Owl

tech_biscuit's page

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I'm trying to figure out why I'd take this card over the black arrow ranger.

Sharpshooter adds 1d6+1 to ranged combat and adds magic. Of course, this late in the game all ranged weapons I have are magic so that's kind of pointless.

The black arrow ranger adds 1d6+1 to ranged... Not ranged combat, I assume that is any ranged check, like rolling to acquire a ranged weapon. On top of that, the ranger adds the same amount to dexterity and perception.

Both cards abilities are recharge, as well as a discard to explore.

So, this late in the game, the ranger essentially does everything the sharpshooter does and more, since the add magic to ranged combat check seems to be not useful.

Just wanted to make sure I'm not missing anything. I hope I am, but I feel like something is missing.


Just looking for a bit of clarification on Lem's ability.

The exchange w/ discard feat box says '([] or end)'. I assume this is a "cards don't do what they don't say" instance: that it's only to be used once per turn, so you can only get 1 card from the discard a turn, but you get to choose whether it's at the beginning or the end of the turn. Is this assumption correct?

If that's true my concern is that when I get to the end of my turn I'll forget whether I took one at the start, and accidentally make a second trade. Could flip something over as a marker, but I'd forget to flip it back over I'm sure!

Thanks!


The spell Scrying (I believe, no cards in front of me) seems to be exactly the same as Augury, except harder to acquire/recharge. IIRC, the wording is the same except for one little part that doesn't make a difference to it's functionality.

My friend and I can't tell what about the card makes it better than Augury to warrant the increased cost of the spell. Generally spells that are more difficult have some kind of increased power.

So: Are we missing something? Or is the card just more difficult so that we don't have people looking through the decks over and over?


I've read through a couple threads, but I haven't really seen anything that gives a solid answer to a question:

The Hook Mountain Massacre adventure card mentions removal of Basic cards in AP3, and Elite in AP5, I believe? There are a bunch of cards that are not basic or elite. We're currently assuming that these cards are supposed to stay in the deck for the entirety of the adventure path. The alternative being that these non-basic/non-elite cards start getting removed based on their adventure pack number somewhere along the line, maybe?

We assumed they stay in since we don't see anything that actually tells us to take them out, as it's probably to dilute the really nice cards with some less useful ones. Figured I'd try and get clarification just to be sure.

Thanks!
(hopefully I'm not just missing text on a card somewhere again!)


We had a question about the 'Here Comes the Flood' scenario:

When we acquire allies that are placed under the scenario card, do we keep these cards if we win the scenario? The card doesn't seem to mention either way.