teknoide's page
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Major issue with potion of flying is the movement option during action and not the end of turn like all the others cards wich allow movement.
With the other characters, first exploration you close a location, you can have the most OP loophole and most OP character you want, you don't move (only boot of teleportation in Rotr in AP6 if you want) so you don't go on exploration and closing.
It's one of the baseline of this game and potions of flying and its use with damiel and cycling tot just changes it.
Better change would be like "haste", go on exploration or at the end of the turn move option. And Damiel would become like a lot of other characters, able to easily beat his location in one turn but no more and like i said, a lot of characters can do that without being a problem.
Problem with Damiel isn't is OP or so what question (a lot of characters can be OP with all the good cards not the issue here).
All the characters even the most OP (OMG i want to be the OP character) have one rule implies by the game and its cards : one turn = one close and you can't bypass this rule (only in AP 6 in RotR you can have one turn with two closes with the boot of teleportation and maybe before with a burried card that allows movement during actions and not at the end of your turn, one time).
Damiel and potions of flying just crushes this implied rule and even if the maths are ridiculous, with Damiel you can close all the locations in one turn, slicy better in two turns and go on.
Damiel is just stupid not because he's OP but because he cheats !
Two strenght, speed, toxic cloud... were allowed even in faq, so i didn't see why 2 potions of heroism couldn't be allowed.
Agreed too that imp will be better on almost every other characters but almost everything is better on other characters that why Damiel is stupid just need his 9 items and 1 cure for his deck (and the rest could be crap) and go on
So Damiel can't have "the common good cards", because all is better on the others because no need it.
Like we said in our teamplay : healing crystal, haineluis fitch, impossible bottle, immortal dreamstone, imp and vailea would have to be shared between us.

Just make this deck to play solo like
Radillo with wizard box and SS (far more better with wizard box due to the 2 augury and scrying even if safe arbor is AP4 in wizard box)
Agna with ranger box and SS (far more better with SS, ranger box doesn't suit very well to Agna)
Heggal with SS (didn't try with cleric box, don't bother)
Damiel which is also my character in team play (only finished AP0 already 1 tot flask, 2 healing potion, 2 abadar and 1 heavy crossbow go on loot)
I played them all to AP4.
I tried a lot jack and imp wich was my last concern for the deck Jack offers good checks for tot flasks and allow to play alkali flask (which i don't, too high craft check for activate drawing ability with dicard)and imp offers another possibility (with cure, potion of healing and tot flask) to change the top card when it's not an item to draw. And drawing ability after AP3 is what make Damiel very strong.
I prefer imp with the 2 cards draw (not an issue to bring im back in deck) because a lot of time, damiel got a displayed potion of heroism so the craft check 9 for tot or sometimes dicarding on alchemist fire is 1D10+1D6+3.
In AP4, imp is far more better due to divine fortune which is another displayed 1D6 power.
I never run this deck like this, during one turn just happens. I play cure and potion healing to have my full deck minus crossbow in hand before reset hand generally, but previous hand was with one potion and with all my blessings.
I tried scrimshaw too but imp is just to have more possibilities to active drawing hability. (and next card feat will be for Jack anw)
Anw Damiel is just too much and have too many powerfull tools. (in AP4 with hand size 8 and divine fortune, it's insane)

Trying this deck in AP3 and 4 to have fun to close 8 loc in less than 10 turns sometimes in 5 turns, happen sexy loophole
Character Name: Damiel
Role Card: Grenadier
Skill Feats: Dexterity +4
Power Feats: +1 Hand size (+2 hand size in AP4), 1d6+1 discard, weap prof, when you succed craft check examine top card > item > hand
Card Feats: Item +3
Weapons: humanbane crossbow +2
Spells: cure X 2 (divine fortune in AP4 in place of one cure)
Armors: Sniper Studded Leather
Items: Potion of Healing, Potion of Flying x2, Potion of Heroism x2, Tot Flask x3, alchemist fire
Allies: Imp
Blessings: Blessing of Abadar x4
Current Party Ship: Kraken
During one turn :
potion of heroism displayed X2
Hand during play : crossbow, alchemist fire, cure, healing potion, tot flask
In deck : only 2 tot flask and 2 flying potion.
The rest in discard : 4 abadar, imp, studded, divine fortune.
Didn't play really attention but i ended the game during this turn...playing tot 1D10 + 2D6 + 3 to succed 9 craft check and go on exploration even after closing due to flying potion....
Anyway Damiel is just insane in all situations but this deck makes easily in really good conditions too much explorations and can end like this...
Spells : major cure, mass cure for divine, haste for arcane. Scrying and augury (for our table all the scouting cards tend to be the best)
Items : robe of runes and emerald codex. Staff of minor healing, spyglass, magic spyglass and holy candle
Blessings : abadar and gozreh
Ally : eagle, ilsoari (on Merisiel), zantus, poog,, toad
Trying to be less specific possible so no weap and armor.
Playing in a 6 party players : Kyra, Merisiel, Seoni, Amiri, Lem, Ezren.
Not really the best cards but the cards that in practice (about 100 group (3-6) plays, one loss, no dead) make the game easier.
Easier because maybe only 10% of plays, we randomly encounter the Vilain.
We always play with the 8 locations.
Thanks for the fix, i hate this kind of mechanic.
There is no surprise, before first exploration, you play infinite scrying or augury to see all the cards of the locations decks (with scrying you can see all the location deck).
And you can play restoration and cure on another character at the same location...

When you stop bringing back all your cards in your your hand, you left one or two cards in deck (depends when you stop the combination).
So you are in this configuarion : 18 cards in hand (all the time at any moment of any player turn) and two in deck.
Being a divine caster, not really hypothetical that you have a cure in hand and you can stop being on the edge.
If you play scrying (lot of divine caster plays it), you can play scrying infinitely before anyone player movement phase and put the card you want on top of the location deck.
With this deck (my regular minus one blessing for the staff), really standart configuration.
Character Name: Kyra
Role Card: healer
Skill Feats: force +4, wisdom +1
Power Feats: hand size +2, power : heal 1d4+2, weapon profiency, recharge sarenrae
Card Feats: ally +1, blessing +1, spell +2, item +1
Weapons: 2x spear +3
Spells: major cure, augury, scrying, strenght, restoration
Armors: 2x breastplate of fire resistance
Items: robe of runes, staff of minor healing
Allies: 2x toad
Blessings: 5x sarenrae, 1x gozreh, 1 gorum
I play all the AP4 and 4 times "under jorgenfist" alone (the most difficult with the tyrant troll henchmen when you don't deal fire damage) with 8 locations and win all times with 16 blessing cards at least in blessing decks.
I know it's not a lot of playtesting but in two or three turns playing with my hand of 18 cards with 2 cards in deck and the possibility to play the card i want anytimes infinitely bothers me and will bother my partners.
Yep and you can share with another character with the divine trait with the other restoration and staff of minor healing with a merchant ally to give him the robe of runes. Off course, he can bring the robe back to your hand with the other merchant ally.
You got two character playing with their full hand.
Even with one character i think it's kind of game breaking.
Staff of minor healing + robe of runes + Restoration with no cards in deck and you can bring up to your hand all the discard pile, no check just full deck in hand all the time.

My deck after playing two times fortress of giants with 3 or 4 players.
Character Name: Kyra
Role Card: healer
Skill Feats: force +4, wisdom +1
Power Feats: hand size +2, power : heal 1d4+2, weapon profiency, recharge sarenrae
Card Feats: ally +1, blessing +2, spell +2
Weapons: 2x spear +3
Spells: major cure, augury, scrying, strenght, restoration
Armors: 2x breastplate of fire resistance
Items: robe of runes
Allies: 2x toad
Blessings: 5x sarenrae, 2x gozreh, gorum
Part of a six team players including Seoni, Lem, Amiri, Ezren, Merisiel
And very quickly, one situation occurs. No more cards my deck, one or more sarenrae in my hand and the robe of runes. Restoration already in discard pile.
Recharge sarenrae, recharge robe of runes and bring up restoration in my hand. Play restoration and go on.
I know i'm near of death and i don't like it but i have often a very strong hand 10 cards often (playing the toads on the restoration during another player turn) in this situation.
With this, i can on every check of my partner (not when an encounter needs multiple checks of course, choosing the most important) play a blessing.
I can easily stop the loop and heal my deck with a lot cards when i want and stop being near death but it's a very playable looping situation.
I don't claim OP or things like that but give it a try because it comes easy and quickly with a very standart and playable deck. I already test my deck with hand size 8 and it's just worse.
Sorry for my english... french guy.
Character Name: Kyra
Role Card: healer
Skill Feats: force +4
Power Feats: hand size +1, power : heal 1d4+2, weapon profiency, recharge sarenrae
Card Feats: ally +1, blessing +1, spell +1
Weapons: scythe +1, longsword +2
Spells: major cure, augury, scrying, strenght
Armors: magic full plate x2
Items: staff minor healing
Allies: toad x 2
Blessings: sarenrae x5, gorum x1, abadar x1
Part of a six team players including Seoni, Lem, Amiri, Ezren, Merisiel
LOL i was missing a card feat after burnt offerings. We played with a card feat less for skinsaw murders. My teamates are going to hate me.
For the healing power even in 6 party members, on 5 personal turns, i used at least two times, it's the thing when you play with Seoni !
For the second card feat it will be a blessing.

Playing in a 6 group players party. Sometimes 2 or 3 players to catch up when one of us isn't here.
Characters are : Merisiel, Lem, Amri, Seoni and Ezren.
Finished skinsaw murders
Power feats x 2 : hand size 6, heal : 1d4+2
Skill feats x 3 : strength +3
Card feat X 1 : ally. Wasn't my first choice, blessing or spell was my first idea but acquired second toad in "angel in tower" so i kept it.
Didn't take weapons proficiencies because love my two weapons and don't really need it and Amri took all the big weapons of the game.
Card lists :
Magic half plate, elven breastplate
Icy longspear +1, Fire mace +1
Blessing of Sarenrae X5 ! blessing of Zarongel
Cure, augury and strenght
Toad x 2
Staff of minor healing
Playing by the book except for one thing : always playing with 8 locations to 2 to 6 players. Beating "foul misgivings" with Lem only with 8 locations was fun.
Strategy of the group : always putting characters in locations that they can close easily and explore explore explore with a lot of deck cycling for myself. Playing often the toads in the endgame with augury to fast scouting the locations. Seoni got the two others augury and lem two spyglasses so we can after two or three turns table go very fast of scouting the end deck of the locations.
I have to cure a lot Seoni but good teamplay ! Only one weakness is dextery.
Kyra is overpowered, very good fighter, a lot of explorations, healing and the best play of blessing in "prestige classe".
Sorry for my english, i'm a french guy !
Ok thanks,
Just didn't see what in "the rules (page 9) say "You may move your token card to another location" mean that you can do it only one time.
Hi,
Maybe have been discussed, but i would like to know if a character can move multiple times during his turn. (in the move phase, you can move to another location without restriction,so you can move as long as you want).
Thx
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