darkdaysdawn's page

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First, I know this isn't a full RPG. I've played a couple dozen games at least, so I get that, and don't expect PACG to implement all aspects of an RPG. But wouldn't fun to be able to "sell" the extra gear you collect, rather than just returning it to the box? Then later, use that money to buy new gear? And wouldn't that add another classic RPG aspect to PACG? (And yes, it could unbalance the game too -- but adding to the fun-factor could be worth it).

That catalyst: My friend and I are having a lot of difficulty killing the final villain in the Burnt Offerings adventure. She's really tough for our characters (Seoni and Merisiel), so we keep grinding away, collecting great cards to rebuild with, only to loose them...again...and again...when we fail the fail the scenario. It's a little frustrating after a couple tries. Not "un-fun"...just...well...it's hard to toss all those great new cards. So...

I started thinking about a house rule -- variant -- wherein you "sold" your cards back to the box for "money". Later, you could use the "money" to buy a card of your choice from the box.

I haven't really worked out the details, let alone play-tested it, but I was thinking Basic cards wouldn't tempt a merchant, so you get $0 for those. Non-Basic perhaps you get just $1. Maybe Magic trait cards get $2? Maybe that's too complicated or generous and all non-Basic are $1, plain and simple?

Once you have $x, you may spend them to choose a single Weapon, Item, Armor, Spell, Ally, or Blessing card from the box. I don't know how much X would be though? I *think* I usually acquire at least 5 or 6 cards per scenario, so maybe $10 is a good price? That means one can only make a purchase every other scenario at most? Probably less often than that since Basics are worth $0, unless you pool money within your party, which is another great RPG-game aspect.

You still have to rebuild your deck to spec, of course, so I don't think this would be HUGELY unbalancing. Maybe it's just enough of a boost after grinding through a mission a couple times that you can finally buy that Deathbane Crossbow, or a 2nd copy of Scorching Ray, to get that little bit of extra damage you need to kill the villain?!

I dunno...it's just a thought. Feedback?


Can Amiri movie twice in one turn (beginning and end), or can she just delay her move until the end of turn if she didn't move at the beginning. Moving twice is pretty powerful.


The rule book says to combine the Adventure Deck cards with the cards in the box when you begin the adventure. This makes sense for AD1 -- only 110 cards added to 500, but after that...

What's it going to be like when we're adding AD6 to a box with B, C, and ADV1 through ADV5? How much impact will those last 110 cards have on previous 1050? It seems very unlikely that we will encounter any of the ADV6 boons or banes randomly? Only the new locations, villains, and henchmen will be seen in 90% of games. Is that how it's supposed to work?

Either the cards in later sets are mostly not new boons and banes -- rather they are just duplicates of previous cards added to alter the distribution -- or, we'll have to remove previous ADx cards if we want to see something new.

I'm curious what the long-term design concept was here, and how the card set is intended to develop. Anyone have any insight?


I've tried Firefox and Chromium, neither can get passed a page when buying a subscription that alerts you that the promo cards are not available, and thus have been removed from your cart. If you click, Continue Checkout, you end up back on the alert page...again...and again.

It doesn't matter if you start with Adventure Deck 2 or 3. It is not currently possible to complete the checkout process for a new subscription.


I agree that male and female sexes should both be represented in games, however, I do not think that sex should be attached to class. Are there no male paladins in the Pathfinder world?

Mage Wars (a truly excellent game) did the same thing. I printed alternate avatar cards so players could choose, but my art doesn't match the rest of the game, so it looks a little out of place.

Why not supply 22 character token cards and leave sex off of the the class description? And, if you really want art on the stats sheets/cards, put both the male and female images.

For that matter, character name should be dropped too. RPG-style games should allow you to choosing a name, sex, and class that you can identify with, mean something to you, or challenge you to play in new ways.

This isn't specifically a criticism of PACG. The game is great. I'd just like to know why we are pushed into names and sexes in games that is supposed to appeal to RGP players?

Thanks.