Hmm, our Half-Elven swashbuckler rogue does exactly what you said - he dances in, hits a foe with a good hit, and then dances back behind the tank character. He has great defence and uses his Shield Block to great effect.
One thing that we have noticed is that there is no Taunt-like feat where the Tank could cause enemies to target him instead of the other characters. But even if he had that, he's not standing still. The fights are way less static than before as we move, hit, and then move again.
We are in Age of Ashes Book 2 and had a devil of a fight where a TPK was getting close. But we changed our tactics and took advantage of the fact that Attacks of Opportunity are rare, we all started doing hit-and-run tactics and getting the enemies bottled up at a bridge and then in a house.
If you are just going up to a monster and hitting it three times and then giving it three chances to hit you, yes you are going to be in more trouble than in 1e. IMO, 2e needs all of us old TTRPGers to change our tactics and I think that's good.
As an aside, my Gnome Alchemist ended up being a tank at one point because I had treated my wounds (Battle Medicine), quick alchemy created an elixir of life and drank it, so I ended up with more hit points and could take two hits from the big bad. A great moment in Mira's adventuring career!
One of my player wanted to play a Gnoll and I liked his idea and worked out how the relationship between him and Anchor Root might work out as well as the interactions with the Pugwampis. Now another player has a great concept for a Grippli Alchemist and I was going to allow it but I just read through Book 2 and will now have to figure out how his interaction with Froglegs will happen!
Why couldn't my players choose simpler races? :)
In Lanterns of the Bone Fields (from Mummy's Mask 5), the scenario has Poison scourges shuffled into each location. What happens when a character encounters a scourge? Do they automatically acquire it and display it in front of them?
This scenario seems hard to finish (I've just finished one turn each in my 6-character play of it) as the Henchmen don't allow you to close the location, so you have to search hard for the Villain and the loot hidden in two different locations. And then you have to close the Elemental Trenches location. I can see the group running out of time!
In any case, I'm held up until I know what happens with the scourge that I may or may not encounter (I examined the location so I know it's there, but I haven't encountered it yet).
Yes, I too have been playing it like you, but I'll take the easier route of finding the next blessing. And wording-semantics aside, you do have to have to encounter the card to acquire. Dulcee is ignoring the fact that they couldn't say "summon and acquire" since the card is already there and you aren't getting a copy of it. Thus they just say acquire. However, each to his own, simply taking the blessing seems counter-intuitive, but if that's how you want to play it...
My family is working our way slowly through the new Core Set and CoCT adventures. Since I don't want to spoil myself but want to play a little faster than our family does, I'm looking at starting Year of Rotting Ruin plus the new Season 7 Year of Reborn Strife. As well, I suspect the family will want to move on to those when we finish CoCT.
My main question concerns whether it is possible to play the PACS seasons as a normal AP? i.e. not using the PACS rules on character advancement. I couldn't find anyone discussing this. We never tried this with the previous seasons as we just played those in our PACS group.
My group just finished their 2nd session and had good rolls so they found the captain's shoe and the murder weapon and identified the blood on both as being Kasathan. So now they know the captain is dead and they revealed it to the First Mate before I distracted them with the goblin attack. Session 3 will start with the fight against the goblins and then against Jincheroga, but now I have to figure out how to modify the fight and further stuff since the PCs will know the "captain" is fake.
Yep, it is allowed. You reveal the card to determine your combat check. Since it is just a reveal, it is still in your hand, so you can now discard or recharge it to get the Stealth bonus. I do this quite a bit with my Zadim.
I would read that as you draw it back into your hand to reduce Combat damage to 2.
I'm not sure why that wouldn't just make this a long-winded way of reveal to reduce Combat damage to 2? I guess it gives you the ability to have an extra card since you'd have your hand limit plus the plate displayed?
All characters start at the Junk Beach and there are four Goblin Raider henchmen on top. We face those (without being able to close) and then have to close the location before we can spread out to the other locations.
Alahazra: 1d100 ⇒ 16
Alahazra, Ostog, Radillo, Mother Myrtle
Let me know your opening hand and then Alahazra can start by either fighting a Goblin Raider or doing a trick to rearrange the location deck. :)
Big Chief Wortus - Villain:
Poison Trap - Henchman:
Bandit - Henchman (for closing checks):
Goblin Raider - Henchman (for Junk Beach and closing checks:
2-1D: Cut Them Off At The Source
Okay, CardWarden is giving me fits, so this is going to take longer to get up and running than I thought. You can't easily delete multiple cards from a set which is what I need to do to make room for the new S&S cards.
I'm going to resurrect the SoRL game and we can get that started while I'm working on this.
Koren is going to start at the Beach.
We just need to know where Jirelle is going to start at - perhaps Widowmaker Isle to take on the ship for closing?
In any case, here is the initiative rolls:
Jirelle: 1d100 ⇒ 6
Order: Jirelle, Ezren, Koren, Vika
I have also hit a small snag in that CardWarden only allows 1000 cards in a "box" and I've hit too many cards because I have the class decks in this for ease of use. I forgot that was a problem before I took my brief hiatus. I'll be fixing this today so it shouldn't stop us too long.
Munarei - Villain/Monster 3:
Vakarla the Wrecker - Henchman/Monster 3:
Cryptic Runes - Henchman/Barrier 3:
Giles Halmis - Henchman/Monster 3:
Shimerae - Henchman/Monster 3:
Hammerhead Shark - Henchman/Monster 1:
Enemy Ship - Henchman/Barrier 1:
Hi all! Sorry that I've been away for so long, but things have been hectic around here. I'm finally getting my head above water and I'd like to resume our playthroughs. Rather than start all three up at the same time, I thought I'd do them one-by-one. I'm not sure that I'll keep the WotR one going because I finished that with my kids and it got boring and annoying at the end when you have +30 and are rolling a ton of dice. But let's get this one going and start from there.
Our family started Mummy's Mask on Monday and ended up with Channa Ti, Amhotep, Drelm, and Yoon.
My daughter was upset that there was no Seelah, but went with Channa Ti since she had played Lini in S&S. Son #1 loved Selytiel as a Magus so immediately went with Amhotep. Son #2 wanted the cleric so he chose Drelm. I wanted a weapons person but didn't really like Zadim and Yoon really called to me.
For the first time since you arrived in Sandpoint, you have a true ally. “These goblins you describe are worrisome,” the councilman says. “These mutations sound like the work of the cult of Lamashtu, a source of much trouble here in Sandpoint. I do not believe we can let this matter lie while we wait for a dragon to return.”
You agree, but remind the councilman that you do not know where the goblins live.
“Ah, but I might,” he says. “My sources say there has been prowling around Junk Beach at night. My friends, let us lay a trap."
Glassworks - Radillo
Longbow - Weapon B
She could let the Longbow pass her by, but she does have an extra BotG and a d8 for dexterity, so she might try.
Check to Close Glassworks
Alahazra has a Blessing of Shelyn +2 dice for a Wisdom check
So even with her d4 for Wisdom, we should hopefully make it (4d4+1 to get a 6?).
All up to Radillo now...
The Rusty Dragon
Glassworks - Alahazra
Shadow - Monster B
This is going to come down to the wire! Ostog explores the Glassworks...
Glassworks - Ostog
Ambush - Barrier B
Ah, I missed what you were intending to do.
I thought you were auguring first.
So the Thieves' Tools are explored first and not tried for.
Then augury finds Invisibility, Ambush, and Longbow.
And you successfully get Invisibility.
The cards are now shuffled and waiting for you to use the Jinx Eater.
Radillo, Enchanting Ensorceler wrote:
There is no Villain - we just have to close every location so we have to encounter every card.
Yes, it's a fail to acquire, but the Glassworks only penalizes you if you fail a check, which you wouldn't have. But no big deal...
Top card at the Glassworks (due to recharge Lookout) is Thieves' Tools.
The Rusty Dragon
Recently clarified that you have to check
Really? Here's a quote from Vic:
You might be confusing that if you have to check, you can't just fail it, you have to roll. But you are never forced to acquire a boon.