Rat

tropictuco's page

Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


So to ask the original question in reverse--if blessings, allies, and items allow you to add dice to "non-combat" Wisdom/Constitution/etc. checks, are there ever "combat" Wisdom/Constitution/etc. checks? So for example, one time I was faced with the Siren Caller (Wisdom 8 check). I was confused as to whether it was combat (since it's a monster, that makes intuitive sense) or non-combat (well it doesn't SAY combat, so that makes sense too). So if it's combat, I should be able to use weapons and attack spells to "replace" my Wisdom check with whatever the card specifies. But if it's non-combat, I should be able to use Besmaran Priest to add a d6. But I hesitated to do that because I couldn't think of a situation in which a Wisdom check WOULD be combat, if not against a monster.


1 person marked this as a favorite.

Here's my relatively newbie two cents:

I started with S&S and did appreciate how completely the cards described what do with them after activating their power(s). I never had trouble reading the whole card because honestly, I would get excited by the large second paragraph and initially think it was some cool power, until I got more familiar with the cards. Cure's instructions were particularly helpful because it's a fairly complicated sequence of events and it's important to play it right. Now that I'm familiar with them I just quickly scan the recharge paragraph for the skill and number and I don't think it takes too long. But maybe bolding it would be nice.