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Vic Wertz wrote:
pluvia33 wrote:
They're planning a major revision for Season of the Shackles to put it in line with the new Tier system. After that happens, it may be much more difficult to covert the AP for standard home play.
It won't be hard at all—you'll just want to make sure you gain the feats that the tiering system gives you as you complete scenarios and adventures.

Right now it's just my buddy and me playing two characters through 0-1A to 0-1E. At C we ended up adding an extra location, and it upped the challenge without being overwhelming. Otherwise, it translates over to home play pretty well. That's not to say I don't miss the Fleet cards; it was nice having an armada all of your own.


Does anyone have any advice for altering the Season of the Shackles Adventure Paths for home play? It's apparent that the instructions for Season of the Shackles were intended for for Guild Play, and built for players who may not be present for every adventure. However, I'd like to use them to run a new game of the standard adventure game with a buddy inbetween our games of Wrath with out larger group. Do Roles really need to wait until the end of the 4th Adventure to come out?


Vic Wertz wrote:

The FAQ linked above says "If a power says it may be used when something happens, you may use it every time that happens. Otherwise, a specific card’s power may only be used once per check or step." Oloch's power says "When another character at your location is dealt damage," he can do his thing.

The subtly here is that if a bane said "all characters are dealt 1d4 Fire damage," that's a single thing happening, even though it affects multiple characters. So Oloch can use his power just once.

If, on the other hand, the bane said "each character must succeed at a Wisdom 9 check or be dealt 1d4 Fire damage," then that creates a separate event for each character, and he could use his power on each of them.

Side question, and it may not even matter, but does "all characters are dealt 1d4 fire damage" means on roll is made and each character suffers the same amount of damage, or each character rolls their own damage.


As a small note since I'm not at my normal computer at the moment: my group (never played WotRL, just finished Adventure 6 of Skull & Shackles a couple weeks ago and have embarked on Wrath. After playing through the basic adventure (mostly; we skipped the final scenario and just took the reward after failing others multiple times, for frustrating reasons that felt out of our control.

After finishing scenario 2 of the first adventure path, we finally agreed to make a house rule that Demonic Horde could be considered defeated after everyone had encountered their demon. We found that the card was beginning to feel too much like an unfun hand tax, and with two casters in the party (Seoni and Shardra) there was a good chance someone wouldn't have an attack spell to deal with their demon, which often meant running into the undefeated barrier a second time later.

It's not that anyone found the card unfair itself: it certainly sets the mood of the adventure path and helps to visualize the demonic hellscape the adventurer's are running around in. It's that combined with Arboreal Blight and location abilities that have multiple characters running into encounters when it isn't their turn, sometimes multiple times, we were routinely finding ourselves beginning our individual turns often with 2 or less cards in our hands. All in all, it just feels that, early on, there are too many instances where we have to fight out of turn. I believe the intention is to make us feel pressured, but the reality of my group's situation (I should note that it's Imrijka, the Cavalier who's name I can't remember, Seoni, and Shardra) is that we feel helpless. All that said, I'm pushing for us to go back to treating Demonic Horde as normal once we get to Adventure Path 2 or 3 and we've had some more barriers cycled in to even things out.

Finally, thank you guys for making such a great game. I can't wait to get my hands on Mummy's Mask, as I'm gonzo for anything Egyptian-themed.


I appreciate that Ezren may simply not be for me, but when I look at some at his roles from RotR I almost fall asleep. Way, way, way too many powers that are just "Add 1, 2, 3, 4" to some roll. His class deck roles are a big step in the right direction, but I'd still rather see all the +1's on Skill feats and leave the Power feats to interesting card/trait/teamwork interactions.


Why does the Damiel character card not have his power to recharge instead of banishing cards with the Alchemical trait?

Full Name

Talborel

Race

Elf

Classes/Levels

Ranger 7 HP 83/83 AC: 25| F: +11 R: +17, W: +14| Perc: +16 (E) | Hero Points: 3 |

Gender

M

Size

M

Age

Hundreds of years

Special Abilities

I am a special ability

Alignment

Chaotic Good

Deity

They're all dead

Location

Otari

Languages

Elf, Common, Sylvan, Goblin

Occupation

Ranger and Warrior

Strength 3
Dexterity 4
Constitution 1
Intelligence 2
Wisdom 3
Charisma 10