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Theryon Stormrune wrote:


If you would gain let's say 4 cards during your turn and you currently have a hand size of 6, you could discard 2 cards to increase your hand size to 8. You've already reset your hand so you don't have to discard down since your hand size is now 8. End your turn.

Oh! I read it in a different way: when you do the voluntary discard at the end of the turn, you can discard cards (as usual) but for each discarded card your hand size increases by one, therefore you will draw more cards.

Was this totally wishful thinking on my side? :D :D

The way yo described Theryon, makes sense but also makes the power fairly useless: you would need to acquire many cards during your turn, and then discard half of them, to get any benefit. But to acquire those "many cards", you will need to spend allies/blessings etc, so you will not have enough cards left in your hand to discard some and keep some (except in rare cases when other characters help you A LOT and pass you on some cards)


Kain Darkwind wrote:


4,750 hit points. Hardness 8 for most of it.

We need to nerf houses.

HAHAHAHAHA this post made my day :D :D


I agree with orcs being under CR'ed. Our DM created and adventure using only orcs, and their ferocity made them as tough to drop as many CR2 monsters, being CR 1/3 in theory.

Speaking about over CR'ed, the clockwork goliath's is hugely inflated. With less than 200 effective HPs, vulnerability to electricity, no special movement capabilities (to fight flying enemies), crappy perception, no special vision or senses, no spell resistance, no regeneration or healing at all... any decent group of level 7 PCs that just avoid staying close to the four slam attacks and self-destruct explosion will drop it in no time... for a CR19 monster is really disappointing.


I agree, taking damage should be a separate step of the encounter sequence. It will make the whole thing easier to remember, too.

However, some items will lose a lot of appeal, I am thinking on those marked as "you can play another item on this check" -> that advantage will be lost.

So I do not think the current pool of cards would easily accept this change.


Hi there

I am about to face the big guy in Adventure Deck 3.

In your opinion, what would happen if two separate characters attempt to beat Barl?

After the first combat check is attempted, Barl forces the character to discard a card and then reset the hand (I guess this is something thematically related to his "turn you into stone" powers")

The question is... who is forced to discard and reset? The first character or the second?

For me, it makes sense that is the first - the "after the check" effect being consistent with a sort of "after the encounter" effect (plus, thematically it would make sense to petrify the first character, but we know theme is not always the answer) however it may be intended to work the other way and make the fight more difficult for the second character.

I checked the FAQ and did not find anything about this.

Thanks!