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![]() I'd love to see Ultimate Equipment bring to the foreground that stuff that every adventurer packs and uses but no one talks about usually except for that one time it super saved their lives and/or was epic & awesome. Like the 50ft of silk rope that got attached to a few Alchemist fire flasks that allowed the party to blow a hole in the unkillable Vampire's lair and kill him with sunlight. The climbing piton that got seal of teleport attached and loaded into a crossbow to send a boat of goblins across the universe. The set of traveller's/fine clothes that got dyed to match the color of the cultists robes to sneak in with the crowd. The rations that tamed a hungry griffon. If you ask around, you'll defintely hear stories of that forgotten item on the "EQ" section of the sheet that created a memorable moment. ![]()
![]() Any news on if/when the Class Deck download will be getting updated with Magus and Tales character sheets and deck lists? Right now my players are marking directly on their sleeves since they dont have a printed sheet. My downloads show that the last update to the CD file was Feb 2017 and Summoner is the final new addition. ![]()
![]() Either would be fine with me but maybe towards scenario as I usually drop my proxy cards into the sheet protector that has the scenario in it, so each card is stored with the scenario it belongs to. It does require some digging at times when something is reused, but for the most part it helps keep things organized and contained. Especially when dealing with new locations like in Season of the Gobs. ![]()
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![]() I'm running PFS ACG tutorial + 2-1 all weekend, and I've created the 6 original iconics pre gen decks for players. I have char, card, and chronicle sheets for them all to hand out. My question is at what point can pre-gen rewards be transferred vs when do you have to ref the pre-gen as your own char? Can my players who did 2-1A last night transfer their completion, reward and upgrade to a new character? If they complete 2-1B can they no longer move the rewards? Some players expressed interest in buying a newer class deck now that they learned the game and it would be a shame if they had to start over and miss out on completing the adventure since 2-1a might not fire again this weekend. ![]()
![]() Looking again, this would mean you also have a hole in your deck, but perhaps that is on purpose so you can fill it with something applicable to tier? Assuming Tier 1
Now if this were a tier 3 character, I would say that the +1 from CD can be a adv 1 or below card, which would give me a way to filter out old cards that I never got a decent upgrade for. ![]()
![]() Am I reading this right and if you trade you will actually be down a health point for the scenario? This effectively says, that we can't use garbage loot and instead have to cough up loot from our health pool, the way I read it. And by garbage loot I mean having extra Weapon Bs for a Spell based char at the end of a scenario.
So if I do my first trade at the start of the next scenario I will only have 14 cards in my deck, is this simply the price of doing business? It would make sense but my understanding was that Traders were a way to filter away un useful loot. My hope was that in adv4 and up we'd finally have a way to filter out the B cards still in the box for actual upgrades that translated into CD upgrades. ![]()
![]() So I'm getting ready to get v4 of the guide printed bound and laminated and reading thru it I happened upon this part: "Next, Alex’s party wins Scenario 1B. The scenario reward is a random spell. Alex decides the card she drew won’t improve Lem’s deck, so she records that she took no reward." Now that seems very different from how I've been instructing my group to play. Up till now if you don't want a pull reward, you don't get to pull. This also seems to indicate that game box pulls are only for particular chars, at least in this example. I'm assuming that the correct way to play is the following, which is lifted from 2-6: "Each character chooses weapon, spell, or item and adds a card of that type that has
So my question is can characters do the pull from the box, but elect not to take the reward, which would mean losing this bonus upgrade? They would still get the regular upgrade, but for characters who see no beneficial bonus upgrade in those pulled cards, can they mark no reward? Would this mean a character could replay it again for the reward even if the rest of the party already has it? Damiel didnt take the reward the first time around since potion of healing was the item alongside a weapon 4 and 2 Spell 5, but if his party of four replays can the other three members choose item and add Damiel can now choose from 4 items? I feel this is important when playing the later scenarios and these type of loot pulls end up grabbing B set cards without the Basic or Elite tag still in rotation, like the damn heavy crossbow instead of a weapon 4/5/6! #stillgrumpy ![]()
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![]() Hey guys, I'm getting ready to volunteer for running a couple PFSACG sessions at MAGFest 2017 and I have my original Rise of the Runelords demo kit. Its a super easy to set up and run demo in a deckbox, any chance its in the works to use that to create a demo scenario like the S&S one? I'd love to have mini chronicles to give out for the follow on 2-1 slots happening the rest of my time blocks. ![]()
![]() I was thinking of allowing a player a re-roll if they had an "I Voted!" sticker/pin today but wanted to check in about the general feeling of such things. I know there is a bit of leeway in leaving running the games to the "GM" person, but I thought this might a cool thing to toss in my meetup/FB ads to get more nerds to the polls. ![]()
![]() All I will say is don't give up hope , keep advertising and keep showing up! My group started as 3 people, but over a few months grew to 5, then to 7, and now to around 10-12! We usually need two boxes a night nowadays. I started with a separate FB page for my chapter and invited people I had heard bought the game and started organizing events there, as well as the local PFS meetup group. Your local venture captain or Lt may also know PFS players that have the card game as well. ![]()
![]() OMG favorite blog post ever. Why? André Nguyen showed his UX mockups!!! As a UX designer I wanted to suddenly see all of em. All the wireframes, all the paper prototypes. To see Nguyen's and Selinker's UX work in their notebooks would be a day full of fanboi. Would love to see more UX work showing up in blog posts, as games are ultimate UX challenges because unlike other software, there is no reason to interact if you aren't having an enjoyable experience! ![]()
![]() Pregenerated Char Tiers Gallery I can take this down if it breaks any rules. Just tossed this together in Sketch from my old PDF ![]()
![]() If there were a check to focus the monsters or if each character had to make a check or be faced with one it would probably clear up my issues with the card. Check to evade with a minor negative for success, you character was focused on gtfo of the way and not holding onto their stuff. Have to make the run check for each demon assigned to you. Missed check, fight your summoned demon(s). Could strategically run away from 1 and fight another, as your character wanted a 1 on 1 fight and not a 2v1. Alternatively encountering character has to make a check, ie someone keeping an eye out for trouble as the party is adventuring. If they make it they have advance notice and the party can direct out the X amount of demons thanks to s or reduce the amount of demons encountered, or provide a bonus to the checks. If not then, card functions as written as the party is completely taken by surprise. Least amount of change and would bake in a thematic way to deal with the card. More importantly, doesn't feel as random. The issue currently being experienced would be a consequence resulting from a choice instead of a choice-less action. Also to Keith, Tannis and co, I only get this way about games I love :P The only other game I own with the same replay value is Descent(1&2) and getting people to play PACG is much easier with much less table space! #perilsofbeingadesigner ![]()
![]() Its not that we aren't finding the season fun, we've had a blast getting to the tail end of the season (we are on 1-6D). It's just this particular card. We actually use the methods you outline, except for the evasion due to party comp. It was a bit of a surprise that scouting's value exponentially increases as you work through Adv 6 vs our previous facerolling. This also may not be a new thing and this card has been discussed to death in internal R&D, the recent experiences of my group are just at the level where I feel I had to get some feedback in case any newer OP organizers are running into a similar issue. ![]()
![]() To clarify, this is what I've observed in my sphere of influence and you guys may have very different experiences with this card. I know there are/must-be workarounds, options and potential fixes. I wanted to get discussion going as to what those are. Workarounds-wise as a my progression char is a Tier 6 Cleric, I downgraded an item to take spyglass again. I also feel Scrying was a must include. A fix I keep debating in my head is similar to the existing implemented fix of adding in a cohort that can scout/evade. Or an adventure/scenario rule that adds the ability to reassign the randomness at a cost. ![]()
![]() The other group voiced that the best solution would be if SotS was tiered so they could jump into the SotR games when it strikes them *poke poke* :P Looking forward to the Rise OP as this problem is easily solved by just running two different APs! When Rise drops I can run 3 APs out of my own personal stock because we should of course be at 12-18 by then, naturally. ![]()
![]() Hey guys wanted to see if anyone else had some ideas on an issue my group keeps encountering. We have core group of 3 with usually a fourth off meetup, but recently we had a six player game so I had to crack into the addon deck as I didn't have another box. Something I've been noticing is that for the past two scenarios we've run we've had to attempt them twice due to feeling like every game brought at least two demonic hordes and two aboreal blights. Packing up I noticed that in our location decks for our failed 4player scenario this week (1-2D), there were in fact 3 demonic hordes, 2 from the base set plus 1 from the character addon deck and 2 blights, 1 from B and 1 from C. I've been debating using a modified purging rule from when the group size drops below 5 and purging out C cards as they are encountered by smaller parties and replacing with a random from the box. Is this something you guys think would be okay in OP, or should I go thru all the cards and pull out all the C before sessions? Any other issues you guys have seen with fluctuating group sizes and how you fixed the issue? ![]()
![]() One of my favorite things about this game is the involvement of the Paizo staff in interacting with the community and letting us see some of the inner workings of PACG R&D. As a user experience designer by trade and hobbyist game designer, I would love to learn even more about the R&D process behind this game. I think the PACG team has so much knowledge and information that could inspire a whole new crop of game creators. Plus all the tangential processes that go along with creating a new entry in the product line. Even a monthly 30 or 90 minutes would be amazing, tho I hold out hope for a weekly or bi weekly series! I really hope this is a possibility because you guys are so great at engaging us and this would be a huge interaction point. Thoughts? ![]()
![]() I agree with Andrew, power makes the most sense thematically. I do think the DriveThru option for fixing gimped characters is still the best option tho. Being able to pay $4-5 to add an additional 15-30 cards to a class deck to enable the correct pool size is something I would not mind paying for. Repeatedly even across all my class decks, as I am an organizer and maintain one copy of each class. As a hobbyist designer on my own game, I also think its the best solution as it avoids having to introduce a new system (which would then need to have playtesting) to address a previous design choice. A multiclassing system COULD be introduced in the future, but in reality I would see that more as a class deck that is already pre formulated as X/Y splash Z. ![]()
![]() Entry 2
All glory to the guild
Entry 3
All glory to the guild.
Season of the Righteous backstory and Herald's Chosen setup. With that out of the way our 1-1A entry can be posted as soon as I get our wild ride transposed. Enjoy! ![]()
![]() I like the suggestion of offering updated Character cards via DriveThru. Could even be used to just refresh certain characters by offering a new 15-20 card pack per class, and you only need buy the class you want. Alternatively instead of having to craft a whole "multiclass" system, use the same model of the character add on deck where the normal 4 player game gets expanded cardpools for supporting two more players. Something like "Guild Academy Deck"- 110 cards with respective class stamps. ~14 new boons for each class. ![]()
![]() Thoughts on choice on taking the die bump or unlocking a card slot replacement? Zarolva completes 1-1. She now has the option to take and store the die bump, or trade the die bump for a card upgrade of 1 lower than the AD#. She can now swap one of her spells for a spell b from another deck. Alternatively, card feat is exchangeable for a card slot replacement. horizontal growth vs vertical. On fourth success zarlov trades an HP and slot quantity increase for slot diversity. Both methods require effort to achieve multi, tho i think exchanging vertical growth for horizontal is most efficent and trackable. Also linked easier into tier system (tier-1 card choices) allowing for multiclassing once per tier to prevent unexpected imbalance. Attempting to abuse would quickly push char into out of depth content and push out of groups. Single deck chars grow up, multi decks grow out, without vastly affecting current systems and retaining power curve. Basically, Hammer vs multitool. Thoughts?
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