Alain

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Nathaniel Gousset wrote:

Let's face it.

What is your best hand with Valerius, Seelah, Kyrah ?
Your second best ?
A decent one ?

Did you mention an armor card yet ?

Now, what is your worst hand ?
There you DO mention it.

Maybe I'm playing "wrong", but my current Paladin build ( finished the first 3 quests) would have the magic armor I found in my best starting hand:

+1 long sword
Magic armor ( don't recall which one)
Cure
Blessing


But because I have armor in hand I may take the extra card for hand size feat ASAP as Seelah and to a lesser extent the fighter. A risk I may not consider with the monk or other character. Now it's protecting 4 (5 if it recharges) cards of 15.


I'm not getting my point across, but that's okay. We can agree that armor needs help.


I'd certainly trade Seelah's favored to weapons! Don't get me wrong; armor needs some help. My point is that, like any CCG/LCG, this game will evolve and armor will likely become more functional.


Folks, isn't it a bit early to be judging worthiness of card types? There's a lot of game we've not seen yet. Mike stated in a thread that his perspective of the cards is different as he has the whole set in mind. Armor may be more important as the game evolves.

I also agree that armor is nice to have for the non combat situations (bury to prevent all damage) like before encounter and barriers. And I still like the paladin! Don't cut her up!

The shield bash ability Cartmanback proposed is great! I'd rather it be general card ability than replace an ability though.


Fromper wrote:


The limited scouting to help find the villain and henchmen faster is more important with a large group. Also, you get less turns per player with a large group, so it won't matter as much if her power boost ends up discarding non-blessings, because everyone can afford to discard more per turn when they have less .

I agree with this completely. I also agree that going weaponless is annoying. However, I believe that the d6 discard for any check offsets this. When you do have a weapon, the paladin is a very strong combatant with her d8+2, weapon and d6. Also, if I recall, you can take a feat to recharge a spell with the d6 along with the blessing.

I'm playing the paladin in a 6 player campaign and a 2-5 "drop in" campaign (varies based on who we get that night). It will be interesting to note power levels as the characters advance.


Cartmanbeck,

Your idea is creative and has merit, but the scouting ability has been very helpful in the 4-6 player games I've played with the paladin. I do like the shield bash to alleviate the frustration of not starting with a weapon in hand, but if I had to choose, I'd take the scouting ability. I think it can really accelerate exploration.

Fromper,

Limited sample size for me...half dozen games with 4-6 players with most of the characters in the mix (not seen cleric played), I don't see the paladin as underpowered at all. Good explorer, good combat, solid at any check with the d6 bonus, some healing in a pinch. Maybe I'll change my tune as we play more, but I don't see what you see thus far


Creative build, but I actually prefer the discard for a D6 on any check. You can play the odds to increase the likelihood of a recharge. It's versatile and fairly powerful...and lets me yell "My god loves me" when it's a blessing.

I would prefer the shield bash ability over the reveal a card and put it at the bottom if it's a boon ability to help with combat when weaponless. The current ability is great for getting to the villain and henchman though.

I don't like when I have to start without a weapon, but I think folks are underestimating the paladin. We'll see as I've only played the first three scenarios with her