Pirate Guard

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Thanks for the clarification. That makes sense, I'll read through that whole section when I get home. Good to know that we haven't 'cheated' by mistake.


Fantastic, then we didn't do it wrong. Thanks for the swift reply! We tried to find the rule in rulebook, but couldn't find it. Sounds like it's part of an example (I don't have the rulebook here with me)?

But weapons are special in this regard? Since many items/allies/etc. say that they add the Swashbuckling trait even if they already have the trait listed beside the image? That is what confused us in the first place, since most of those cards specifically say in their description that they add Swashbuckling to a check.


Hi,

Last night we played a game of S&S, one of us were playing Jirelle. After a while we got into a discussion about Jirelles Swashbuckling power.

Up to that point we had assumed that since the Rapier has the Swashbuckling trait, it allows her to use her reroll power on melee attacks. And since the Rapier also has the Finess trait she gets Melee: Dexterety+2 when attacking. Is this a correct interpretation?

Or does she need to add the Swashbuckling (and Finesse) trait(s) to her attack rolls some other way, for example by using an eyepatch? That could make sense, but that made us wonder about the finesse power, since we have seen no cards that add the finesse trait.

Could anyone help us clarify this?

Thanks in advance!


The adventure path looks fantastic. We will definitly try this as soon as we're done with our current playtrhough of RotR.

How would you rate the difficulty of Shield of Rannick in comparison to RotR?


Our group have tried two ways of increasing difficulty (RotR)

The first variant was that we shuffled 5 random monsters and 5 random barriers together and added one to each location.
That increased the number of banes in all locations, and the locations had one extra card in them. Also, you do not know exactly how many monsters or barriers each location holds.

For the second variant we used a number of locations as if we were one extra player (so we are 3 players, but set up the game as if we were 4). That adds an extra location to the game and we realized that in a three player game some locations never get used, so that was fun.

Both of these work well for a more challenging game. I do think that adding banes one deck early could work as well. We will try this the next time we play through RotR.


Thanks for all the answers, insights and thoughs shared.

I really have to think about which role I'll put my Mersiel into now. At first Thief seemed great since I assumed that the Charisma recharge would be useful, now it seems to me that it's not worth the power (and skill) feats, those points are better spent elswhere as it is now.


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Hi all,

As a thief Mersiel can get the ability to "use Charisma in place of any skill on any check to recharge an armor, item, or weapon with the magic trait".

Initially, this sounded great, so I thought I'd put two skill feats into charisma to increase the effectiveness of that ability. However, looking through the cards I found very few armor/item/weapon cards that have the magic trait and can be recharged through a check.

On a quick search I found only Wand of Force missiles and Wand of Scorching Ray and both of these require an 8 to succeed. If I put two skill feats in charisma, I still only succeed on a 6 (unless I use blessings or other cards to boost the check), so the risk of failing the check is very high.

At first I throught the ability sounded great, now I feel its usefullness is so limited that it's more or less useless.

Have I misinterpreted the ability somehow? Or missed a bunch of cards that I can recharge?

Thanks in advance!