps you power through some of the barriers at the cost of life unfortunately.


I did not assume that I said if you get really unlucky. Potential game length is 3 to max explores, there is no guarantee of average, and failures seem to cost much more time wise in larger player games. Many people seem to be theorizing, but having played 2-6 players game in all 3 sets several times through each set, I stand by my assertions that 3-4 players is the sweet spot for easy play and 1-2 and 5-6 make it more difficult.


Our experience is the game is easiest at 3-4 players, hard at 1-2 players, and very hard at 5-6 players. You only have 30 turns so 2 players that's like 40 location cards typically, but you are limited to 2 blessings and encounter so you can hit some doosies of traps or skill checks. At 4 players you have 60 location cards so that's an average of 2 explores a turn if you get really unlucky but still not alot of time pressure and you have 4 blessings available to checks and a wider variety of skills so overall its the easiest. At 6 players you have 30 turns to grind out 80 cards. almost 3 explores required per turn, so players are using blessings and allies to explore then a hard check comes up and a player fails that's like losing two explores because not only did you not banish a location card it shuffled in and you get to encounter it again possibly. Failures on closing hurt a lot more as well and there are not nearly enough boons to offset the static number of turns being 30.


We have not failed a Scenario since we got the Mythic paths. The hardest Scenario by far has been 0-2


Barriers are the only true difficult card left right now. And because combat is relatively easy we can save blessings and pile onto barriers. Honestly the most likely loss our 5-6 man group has is unluck and just have henchmen and vilians at the bottom then running out of turns.


yuk 20 bucks on ebay but what the heck, now we all got minis :)


We typically play 5-6 man(woman) games.

Glory hound is tempting getting the 7th card slot and the ability to add your d8 + 3 + A + (skill feats) die to combat check or item acquisition. Not to mention the ability to snatch a weapon from a fumbling gnomes hands before they break it.

Ultimately though I am leaning towards Lancer I like the ability to recharge polearms and spears for discards. I played valeros in the past and that ability was invaluable in both cycling the deck and making sure you pass checks. Then the ability to use your mount mid turn looks interesting as well.

Which ways have you guys gone, I have 5 weapons, Soulshear, Lance +1, Shocking Lance +1, Veterans Longspear, and Glaive +1 at this point in time and we just finished 3 so I am think Lancer not knowing how many power feats we have left.


Agree with the OP Wrath at this point is easier than runelords was. Last night in our 5 man game we defeated the final boss with a total of 121 on the dice plus the bonuses. Game has gotten silly easy but still fun. My average plus on Alain is 14 using Donahan and veterans longspear, or +13 using lance+1. Or +15 with soulshear. I wouldn't mind a bit of an increase in difficulty. All of the above is adventure 3 based.


We just finished Adv-3, can't wait for 4, and our Harsk player turned into Arueshalae. The 9.99 question, is she going to get a playmat? Also any chance she is going to show up in the Iconic Heros sets from Wizkids, or get a reaper mini?


That is awesome, thanks.


You may shuffle a cohort into your deck to add your Stealth skill to your combat check.

Does this give you your Stealth die instead of the normal die, or your stealth die in addition to the normal die, or just the +x from your stealth skill, or something all together different?

Example

You may shuffle a cohort into your deck to add your Stealth skill to your combat check


I have seen several spells that have the attack trait, but I am confused about Crowe's power.

PROFICIENT WITH

You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.

If you are attacking with a spell you obviously look at the spell to verify attack trait, the confusion for me happens what if you are doing a melee combat check and the weapon does not have the attack trait. Are melee and ranged combat checks not attack trait?


Are you guys thinking of doing another adventure path? Please say yes. I will post my kyra and valeros tonight.