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JOHNATHAN FINFINIS wrote:
Oh, are the cards the same size in all the sets?

Yes, to make all cards compatible with each other, they are all the same size, and all have the samme art on the backside.


JOHNATHAN FINFINIS wrote:

Thank you for answering me!! It is incredibly helpful to me!!

After I play all the adventures of Wrath could I use my characters from Wrath and play them in Rise of the rune lords?

You can, but doing so would make you overpowered, and the game assumes you start a new character for each playtrough of each set. But you can use character cards from one set in the others, though some are rather specialized towards certain sets.

That being said, this blog describes how you could go from Runelords or Skulls and Shackles into Wrath:

https://paizo.com/community/blog/v5748dyo5lhxk?Wrath-of-the-Righteous-The-L ongAwaited..

But I would probably recommend playing all the sets the ordinary way first.


I can't remember any other cards that care about the number of cards in your location deck list. So unless I am misremebering, then it can only be used together with his other powers it would seem.


Page 8: If you are instructed to play, reveal, display, reload, discard, recharge,bury, banish, or otherwise manipulate a card, that card must come from your hand unless you are activating a power on a displayed card, in which case you activate it with the displayed card instead.


I wondered about the same thing myself when I played the scenario, and actually found the answer in the rulebook, page 7.

"If you display a boon for any reason other than playing it, ignore its powers."


I think the problems with alchemical items have been resolved now by this thread: Conversion-for-Alchemists-Fire


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One thing I have been wondering about here, do you still get respect points from honor-tested if you fail a scenario? As far as i can tell by the rules you do, but having failed multiple times on the first two scenarios I now have 15 respect from just HT. Seemed a bit much.


This is actually defined very clearly in the rule book. In the sidebar "Rules: Skills, Dice and Modifiers" on page 11.

"If your character says "Strength d10" and the "+1" box next to that has been checked, your strength skill is d10+1 and your strength die is d10. (The "+1" is called a modifier). If your character aslo says "Melee: Strength +3", your meel skill is d10+4, your melee die is d10, and the Melee modifier is +4."


The way I read the scenario power is that when you defeat a barrier you examine cards and compare them and then add the location lair if the conditions are met.

If the Lair is built, then you examine all locations, Lair included, but adding the Lair has become an impossible instruction and won't be done. Then you may attempt to close of the location, and this is dependent on wether the you defeat the barrier, and not if the cards on top don't match. In this case, the placement of the lair is irrelevant.

But, I will admit, carefull rereading of the scenario now makes me question my own interpretation, so while i am still in favor of this interpretation, I am not 100 % certain. Because I can certainly see arguments in favor of your interpretation.


On mobile, so don’t have the chance to read the exact rules of the scenario, but if I recall correctly, and do correct me if I don’t, after building the lair, the rules for the scenario changes in a way that makes it irrelevant where it is, so just follow the rules as written for adding new locations.


In the storybook for scenario 2D in Crimson Throne it refers to the location «Dungeon», but the actual location card is named «Dungeons». It is spelled correctly in later scenarios that use it.

Probably nitpicking on my part, but thought I would point it out since a similar error was put up in the faq for Cave/Caves in DD.


Never thought of this situation before, probably because i usually don't examine my deck.

But the rules certainly seem to say so, as well as this old thread for Mummys Mask that brings up more or less the same question.

https://paizo.com/threads/rzs2u4ef?Trigger-in-Character-Deck

And if you don't aquire it when encountering it, you apparently you have to banish it according to the rules.


Longshot11 wrote:
Yewstance wrote:

Whilst the power that's causing you to be healed is not a power on the written blessing; I think the quoted rulebook sentence "if you're discarding a card to heal yourself, you can't heal the discarded card" should still apply, since the heal is a direct result of discarding the blessed quality. At least in my opinion.

I have to disagree. There's nothing "direct" (however we choose to define this) about the heal when playing the blessing. You're NOT playing the blessing to heal yourself; you ARE playing it TO cause some other effect (adding dice, most likely) - the heal is just a triggered consequence of that action.

Wether it's a direct result is up to debate I think. You could first and foremost play your Harrow for the heal effect (I have), and consider the rest of the blessings power to be the "side effect".

And while I understand the logic behind the question, I still feel that the rule for healing is not that unambigous. It doesn't say that it has to relate to the use of a power on the card. It just says "if you're discarding a card to heal". I think theres a clear intent here to limit the cycling of cards used to heal (with some exceptions that are recharged back into the deck) that supports this interpretation.


Answer to question 2.

In the sidebar for healing in the rules: "When a power heals you, shuffle the specified number (and, if
specified, type) of random cards from your discards into your deck. If
you’re discarding a card to heal yourself, exclude that card from the
cards you are healing."

So no.


I personally find that in Rise of the Runelords it is very usefull to have at least one person with divine skill, one with Arcane and one with meele or ranged based skills to sort of have all types of support and combat options. Assuming you want to use the characters from the set, suplementing Ezren and Lini I would personally go with Harsk as you yourself suggests. With a maxed out survival skill he is very usefull, since there are a lot of survival and wisdom checks in RotR.


That makes perfect sense. Playing solo I pick the card up to easily read it. Easy to forget spesifics like that then. The devil is in the details.


Longshot11 wrote:
jorveg wrote:
1: On the location Oubliettte it says "When Closed: You May Heal an Ally". All references in the rules as far as I can find say to heal "the specified number of cards", but the Oubliette does not specify the number of cards to heal. I have so far assumed it to heal one card,

I would assume you're a non-native English speaker and that might be tripping you up - "a" and "an" are singular indefinite articles (or whatever they call them in grammar) - so their use is pretty much the same as saying "Heal one ally".

Damn, feel stupid now. Not native speaker, but feel I should have spotted that one. Have been thinking of the word ally as in "other character" when of course it refers to the boon type.


1: On the location Oubliettte it says "When Closed: You May Heal an Ally". All references in the rules as far as I can find say to heal "the specified number of cards", but the Oubliette does not specify the number of cards to heal. I have so far assumed it to heal one card, but is this an error, or is there some rule I am missing that defines some sort of default number for healing cards?

2: In the "During this Scenario" for DD3B it says to count the cards left in the location to find out if the dragon is defeated. If there are 3 or more, it is undefeated. Is the encountered card still considered part of the location while encountering it?

In case I am unclear, if there are 3 cards left in the location, and I then explore and find the dragon, and manage to beat it, would it be considered defeated or undefeated according to the scenario?