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cartmanbeck wrote:


Let me see if I can get you started on simplifying the character a bit:
[...]

Thank you - a few notes on why things were different and/or questions:

1) "After playing a boon for your combat check, bury the boon.": This said 'card' because I was worried about a cohort weapon or equivalent thing being handed over and used. I think this is necessary?
2) "Ignore all cards and powers used by another character which would shuffle cards into your deck." I specifically said "character cards" to prevent things like base Kyra's cure (which doesn't have the Healing trait) - I didn't want it to be "characters' cards". Do you think it should prevent all healing?
3) I really like the new version that combines a sort of super-evasion with scrying in a clean power, but I'm not sure how I feel about a diviner having no deck manipulation at all on his character card. Is there room for something?
4) You changed the regeneration power to "☐ At the end of your turn, you may recharge a spell from your discard pile or an item from your hand." from "At the end of your turn, you may recharge a spell from your discard pile or (☐ and) an item from your hand." I take it you thought the original version was too strong? (If so, do you think just making it "☐ At the end of your turn, you may recharge a spell from your discard pile and/or an item from your hand." is too strong?)
5) Do you think the cohort as you have it is worth it at all? I might rather scrap it and spend the complexity (and power) points elsewhere...

Thanks for the suggestions, either way - this version definitely looks a lot cleaner.


A few clarifications, before I start talking about actually making changes:
1) Alchemical cards used for combat checks are intended to get buried too (banish -> recharge -> bury; you can't go banish -> bury -> recharge because you're no longer replacing a banish); if that's not how the rule works, I can change the templating (though it's possible that the alchemy power is unnecessary overall; I remember having a good reason for it at the time I first made the character but can't remember what that was.)
2) I thought it was normal for cohorts to be far stronger than normal cards - to take Leryn as an example, would a deck 6 card with "Reveal this card and recharge a card to examine the top card of your location deck" be fair (let alone the version with a feat)?

Actual comments on feedback:
I definitely agree that I should most likely remove 2 Cha skill feats to make the effective number 13 instead of 15 and plan to make that change.
Do you think the lack of healing is just irrelevant? I'm very used to a playstyle involving extreme amounts of healing to allow liberal use of blessings, neither of which this character can take advantage of; so for me the drawback is very real. Is there an alternate playstyle I'm failing to notice that makes the drawback irrelevant?
I hadn't considered trading the cohort; that seems very exploitable and I'm thinking about just removing the card at that point since the obvious fixes make it not remotely worth the complexity.

Since you can't shuffle your deck, there is also intended to be a drawback where you just can't hold enough spells to keep evading (because they'll all end up in a recharged pile on the bottom of your deck); is there a reason that's not a concern?
Alternately, is the issue just the ([] or bottom) power feat? I was only able to playtest without feats, so thinking about it now it might need to go.


Character Sheet

While this is a full character that I hope is interesting to play (and was enjoyable in the few scenarios I've gotten to test him), I'm especially interested in feedback on how I've handled the "undead" gimmick (as well as the attempt to make him a strongly noncombat character).
I am aware there are a number of unusual things on the character card; I'd welcome feedback on those as well, but don't assume I don't know that they're unusual.

Explanation of the cohort: I had him with 1 blessing slot, but decided it better fit the fantasy of the character to have him draw power from him own will instead of a god's, and gave him a unique super-blessing cohort to fit this.

Also, I'd appreciate people's opinions on which role card they'd likely take.


We finished playing 5-3 Twisty Passages last time we played PACG, but can't remember if we took the power feat reward before ending the session or not. Unfortunately, I can't find where I placed some of the scenario/adventure cards, so can't check how many power feats we should have - we currently have six. Is this correct?


Welcome to Blackburgh lists the location Middle of Nowhere. This location by default contains no cards and is always closed. Do I deal it a henchman/villain in setup?


It isn't relevant to my game, just something that I thought about; it could happen with for instance Ekkie (who reads in part "You may evade your encounter; shuffle the evaded card into a random open location, if it came from one."), in the real scenario, though.


Tower of the Fourth Sphere reads "At this location: When you encounter a non-villain monster that has the Demon trait, banish it."
Am I correct in taking this to mean that it is impossible to defeat an Arboreal Blight encountered in the Tower, and that the only way to defeat a Demonic Hordes is to win the ~1/3 chance of not having the exploring character encounter any demons?

Edit: Yes, I know there are no barriers normally found in that location.