Griffon

delslow's page

73 posts (81 including aliases). No reviews. No lists. No wishlists. 1 alias.




Hello,

For some odd reason you guys determined that I should get two separate shipments for this month. Both boxes "shipped" a while ago, but only one of them arrived today. Unfortunately, it was the box that contained Adventure Path 2 and the promos. The other box, which I assume contain the Class Add-on Deck, did not arrive today. This means it's another weekend without being able to really play the game. Ridiculous. Absolutely asinine.

You guys use the excuse of shipping once a month to put all the items together in one shipment. Then how did this happen!? There was plenty of room in the first box to stick the Class Add-on Deck in there.

I've always sang the praises of your company to all that will listen, but this is just the mother of all flustercucks.

/rant

edit: shipping dates.


So, totally broken, or not playing it right? I know you can only play one weapon per check, but the wording seems to imply you can dual wield this. I have a swashbuckler dual wielding this and a cat o' nine-tails and he rolls a 10 even if he rolls 1's on all his dice.

I'm pretty sure this is wrong, but he insists he "knows how these things work."


Hi,

I want to play the Alchemist, but it looks like he is supposed to start with a bunch of things that are not in the base set. Any suggestions on how to remedy this? Or do we all just wait for the Add-on?

Paizo seriously, SERIOUSLY, dropped the ball on this.


Can I use his potion chucking ability more than once per check? ie, Can I throw my hand at a villain?


I can't seem to locate the previous thread on game difficulty, and a new thread to discuss the "difficulty" of the game seemed appropriate.

I find that our normal group of 4 or 5 people tear through the game because of three main factors:

1) Each character is able to close a location on their first or second turns pretty consistently (except for the fighter, that is). We even poke fun of each other if we fail to close a location on our turn. There needs to be a mechanic to place henchmen and villains closer to the bottom of the deck (maybe a Pandemic type system).

2) Our players NEVER fail a monster check (1 fail per 3 play sessions). Monsters' checks should be higher and they should scale with the number of players in the game. Most monsters should always do some combat damage making armor much more valuable.

3) Blessings make encounters trivial. Here are some suggestions on how to curtail some of their usefulness:
- Blessings always add a D4.
- Blessings can only be used by players in the same location. (?unless you have the divine skill?)
- Only one blessing may be played per check by anyone.
- Blessings played by players in other locations are always buried. (?unless divine skill?)

I know you don't want to over complicate an already complicated game, but I find our play group quickly losing interest in the game because it is waaaaay too easy. I told them A4 would be harder, but the first two scenarios might have been even easier than the previous adventures.

=(


Is this right? We just added it in, and we are already removing it from game?


Hi,

I have a few questions on the timing on using the Cleric power to heal.

1) Can I do it before I move? after I move? after I play a spell?
2) If I forfeit my first exploration for the turn to use the power, may I then use a card to explore (blessing/ally)?

Thanks!


So, we've blown through most of the game already and it seems to be pretty easy. We have had zero deaths and have failed a scenario only once (our PCs had no idea what they were doing). I understand the game is meant to be easy, but it may be just a bit TOO easy (especially if we hit a henchman or two really early in a location deck).

I have some suggestions on making the game a bit harder:

1) After setting up the location decks and before adding in the Villain/Henchmen, shuffle the location decks than randomly place the Villain/Henchmen on the bottom of each location deck. This would make for longer and harder play sessions (shuffling a location is semi-desirable now, and Harsk's scouting talents would be stronger).

2) Limit the number of blessings that can be used per check attempt? Many times, battles become silly when everyone in the party volunteers a blessing on a roll. I mean a d4 melee roll becomes a 6d4 (5 blessings) + 3d4 (ranger, fighter, bard assist) melee roll very quickly in a 5-player game.

3) Limit the range of cards being played. Maybe I shouldn't be able to cast cure or use a blessing on someone who is not at my location?


1. Shouldn't Hell Hounds have the "Fire" trait?

2. The Mill adds checks vs. slashing. It's worded ambiguously. Are checks easier with slashing or harder with slashing?

3. The Old Light? (add 1d6 to checks with Fire trait). What does that mean? If I use any weapon/skill that does fire, the check is 1d6 harder? If I encounter a bane that has fire, the check is 1d6 harder?

These may be obvious, but it was confusing enough to give us pause the last time we played.

4. Last statement: is there a complete breakdown of order of operations for checks? Does revealing temporarily take a card out of your hand so that if you take damage, you don't/can't discard the revealed card, etc?


There are certain locations that have an effect that triggers when you move to them. If you are setting up to begin a scenario and you choose to start in one of those locations, does the effect trigger?

Thanks!


Hi,

This came up yesterday. Lem has a mace and a wand of missiles. On a combat check, can he use both, since it's not two weapons?

Additionally, when starting a new scenario at a location, do we trigger the "when moving to this location" effect? (Are we at an inn, moving to those locations to start the adventure, or do we all just simply start at those locations?)

Thanks all!


I know it says mid-october, but I'm getting really antsy. We need more content to keep our game going! =P

Any news at all? Will subscribers get theirs first or will our LGS?


I'm completely in love with the game.

I haven't seen a post about this yet, so I'm gonna throw it out there. Has anyone else noticed that the backs of the cards are darker/lighter than others? We can sometimes tell if a card comes from the base set or one of the expansion sets based on the back coloring. We've even gone as far as to have to close our eyes to draw a random card from the deck as to not go after the better loot.

I think Paizo has said they printed the entire base set and all the expansions in one go. I wonder how QA didn't catch this. I mean, it's not like they ran over to a Kinkos or something. If WotC can print millions and millions of MTG cards with the same back, I'm sure Paizo can easily print theirs more uniformly.

/rant


Hi,

I couldn't find it in the rules book. Do we give out the bonus for completing Scenarios every time (even after the first completion)? I'm pretty sure we don't give out the feats/skills for completing the Adventures again.


Does not state the "at this location" modifier. So if I'm in a cave and my buddy encounters a trap in the town hall, I can use my tools to help him? Seems odd roleplaying wise to help others with certain items from different locations.


I'd like to suggest something other than "Hey, look through these classes and their abilities. Make sure you note their hand sizes, preferred cards, and how many of each type of card you can have. Then, why don't you look through all these cards and find the ones that say "Basic" on them. Those are the cards you may choose from to build your starting character. When you are done, why don't you pass that pile onto the next guy so he can start his character."

Even if it's not included in the game, maybe some official Paizo PDF of the cards that new players have access to and a quick run down on each character. I want my players to go "oooh, I like the druid, and I think I'll start with these cards." Instead of that mess I described in the previous paragraph. I think it will really help the learning curve and the immersion factor (I don't want my players seeing all the loot that is available before we even play).


If we are instructed to Banish something, we place it back into the box with the unused pool of cards. If something is "Removed from the Game" do we create a new pile of cards never to be used again?

I'm just wondering how at higher levels, we don't keep seeing the same lower level banes/boons.


Anyone?


1. Do ranged touch spells suffer the -4 penalty for shooting into melee?
2. Do either of the feats Point Blank Shot or Precise Shot work for Ranged Touch spells?

a) It SEEMS that the -4 penalty only applies to weapons, and the feats only apply to weapons as well...

3. Follow up question: How does this affect the new Hand of the Apprentice?


I have a PC that thinks if enemies don't take AOO from being moved around, then players shouldn't have to either. Is this fair?

1) If a player grapples and then moves an enemy combatant, does the enemy take AOOs from the player's party? (If the grappling player moves out of another enemies threatened area, does the grappling player take an AOO?)

2) If a player (not being threatened) grabs another player (that IS being threatened) and drags them, does anyone take an AOO?

And finally a rule clarification: If you initiate the grapple and succeed, are both the grappler and graplee considered to be in a grappled state? Are there any penalties/bonuses for outside parties when attacking grappled combatants? Can someone that is in a grappled state break grapple as a quick action or only the person that initiated the grapple? (once again, the same player is arguing this point, because it doesn't explicitly say in the rulebook)

/frustrated.


My PCs want options... here's what they've got so far.

1. Stand up as a move action + AOO.
2. Stand up as a swift action (DC35 Acrobat), no AOO.
3. Full Defense as a full round action, no AOO.
4. 5 yard crawl as a move action + AOO.
5. 10 yard full withdraw crawl?, no AOO.

I'm not even sure some of this stuff is "legal." What about:
"Crawl away using acrobat (tumble) as a move action, then standing up as a second move action." I allowed this with a -4 penalty for being on the ground... I also considered -10 penalty or just not allow them to use their dex modifier.

It does kinda suck when you know you can't survive another hit and you are prone in front of a baddie... what ARE the choices available to PCs in Pathfinder?

-Mhagus