Nathaniel Gousset wrote:
Well, since the Scarecrow is tied to another scenario, the Scenario card could boost Scarecrows substantially to make them a threat. Though I do feel they are kind of weak as it is.
Vic Wertz wrote:
Since they are Summoned rather than appearing in the location deck, they don't get shuffled back into other open locations. Even in a 4 player game there are only two Zombie henchmen it seems, making the effect of spawning continuous zombies a rarity?
Chad Brown wrote:
Well, I've not been paying attention then :-D
Burying from the discard pile and burying from the hand is a LOT different mechanically, since one is accumulated over time as you play the game while the other is spending your hitpoints to get a bonus. Very different indeed. And taking damage and using it for bullets? How is taking cards from the discard pile taking damage? Are you having confusion on how hit points work? Again, FROM THE DISCARD PILE.
Meaning like in certain RPGs you adventure, find bullets or arrows from a crate to fuel your ranged weapons. If you want to argue semantics further, how is burying the Elven Archer Ally from my hand giving Amiri an extra 1D10? She whacks the Elf into the next scenario and thereby gains enough confidence to beat up that goblin?
IMO, I have in my mindset hoping that the next set of Iconic characters have a totally different set abilities that are less similar mechanically than existing ones. There is still some design space here...
The idea to take weapon cards from the discard pile is interesting mechanically, but IMO is more fitting for the Alchemist using his Alchemical stuff or Witch using Potions.
I bet you didn't read my suggestion properly. "Bury X cards in your DISCARD pile". You can't compare that to Amiri's at all.
My point on it being a freebie is because you didn't lose a card for succeeding a check, but if you fail the check you will lose that one card you discarded AND take damage. Seems the variance is too high there and I don't see any other abilities in the game that punishes your character so much for failing to use his ability.
Seems a pretty hefty penalty if you fail the combat check, and a freebie if you succeed the check. I don't really like the recharge for free if you succeed.
I was thinking the Gunslinger could use the concept of bullets. Something like: Bury X cards from your discard pile and add that to your combat check. X has the maximum of 3+1,+2.
Your discard pile is the number of bullets you have, and you need to reload it next turn by putting more cards into your discard pile as you play the game.
Really? Then Merisel's ability just got a lot more useful. My point is the ability to have the chance to know where exactly the Villain is is pretty useful. Especially on a card that lets you use it every turn whereas other cards require discard or recharge.
I have the same thing listed. Confusing...
Yeah, but if Merisel evades the Villain, he will be shuffled into all locations whereas if you use Ilsoari, you can just choose not to explore the place until you are ready. The same with henchmen and other dangers; if she is not ready for it, she can get someone else to explore who is able to. The fact that he is put on top of your deck means you can do it every turn, sort of a "safe" explore. If you meet the devil, just evade it.
Mike Selinker wrote:
Our intent is that all characters from any base set will be compatible with any other base set. There may be some choices you make in one set that might not pay off in others (i.e., Kyra won't be as good if a set doesn't contain any Undead monsters), but they'll all work.
So my guess is the next set after the APs are complete is a standalone new base set for the "Curse of the Crimson Throne" AP with some of the newer Iconic Characters (Looking at the RPG section). Then maybe another character pack for the remainder of the iconic characters?