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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. ![]()
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. ![]()
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. ![]()
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. ![]()
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. ![]()
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. ![]()
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,
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? ![]()
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. ![]()
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. ![]()
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 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. ![]()
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? |