Linxia Benzekri

redeux's page

Pathfinder Card Game, Rulebook Subscriber. Venture-Agent, Online—ACG 349 posts (4,189 including aliases). 6 reviews. 1 list. No wishlists. 21 Organized Play characters. 24 aliases.


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Pathfinder Card Game, Rulebook Subscriber

Hi all,

So when Core first came out I believe there was a statement made at some point that no one had yet completed Legendary difficulty. If you're not familiar with Legendary difficulty here's some developer commentary on Legendary (and at the 15:10 timestamp Keith is referring to this group). Essentially though, Legendary adds in 3 wildcards and increases bane difficulty. Naturally there was a group that decided "Hey, that sounds fun" and took on the challenge.

I'd like to formally congratulate the following for completing Dragon's Demand on Legendary difficulty:

  • Skizzerz (Core Valeros)
  • NathanDavis (Core Seelah)
  • Maelwys0 (Core Kyra)
  • Yewstance (Core Lem)

    It was a society based game and the team randomly chose wildcards for each scenario. They also opted for randomly generating scenario 3C which resulted in a siege scenario with ablaze damage. I was convinced that they wouldn’t necessarily die but they would lose from locations closing before they could win. Sure enough, they managed to pull out a victory anyway.

    Here's a few misc. stats from the campaign:

  • 0 failed scenarios
  • 0 character deaths
  • 0 hero points used to prevent death
  • 2 hero points used on rerolls
  • 1 respect point earned (via Friendly Game of Sredna)
  • 4 wildcards that were never randomly chosen
  • 5 Trolls encountered
  • 1 Troll defeated in combat


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    Abraham Z. wrote:
    Will there be other options for higher tier play? I’ve got three characters that I’d like to get back into action, who are all tier 3 or 4.

    We will have some tables running a higher-tiered adventure during Outpost III so you'll be able to play with a tier 3/4 character.

    Additionally, for some of those characters you can always post in the recruiting section looking to join an existing table. Sometimes players leave campaigns and a seat opens up. Just share your character(s)/tiers and what campaign(s) you'd like to play. You might be able to get into a game that way


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    I posted this in the ACG lodge but in case anyone comes looking for it here: Our ACG BR Sign up form


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    Pathfinder Card Game, Rulebook Subscriber

    Unforunately I have no more extras.

    I would like to take the opportunity to poke Vic to poke the store manager about getting WOTR/MM promos up in the shop. Also wondering if we can ever hope that the Core/Curse cards get in the shop?

    (I've mentioned it before but i wish all promos were at most time-exclusive meaning eventually they are made available for purchase through the store)

    Venture-Agent, Online—ACG aka redeux

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    Mike Bramnik wrote:

    Very excited to share this with the lodges in my area! I know a lot of my players and GMs have been theory crafting characters from the Lost Omens books for awhile now! Happy news for all!

    That said, it looks like aspiring Hellknights in PFS still need their first edition books in order to be legal :-P

    Not a complaint - any excuse to share Path of the Hellknight with more people is a welcome one!

    Is this because the Hellknight Dedication references the Hellknight Test but that test isn't specifically outlined in any PF2 material like it is in PF1 Path of the Hellknight and Hell Unleashed?

    Additionally, how does a PFS character accomplish the Hellknight Test since the circumstances typically wouldn't be found in a PFS scenario?

    Asking because I obviously want to have a PFS hellknight so this blogpost is exciting to see my char becoming that much closer to a reality...


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    Pathfinder Card Game, Rulebook Subscriber

    In Pathfinder Friday "Demigods of Golarion" there is a landscape view of the Diety chart at 33:16. Can we PLEASE get this released as a PDF supplement in "My Downloads"??

    Love the book, but the current PDF version of that chart was not thought out for the PDF medium. I realize if I'm at my PC I can set up to view it as an actual spread, but that won't work if I need to reference the chart on my tablet or phone. Additionally I can't print it as a PDF in a 2x1 spread format myself due to file encryption so this is something I believe Paizo should do to make it more accessible.

    Thanks kindly!


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    Box Runner

    Just Adowyn's guard check left. I'm just going to bot it to keep things moving

    Flaming Heavy Pick +1:

    MM
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Use BotElements and Flenta's Good omen
    Flaming Heavy Pick+1 DC 12 melee: 2d6 + 1d6 + 4 ⇒ (5, 5) + (3) + 4 = 17 acquired


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    Pathfinder Card Game, Rulebook Subscriber

    What I used to do was use the paizo published deck lists. You can find them listed here: PACG Character Sheets. Inside of that file there is a deck list for each set. The deck list has a list of all the boons and you can mark in pencil which cards are in your deck. Then when changing sessions you can re-build your deck.

    Another option I used to do was just keep a word document set up with a listing of the characters. I used the formatting found In this thread which let me rebuild my characters when needed, and also meant I already had everything in the requested format when I was ready to post my characters.

    Last idea that comes to mind is for one of the games invest in using character/class deck products and build only from the cards included in those decks, similiar to how Organized Play handles it. This would allow your characters to remain separate from the box so you're not needing to rebuild characters constantly.


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    Pathfinder Card Game, Rulebook Subscriber

    I think I'm most excited for the champions of evil, and would love to see if champions of neutrality get added in this book as well. Specifically I just don't like the idea of a LG champion hellknight but would have really loved a LN champion option for a hellknight build. Instead of the LG champion I ended up settling with a LN fighter for my hellknight build.

    I'm also really excited some of the archetypes and classes. Interested to see shadowdancer in particular.


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    Pathfinder Card Game, Rulebook Subscriber
    PonSquared wrote:

    I am, sadly, starting to get the tingles that the game is effectively dead. It has been the greater part of a year without hearing anything about the future of the game past, "We are listening to the fans and thinking about it."

    By now we should have heard something but we have not (Unless I missed something...)

    I'd love to hear them at state, at the very least, that more is coming. No date need be given.

    Well, here's to hoping...

    - A PACG subscriber.

    While we haven't heard of any news or updatse about future sets...Have you seen Vic's commitment to rules/FAQs? He's been doing a stellar job, and I am very confused how someone could consider the game "effectively dead" when we are getting such rapid rules arbitration. I mean just look at Paizo/Loneshark involvement in this recent Rules discussion thread.

    I too look forward to some news/updates, and in the meantime major thanks to Vic and Loneshark for the continued support!


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    Pathfinder Card Game, Rulebook Subscriber

    Many thanks for your work on this Charon!


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    Pathfinder Card Game, Rulebook Subscriber

    Have you played WotR before? And if so, do you know what mythic path you'd be choosing? I'd assume Mythic Archmage but if you're picking a different path such as Mythic Trickster then that may change things a bit.

    I would take a good look at Pathfinder Tales deck. It's got a good bit of everything in it. Alternatively you could look at Hell's Vengeance 2 which might not be quite as optimal but would be fairly thematic and does include some GREAT spells like Stunning Barrier and Glamour.

    If you play the WOTR version of Enora then the Tales deck has Aqueous Orb which will be useful for off-turn combats. Ultimate Magic already includes Sphere of Fire so either way you'd have at least one spell available for off-turn combats (I'd consider that a keeper card for WOTR Enora). Ultimate Enora doesn't need to worry about this as much because she has the power feat that lets her attack

    Magus might have some situational good cards. Like Arcana Theft, Dimension Leap, and some of the staves. It also has some really strong allies.

    Those are the ones that come to mind for me, I'm sure some other decks could be good too. Regardless, Ultimate Magic is going to give you a lot of mileage so it will just depend on what you're looking to do with Enora and which version.


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    Pathfinder Card Game, Rulebook Subscriber

    SnS - Tales and Gunslinger. Tales has a bit of everything, including a pirate naga (Celeste), lots of finesse weapons and spells. Gunslinger because it adds more guns to SnS and fits the theme well.

    Wraith of the Righteous - Hells Vengeance decks, though they do make it a tad easier if using the characters since they introduce characters/mechanics that can ignore corrupted boons. But thematically the decks are spot on and fit right in if you are just using the boons.

    MM - Magus probably would have my vote. Maybe one of the occult decks.

    All that said, I generally am boring and just play with the sets as-is. Ultimately I think a lot of it just depends on what characters you plan to play and what decks would be good at supporting those characters.


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    **OVERSEER ANNOUNCEMENT**

    The colossal ruby phoenix grows more resplendent and terrifying with each restored feather that soars into the sky to meet it. The magnificent bird lets out a final screech as its shroud of flames intensifies, utterly consuming it. The phoenix is gone. As ruby ashes drift towards the tapestry, the invaders, seeing the tapestry’s last defense has failed, pour through, their entire force pushing through the largest rift in a massive final attack. The entire world shudders as the rift widens.

    Aram Zey steps forward to rest under the falling ashes. “Pathfinders, you fought bravely and well, and your sacrifices were not in vain.” Aram Zey pauses, and his expression turns pensive. “But, the tapestry’s tale has not yet ended. There is clearly a force at work here that is greater than we realized,” he gestures out toward the invaders, “Furthermore, we have not permanently repaired the demiplane—we have only patched the worst of the damage and prevented irreversible catastrophe. I fear that…” Aram Zey’s voice trails off for a moment, “Yes, just as I thought.”

    The ruby ashes begin to glow, faint as smoldering coals at first, and then intensifying, coalescing, and swirling in beautiful patterns as they lift Aram Zey into the air. “It seems the key to defending the tapestry is allowing its guardian to be reborn. I will do whatever I can to provide the arcane energy necessary to keep the tapestry stable. In the meantime, I hope the Society will search for a more permanent solution. I refuse to believe that the knowledge of the legendary Ruby Phoenix herself has been lost to us forever.” The ashes and Zey converge on a single point, a great ruby ember in the sky. There is a spark, and then the ember explodes. A wave of fire engulfs the tapestry as the Ruby Phoenix emerges from the explosion with a triumphant, piercing cry. Aram Zey floats within its heart, his body engulfed in ruby fire. The explosion’s flames reach the invaders first, turning them to ash and cinders. The flames wash over the tapestry’s defenders without harming them. The tapestry burns—but the fires replenish it, scouring the wasteland and restoring the tapestry’s original environments. The phoenix beats its wings, sending wave after wave of fire into the Astral rift and searing the portal shut. The phoenix soars in a great arc across the sky and flies off toward the sun.

    Thank you everyone for playing, this concludes the adventure! Thanks especially to the GMs, ACG box runners, and intrepid backup GMs that made this event possible.


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    Pathfinder Card Game, Rulebook Subscriber

    Nothing has been announced yet that I know of. During the Gen Con panel it was said that with the Core set they just took their old model and completely changed it. Rather than have smaller releases through a period of time we got it all at once. So nothing was announced yet, but they didn't say it wouldn't happen either.

    Personally I'm pretty hopeful because the Core set has been a blast and I think there is a ton of potential for the new model (using Core set which effectively lowers the cost of us getting future AP's)


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    Pathfinder Card Game, Rulebook Subscriber

    I was already sold on this book, but keep piling on the icing!


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    Pathfinder Card Game, Rulebook Subscriber

    Great post! I'm glad to see Lini now has her Droogami in the Core set (rather than needing a hard to get promo card in older sets). My only regret is that I can't make a Lini deck of all porcupines.


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    Pathfinder Card Game, Rulebook Subscriber

    Love the art and excited to read more on the Hellknights

    Blog wrote:
    If and when we get a chance to look at the Hellknights again (maybe in a book focused on Old Cheliax? Who knows! Let us know if you want that!) we will get a chance to expand further on the orders and provide new options.

    Yes please to Old Cheliax book!

    Venture-Agent, Online—ACG aka redeux

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    I think there should be a rule that rallied supporters are AP specific and cannot be rallied into a different AP. Much like Loot has "When setting up any scenario in that adventure path," verbiage.

    Say you are playing Sanctioned Curse, you cannot then use those ralliied Curse supporters while playing scenarios from season 6. Only supporters rallied during season 6 would be eligible to use during season 6 and same would need to apply to Curse.

    This was initially brought up by Yewstance here


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    Box Runner
    ACG Adowyn - Marjim wrote:

    Adowyn explores Thornscrub and encounters a Baited Jewel Box.

    [dice=Baited Jewel Box DC 10 Disable]1d6 + 1d4 Failed. What happens when I fail to defeat this?

    Good question! You don't take combat damage for failing to defeat a barrier. Most barriers will say "If undefeated....Do this" but this barrier doesn't have that so it just shuffles back into the deck.

    The annoying thing about this barrier is that it can be hard to get rid of so it can take up multiple explores, and it also can be really bad if you examine it because those cards that get shuffled into the location deck are considered banished from your character deck unless you can get them back before end of the scenario.


    Pathfinder Card Game, Rulebook Subscriber

    That wasn't a beating. That was murder.


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    Pathfinder Card Game, Rulebook Subscriber

    Interesting to get some background info on these scenarios!

    Speaking of Background info. Keith, do you want to share with everyone the time you made me feel like a villain during Haunted Fortunes? Actually, I will.

    I remember just like it were yesterday. Keith was playing Quinn and scouted a Blast Stone noting that it was "no doubt left by Lamm's insane alchemist Yargin Balko." Varian (Me) then acquired the Blast Stone and afterwards encountered Lamm's Lamb. Some background info would've been nice before I quickly deployed the Blast Stone on what I thought was just a skirmish barrier that needed to be squelched with fire. Poor kiddos. I was no better than Yargin Balko or Gaedren Lamm that day.

    Venture-Agent, Online—ACG aka redeux

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    MorkXII wrote:


    It's not quite that simple, since you might later use a hero point to gain a power feat that requires that previous feat. Now if you take that character to another adventure path, you have a sub-feat without its main feat. Maybe:
    "Each character gets a [skill/card/power] feat, and their [skill/card/power] feat cap for the rest of this AP is increased by 1. "

    Then the guide could be updated to add:
    "When you start a scenario, if your feat count exceeds your feat cap for that [scenario/adventure/adventure path], temporarily uncheck feats until you are back at your cap."

    Good call!

    I think we still need to make sure we capture the "Capstone" portion in there somewhere, since technically those are outside of the AP, but characters in SoRight obviously still want to have their oodles of skill, power, and card feats going into 1-P Dread Lord Rising.

    "Each character gets a [skill/card/power] feat, and their [skill/card/power] feat cap for the rest of this AP (and corresponding Capstone, if applicable,) is increased by 1. "

    Venture-Agent, Online—ACG aka redeux

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    I don't have a definitive answer but during the ACG Panel on Sunday, At the 2:40:53 time reference Mike mentions that it got laid out for it to be able to be released. Linda mentions that last year's Open got laid out last year but never got released. Keith said he's hopeful that the Opens will make it out into the wild more than they have in the past.

    Based on my experience at Gen Con it did seem like it was released in error (i.e. too early) so I'm not sure exactly when it was planned to be released and ready to run locally.

    Venture-Agent, Online—ACG aka redeux

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    I don't see that being on-topic, but in short I think that just because something may be imbalanced, doesn't mean that we shouldn't try to correct other imbalances. And just because we don't see this come up often, that doesn't mean closing that loophole isn't important.

    To Marks point; however, there is an issue where trying to correct these other imbalances has inadvertently caused some characters to lose out on feats. IOW, RAI and RAW don't seem to match up. RAW depending on when a character tiers up it's possible to lose those feats permanently, whereas RAI seems to be what Mark has suggested in that if a character has received a bonus feat, then they get the +1 max cap for that feat type. I like Mark's suggestion.

    I have a table that is being impacted by this "loss of feat" issue. They completed 3-4A and were at 4/4/3 feats. When we converted they don't have any feats that exceed their tier because they haven't taken their current tier power feat, even though they have received a bonus power feat from gaining their role card. So now they have a max feat of 4/4/4 and can only get a card feat for the rest of the tier. And for the entire season the max number of feats under new rules they can get is 7/6/7 whereas under the old rules they would've been able to get 7/7/7. I understand completely new characters going through Season 3 will be stuck with 7/6/7 due to no longer getting that role power feat, but it seems kind of silly to me that due to the timing of the conversion, this table has effectively forever lost their +1 power feat. In fact, had they done one more scenario before converting this would've been a non-issue. This is why I say I don't think RAW matches RAI. These characters already had the bonus feat, and now they essentially would lose it. This makes even less sense in other seasons where characters actually gained a feat from the season, but could lose that feat if they timed the conversion wrong. In those cases, completely new characters would actually able able to get more feats than the converted characters.

    To the point of SoRight, I'd like to see the feats made AP specific. Something like this. "Choose a [skill/card/power] feat and note it on your chronicle. For the rest of this AP and (corresponding capstone, if applicable), you gain this feat. If playing a scenario outside of this AP then you do not gain this feat."

    Venture-Agent, Online—ACG aka redeux

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    How are you approaching these locations? I don't see it in the post and sorry if it is obvious but grouping up and closing them one at a time will help out since the scenario rule puts it into a "random Scar bay location deck" (including a closed location, because the conversion rules don't banish Scar bay when closed). So closing the first few scar bay locations as quickly as possible is very important here.

    1. Estra and Celeste both are using Ultimate Magic which gives access to Fire Snake. Very good upgrade that I'd consider keeping for the lifetime of those characters. Inquisitor has access to Blessing of Shelyn and Estra has access to Blessing of Milani which will help with that particular close check. Celeste also has access to Good Omen which can help (Especially if you have a core set laying around where she can use the replacement option to get the new version which gives 1d6+# instead of 1+#). Not great solutions but this should help if you're able to get some/all of those cards.

    2-3. Agreed with parody.

    4. Sometimes it helps going back and replaying a scenario to get those deck upgrades you need. If you don't want to replay a scenario then one thing you *could* do is go through We Be Heroes? from Free rpg day. That is 2 scenarios and gives a total of 4 deck upgrades one of which can be a guaranteed blessing1 for each character if you complete it. could be useful for that alone, but might be a fun side-adventure after the frustrating 5-1E multiple times. We Be Heroes (make sure to also download the sanctioning document which lists the rewards for Organized Play).

    Matsu wrote:
    If you do this with henchmen, I think this allows the avenging player to do the close check i.e. if someone else finds the henchman, they fail and the Estra Avenges, defeats the henchman and then does the close check

    Correct, the avenging player is the one who "defeated" the henchman and then that means the avenging player attempts to close the location.

    The avenge mechanic can be costly to use, but I've found in some cases it is worth it. Closing a location deck that has quite a few cards left in it would be on the list, and especially in this scenario where more cards are added.

    Venture-Agent, Online—ACG aka redeux

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    I played 5 sessions of Fangwood, of which my SO joined me for 3. No losses or deaths in our games. I did play 5B-1A twice, though we rolled 5 (Goblin Marauder, Poisoned, and Confusing), and 6 (Wights, Frightened, Withering).

    Both times i played 5B-1A we had no healing in the party, so I can see Ablaze being troublesome with bad rolls.

    I do think part of my tables' successes were due to some players having characters that weren't fresh tier 1's. In fact I think most of the players didn't have fresh tier 1 characters when we did 5B-1A.


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    Pathfinder Card Game, Rulebook Subscriber

    There are 9 tables set aside for the ACG this year which is a bit less than last year, but the only time all tables filled last year was during the special which there isn't one this year. So I think there will be plenty of space. I showed up at my 11am slot and there was still seating available so you should be able to get in with generics.


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    Pathfinder Card Game, Rulebook Subscriber

    I have a tendency to over analyze things, but after a year of debating the ideal party composition I think it's better to start playing once you're able and not worry about a min-max'ed team, or the team that "won't miss out on anything."

    Agreed on Lini, Ezren, and Harsk would make a great team. Best of luck in your adventures!


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    Pathfinder Card Game, Rulebook Subscriber

    To be clear, ACG table sign-ups are limited to One special and One non-special for a total of 2 ACG games.

    Venture-Agent, Online—ACG aka redeux

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    Wow! Thanks for putting together that graph to show all the character options Tyler! Also I'm very excited to play with Arueshalae! :D


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    Pathfinder Card Game, Rulebook Subscriber

    Hi All!

    Gameday VIII will take place between August 26, 2019 and November 3, 2019.

    At this time we are looking for BR sign-ups for new tables, and to report existing tables that want to be included in convention rewards.
    BR sign-up sheet for non-special games (new and existing) can be found here

    If you need scenario support, you must register by June 30th, 2019.

    Player sign-ups will be made available in the following weeks, so stay tuned!


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    I am not evil, just misunderstood.


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    Pathfinder Card Game, Rulebook Subscriber

    Very exciting developments!

    Can't wait to play that fourth character because I'll take the lack of mention to mean that they're the real hero!


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    Box Runner

    Just an FYI, i didn't get my Core/Curse set until today, and having just moved I still have a lot of unpacking to do. But I'll be reading up soon and hope to have posted scenario/etc within next week which will, in turn, give us 1 week to get wildcards/starting hands/locations/etc all picked out.

    We will officially start the first scenario June 21st, and the convention lasts until July 21st. I am planning to continue this game until completion of Dragon's Demand, so the end date is less important.


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    Box Runner

    details forthcoming, please dot in the gameplay/discussion tabs

    Venture-Agent, Online—ACG aka redeux

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    Teams advance together. If you advance you then in the past you got notified via text (you provided a phone number on sign up). You then can let them know your slot preference but they may or may not be able to accommodate every teams request. At that point I'm not sure how they handled it if a team couldn't make it, and things may be different under different HQ ACG staff.


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    Pathfinder Card Game, Rulebook Subscriber

    I think that given ACG just recently got their own Organized Play guild, rather than be part of the RPG guild, is a pretty good indicator of how important Organized Play is to Paizo.

    Yes, we don't know how some of the interactions will be for older sets with new rules, and we don't know how our class decks will fare in the new rules. I am, however, confident that ACG Organized Play is a priority and they will make adjustments/errata/etc/whatever to ensure that Organized Play is still fun. For all we know it could end up being OK since new seasons can be balanced around the new rules.


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    Pathfinder Card Game, Rulebook Subscriber
    emky wrote:
    redeux wrote:
    ...
    It sounds like you want the game WAY too hard. (And yeah, your comparing to Pandemic isn't a very good comparison. Quite a contemptible game, for exactly everything you describe.) Another Wrath of the Righteous would probably kill PACG for good. It's ALWAYS possible for groups that want to make the game harder to do so, but it's not rational to expect groups that expect an actual fun difficulty to make the game easier for themselves.

    I don't want the game to be WAY too hard, but instead I want it to feel like an accomplishment to win. Currently, it doesn't. And what I really want, which is coming, is ways to vary the difficulty so i can play my way and someone else can play their way. Everyone is satisfied.

    Sorry you don't like my comparison to Pandemic, but considering 4 variations of Pandemic are in the BGG top 100 then perhaps you'll see you're a minority here in considering it contemptible.

    Default difficulty should be the middle road, and anyone wanting to have an easier or harder game should be expected to utilize the difficulty options to cater to their needs. This goes both ways and I don't think it's irrational to expect someone to adjust the game to their taste, especially when such adjustments have been laid out by the developers.


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    Pathfinder Card Game, Rulebook Subscriber

    Personally, I think this is a shift in the right direction. I've played over a dozen adventure paths/seasons and one of my biggest complaints is that the game, by default, isn't hard enough. My second playthrough ever I actually started adding locations to make the game harder. Perhaps what I've been anticipating most about Core is built in ways to vary the difficulty. That is really neat. For a table like mine, I can now make the game really hard because I like to min-max and still have a challenge all the way through the end. Whereas someone new, could also use the default settings or even easier settings.

    Eliandra mentioned getting Erasmus up to +21 static bonus to combat and I had a similar instance with Talitha where I got her up to +13 to all checks and in one scenario, +18 (at which point combat adds another +6 from arcane or +5-7 from melee). There are very little challenges in the game even when you have +7 to all checks. Finding ways to minimize characters getting such high static bonuses, and then providing ways to add that "chaos" seems to be a move in the right direction.

    I currently am running a play-by-post of Season of the Righteous and the group of 4 has had relatively little challenge up until AD6, and even then I don't think they've ever had a point in time where they thought "hey, we might lose this." I'd love to see them have some more challenge because I worry a game you steamroll isn't fun or fulfilling.

    OTOH, Most of us active on these forums are going to be more experienced than that "random person off the street" so I understand that these moves may not be a one-size fits all. It seems, though, that the developers have already anticipated this somewhat by giving ways to vary the challenge.

    It makes me think of playing Pandemic, You can make the game really easy and still have a chance to lose, or you can make the game really hard and have a smaller chance win. Part of that chaos is being able to lose on turn 2, which has happened to my group before. Pandemic has been one of my most played games if I don't count all my solo-plays of PACG. Conversely I used to own a copy of Atlantis Rising and, despite playing on the hardest difficulty setting, my group of 4 never lost a single game. We swore we were doing something wrong and reread the rulebook multiple times. In fact we started playing on the hardest setting, cosmic difficulty, and we added another difficult power component (one of the win conditions) and still won those games. In the end, I traded the game because my group was bored with it and the game was OOP so I figured I should let someone else enjoy it. Atalntis Rising is also having a second edition come out soon and I'm hoping some of the mechanic changes help with the difficulty issue my group saw.

    All that is to say, that I have personally seen my groups get burnt out on games that were too easy, and I have seen my groups go back to games that make it feel like you've accomplished something by winning. Having ways to customize the difficulty and "insert" the chaos seems to be a move in the right direction.


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    Pathfinder Card Game, Rulebook Subscriber
    emky wrote:


    ANYWAY, could we PLEASE get the character sheets/checklists for the remaining class decks for 1e so I can get to playing? I won't be buying 2e for a while [waiting to read the full rule book, see some full scenarios out there] -- but it will NEVER happen if I don't get the 1e character sheets from you to play what I've already bought ages ago.

    You seem to have missed the last time you mentioned this and I responded with a link to community made character sheets


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    Pathfinder Card Game, Rulebook Subscriber
    elcoderdude wrote:


    emky wrote:
    Better to sit at a spot and let the clock run out than to risk character (and feat) losses.
    Many PACG gameplaying groups meet once or twice a month for an evening. The opportunity cost of letting the clock run out is quite considerable for these groups, IME, and for that reason they often push the envelope of safety (at least, the ones I am acquainted with do).

    I largely agree with elcoderdude here. If my group is meeting once or twice a month and the use of a reroll allows us to have better chances of winning and less likely to rerun the scenario - Why wouldn't I want to do that? I value my time, as does everyone in our group. We're okay to replay scenarios if needed...but if we had a chance to potentially win, why wouldn't we try to take it?

    Additionally, I think if we look at our hero points are structured--They seem to be very carefully crafted to push us towards using them.
    1. You can spend them for a feat when you earn them.
    2. If you fail a check, one can be used for a reroll.
    3. If you die, you use all remaining hero points to bring yourself back.

    So with #3....what's the point in saving them? Save one hero point at the start for a revive, then spend them on feats, and then use them on rerolls as necessary while just making sure you always keep 1 hero point available. Whether you have 19 or 1 hero points when you die is irrelevant because they all get spent when you revive yourself.


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    Pathfinder Card Game, Rulebook Subscriber
    Mhuirich wrote:
    Vic Wertz wrote:


    By the way, the new dividers will work great in Ultra•Pro's new Pathfinder Adventure Chest,

    Do you mean this chest? (Your link went to the category, not the product.) The last update I see for it is a comment that would seem to indicate the product won't ship, but if you're directing us to it, you may have more up to date information to share?

    Edit: I missed later comments that imply it might have been available briefly, but not for long. It would still be nice to get an update.

    Just to point out that yeah, my post you linked to on that product page is 1.5 years old so it seems at some point this product got un-shelved or the greenlight

    Yewstance wrote:

    If it helps, there have been enterprising individuals who have composed card lists (see the PACG wiki) and character sheet PDFs (see Boardgamegeek) for all decks that are missing official support. I'm not sure there's any reason you shouldn't be able to play with any given deck.

    I don't disagree that I'm disappointed in the lack of digital decklists and character sheets for a couple of years or so, but I don't think it should be barrier to play.

    Paizo thread with links to all the community made character sheets (Most are in Mr Jacket Potato's post, and then I added a few more in the replies). You can also find these on Boardgamegeek by searching for the class/character deck and then going to the files page.


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    Box Runner

    It looks like in hangouts there was a blessing offered, and 1d8+3 had 25% chance of passing when everyone needs to pass. In this case we're going retroactively use radillo's blessing which was offered since I don't believe the group wouldn't let the check occur without a blessing.
    Divine 10: 1d8 + 9 ⇒ (7) + 9 = 16


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    Box Runner

    Adowyn/Seelah, which is youre preference? Pleasure Barge or Vizier Hill?

    This post has text descriptions

    Venture-Agent, Online—ACG aka redeux

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    I'd just wait out the email since you already sent it and are not in a rush, but in general my first-go-to is the CS forum as long as I don't have any private info I need to discuss (like credit card info). They are usually pretty quick to address new threads there. I'd say 1-2 business days.


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    Pathfinder Card Game, Rulebook Subscriber

    IAMA link

    Venture-Agent, Online—ACG aka redeux

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    Race Dorsey wrote:
    Shnik wrote:

    4-7 is now available.

    However, the price is kind of unexpected... 5$ for what I believe to be only two scenarios? Especially since previous capstones were free promos.

    Yeah, the page went live a while ago, I've been trying to get the price updated before announcing it here. AFAIK it should be free as well.

    Relevant thread asking for fix.

    4-7P Yeleth of the First Blood product price is now listed as Free.

    Good luck!


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    Pathfinder Card Game, Rulebook Subscriber

    Bump, requesting the price of ACG 4-7P to be updated. I believe it is intended to be free.


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    Pathfinder Card Game, Rulebook Subscriber

    It looks like the page is up but the product is listed as $4.99. From what I know it should be listed as free since all prior capstone and promo scenarios have been free. Also, the ACG pdf's are generally $1 per scenario, and this is technically 1 scenario so if anything it would need to be $1. But again, AFAIK it should be free.

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