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Does indeed. THank you.

Umm one last question, (off topic but while im thinking of it)

I know you can only cast one card of a specific type each step. Can you cast an attack spell AND use a weapon to defeat a monster?


Thanks for clarification, also to clarify, if I DO play a weapon that has the melee trait, then i can use cards that modify a melee check, even if I do not have melee skill?


Ive ran into several issues where i got no weapons or spells in my hand, and i dont have a melee skill.

Rules state I am allowed to roll my strength die for my combat check.

Do cards that modify a melee check work on this? If I have a strength d10, and make a non weapon attack, can I use a Master-at-arms to add 1d4 to make 1d10+1d4?


I have used this method to allow players to test the effectiveness of their created deck against an opponent.

First, Create a "Villian Card" for yourself by the following...

Take the dice for your constitution. If it is a D4, then use 4, if D12, use 12.

Then, add that to the TOTAL number of skill feats you have earned, plus an additional one for every +1 in constitution

Thats it, you got your difficulty level. This gives a score ranging from 4 (beginner character with d4 constitution) to 31 (maxed character with D12 +4 constitution).

Next, each player creates their "Location" Deck.
Select a random location from the box, and build it randomly according to the card. Once all players locations are done, each player gets a random Villain card that will represent them. Take all villain cards and randomly assign them to each location deck. Each location deck should have its own Villian Card, representing one of the players.

Take a number of blessings randomly from the box to act as the game timer, the number entirely dependent on you, but 10 per player is appropriate.

From here on out, the game proceeds like the standard game, Moving, exploring, acquiring boons, ect... Except for when encountering a Villain.

If you Encounter your own Villain, you may choose to attack any other player at that location. You may ignore that villains powers. No Location can be temporarily closed. Your villain moves to a random location afterwards.

If you Encounter an enemy villain, all other locations with a player on it can be temporarily closed. You must act accoding to the villains power. Attack according to PvP rules, below. Villain moves to random open location afterwards.

If you encounter a defeated players villian, banish villian card and explore again.

No Location can be Permanently closed until all cards are gone from that location.

PvP rules. When you find a Villain, you are attacking the other player. You make a combat check vs their player difficulty, following any rules listed on the Villain Card If you roll higher than the target difficulty, Your enemy receives damage according to how high you rolled (up to the number of cards in their hand.) If you roll lower than the target difficulty, You take damage according to how low you rolled (up to the number of cards in your hand) If you meet it exactly, no damage is dealt or recieved.

Will post a "sample" game later!


I know that this may be commenting to a almost year old post, but As I found this looking for an answer to exactly this question...

I am an experianced card player, to include MTG. And I ran into this issue myself. What made it difficult is this specific situation isn't directly addressed, you have to combine two rules that are pages apart, and a player looking for a specific ruling will look in a specific place.

So, Page 13 says if you are required to remove 1 or more cards from your deck, and can not, your dead.

Page 9 states you must reset your hand size.

However i had to come to here just to find out they are linked. My thought process on it was.. Since the cards are just like my health, Even though I can only draw 4 instead of 5.. I still have 5 health...

As wrong as that thought is, it is not unreasonable.

I know that from Last post to now, many changes has been made, but a simple fix would be as follows..

On Page 11, adding to end of Reset Your hand

..."If you can nor draw enough cards to reset your full hand size, you are dead. (See Dying, Page 13)

Such will give an immediate link and a LOT of clarity


jones314 wrote:
DirtBat wrote:
Seems pretty solid to me but i'm no expert when it comes to game balance. Hopefully someone else will come along with some constructive criticism to help iron out any potential kinks (if any) :)

I think you're on the right track for everything but the powers. Not all powers are equally powerful so you could have issues if you let players just pick what they want. It would take a lot of work but maybe you could put points on the powers that already exist? Or maybe you try some kind of randomizing and roll up a mash up of powers?

The dragon looks pretty cool.

You are right there of course... i was trying to deal with that by requiring a miimum upgrade slots (so you dont got someon getting bunch of base abilities that together make OP. Id have to study not only powers there, but the base characters and find a point system that lines up to the average of what the characters got. but yes, an ability that says add 2d6 as a base of course would be 2 times as costly as one that had 1d6 as a base.


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I must first say I played my first ever Pathfinder ACG game at Supernovae here in Brisbane, thanks to a company called Vault Games. Thanks to them, ia m looking foward to playing this! THose i normally play with like to design their own charctes though, si i came up with a method using the pre-made characters as guidelines.

so would love feedback if anyone sees anything wrong with this method! thanks :)

Making custom Pathfinder ACG character
1. Skills
-----a. First, assign your dice to each skill. You have a total of 15 dice points you can spend, according to the following cost: d4=1, d6=2, d8=3, d10=4, d12=5 You may choose to subtract one from the dice total points to gain 1 bonus point.
-----b. Assign Bonus points. These are the + you get to your die roll. All characters get 7 + bonus points from dice point sacrifice.
-----c. Assign 15 expansion blocks. These are the +1,+2 ect you can earn through adventuring
2. Powers
-----a. Choose your starting hand size. For hand size 6 you receive 6 power points (minimum upgrade slots of 2). For every -1 to hand size, you receive +2 power points and +1 minimum upgrade slots. You may also add one to hand size, but will receive -2 power points and -1 minimum upgrade slots.
-----b. Choose your starting proficiencies, if any. Each will cost 1 power point. Choices are Light Armor, Heavy Armor, or weapons. Any of these can be made as an upgrade instead of base.
-----c. Choose your starting powers at 1 power point each. You MUST leave enough points for the minimum upgrade slots. For example, if you started with a hand size of 5, you have 8 power points, but at least 3 must be reserved for upgrade. You may choose to use a base as an upgrade instead. Basically any power listed on the ACG premade characters can be used. Also, changing the skill or type is allowed provided it makes sense to the character being played. An example is the Fighter can recharge a weapon instead of discarding it. If your character is designed as a potion master, then you can say that you can recharge a potion instead of discarding it.
-----d. Choose your upgrades. You may either add an increase to hand size, or a upgrade to a power.
3. Card List
-----a. You have 15 points to assign to your starting card list, in any position you wish.
-----b. You can assign 10 upgrade slots for your card list.

This method creates a average character one can use in Pathfinder ACG. Please note this is an average. Some official characters may have better options, others may have worse, but the above system should allow a character to be created that fits a middle ground easily.
An Example how this can be used, I want to make a campaign using dragons (hatchlings to start of course)

Name: Valareos Draconrouge
Race: Red Dragon (Juvinile)
1 Skills (using only 13 Dice points to gain +2 bonus points, for total of 9)
-----a. Strength d10 +1 +2
----------i. Craft: Strength +2
-----b. Dexterity d4 +1 +2
-----c. Constitution d6 +1 +2
-----d. Intelligence d6 +1 +2 +3
----------i. Knowledge: Intelligence +4
-----e. Wisdom d4 +1 +2
-----f. Charisma d8 +1 +2 +3 +4
----------i. Arcane: Charisma +2
----------ii. Diplomacy: Charisma +1
2 Powers
-----a. Hand Size: 5 6 7 (Taking base hand size 5 gives me 8 power points)
-----b. Breath Weapon: For your combat check, you may discard a card to roll your Constitution die + 1d6 (+1) with the Attack, Fire, and Ranged Traits. This counts as casting a spell
-----c. Claw: For your combat check, you may discard a card to roll your strength die +1d6 (+1) (+2) with the Attack traits. This counts as a weapon attack.
-----d. You may evade an encounter
3 Card List
-----a. Weapon --
-----b. Spell 6 7 8 9
-----c. Armor --
-----d. Item 3 4 5
-----e. Ally 2 3 4 5
-----f. Blessing 5 6 7