Damiel Morgethai

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Ashram316 wrote:

I was always under the assumption that that was what the B scenarios were intended to be. If that's not what the designers had in mind, then what other purpose do they serve?

Are they meant to be a random one off adventure, unrelated to the main AP? If so, are they meant to be skipped over by groups intending to play the AP?

The feat reward at the end of the B adventure seems to suggest that you are supposed to play it before the AP, but I could be mistaken.

I hope that didn't come off as a rant. I'm genuinely curious about the purpose of the B adventure.

I thought the same thing. When my SO and I first picked up Skull and Shackles (yes, we started with that one) we did the B adventures first because we thought "well, we don't know PACG so we should start with the intro scenarios first." I can tell you that all of my friends who play this game have thought and done the exact same thing. We all assumed that the B scenarios were an "intro" for new players and the AP as a whole. If this is not the case then I, too, would like to know their real intended purpose.


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Donny Schuijers wrote:

Actually, 3d6+1d4+1 is an average of 14.. But that's not the point. The point is that the game is luck based. I could fail a check with 5d12+8 against a Carrion Golem. And trust me, someone probably has! We're talking about probabilies here. Are we saying that WotR is harder because some of the probabilities of certain DCs become lower? I disagree.

I think that people think that WotR became harder is because they have to become out of their comfort zone. In RotR you could just take 3 casters and win. Now: no. So the question we should ask ourselves is:

"Do we mind playing with a playstyle that synergizes better with this set than our previous playstyle?"

I've heard people saying that it's not fun to force someone in a Healer role, or to pick up an extra Armor as a Card Feat. But the game requires some thinking now, folks, and is that really a wrong thing to have? If you were to play certain Console-RPGs you'd have a choice between some archetypes too: Do I like to play with a CC heavy Mage? No. But does it work? Yes.

My point still is: The game didn't get harder, because some scenarios and Monsters got harder. The game got harder, because it forces us to think more strategic about our choices in the game! ("I better pick an armor card feat first." "Maybe I should upgrade Wisdom before Melee." "I could explore with this Blessing, but I'd rather safe it for my fellow players." "I should take 2 Cures instead of 1 Cure and a Flaming Weapon, perhaps a Skitter and a Cure would work too.").

That is fine and I would be OK with the "better strategy" is needed aspect of WotR if that is what I wanted. I have enough Co-op games that my GF and I play that require deep strategy or planning or thinking to win.

We really enjoyed playing PACG because we could have a lot of fun casting spells or clubbing down enemies with maces and didn't have to optimize our character choices and spend 5-10 minutes a turn planning out every move and decision to win the scenario. We could play who we wanted and had an amazing and enjoyable time doing it. PACG was great because of how accessible it was for both of us. With WotR it seems that this aspect was lost and while some players find fun and enjoyment in this type of strategic and optimization heavy game, I can tell you that we are not in this group. So, for us, PACG fell very short with WotR.

I would love to see a difficulty "slider" on future sets. Perhaps on each scenario or each adventure pack. In Sentinels of the Multiverse each villain has an Advanced Mode section to turn up the difficulty. For PACG this could be as simple as adding to each of the scenarios (or adventures) "Advanced Mode: Subtract 3 from each of your checks to defeat a bane" or some flavor of that depending on the scenario/adventure deck number at hand. That would allow the hardcore strategic, optimization style players to have their fun while still allowing those of us who just want to have a fun adventure with whatever character(s) we choose to also enjoy our time.

In closing I will say that RotR and SnS were great fun and thoroughly enjoyed being able to play who we wanted. WotR feels more like work than being actual fun for us.


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My girlfriend and I finally got a chance to dive into the base adventure this past weekend and boy did we have a tough time. We tried a mix of characters and played each scenario probably 3-4 times. Our whole experience through this adventure was less of "what could we have done better to succeed?" and more of "hopefully we don't get that unlucky next time." Overall, I agree that the luck aspect in WotR is far and above that of the tactic aspect as it was previously. The base adventure felt like you could only win by getting lucky banes and/or lucky hands. I am not a fan of heavy luck based games and neither is she so we certainly did not enjoy this base adventure. When we won a close or difficult scenario in RotR or SnS it usually made us feel accomplished, like we deserved that win. In WotR, that feeling is gone and instead replaced with "thank the lord it's over" and that just isn't the feeling either of us enjoy playing games. We don't want constant stress. I get that this all about demons and such and maybe that is the whole point if this adventure path but that just isn't for us.

I can say we are both disappointed so far. I am really hoping Adventure 1 is less luck driven otherwise WotR may be shelved or sold as neither of us are really into the whole luck based difficulty aspect of games.