Scythe Glass Swarm

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Organized Play Member. 481 posts (2,040 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 7 aliases.


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Almarane wrote:
Always prefer options that allow you to ignore After acting powers.

Not sure about this one. After Acting powers are fairly rare in Core and Curse. Before Acting powers are common, however, and often painful.

That's why Liquid Courage was a keeper for us, but we didn't seek out boons that ignored After Acting effects.

Agree that shields are typically not helpful.

Though Linxia + Reflecting Buckler is a fun combo in campaigns based on Mummy's Mask. Her power:

When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ( or another character at your location's) discard pile into your deck.

It's particularly enjoyable when the Elemental Arachnid shows up.

(Assuming the rules now allow the shield to be revealed for each instance of the arachnid's BYA damage. I know this was a contentious point for a while.)

Parody wrote:
I can find the characters and the Adventure Packs easily enough, but not the Class Deck cards and neither of the instructional links talk about them. :/

In the upper left hand corner, there's an "infinite" blue bag marked New Class Deck Characters.

You can pull a separate (brown) bag from this infinite bag, which contains 25 class decks. If you right click on the brown bag and "search", you can pull out an individual class deck.

Edit: Actually, nevermind. I'm not sure that the bags contain what they're supposed to contain. Could be an error?

Pyrocat wrote:
Should I mix in all of the level 2 and 3 DD boons into my vault even though I'm on Adventure 1?

FYI, this is a commonly missed rule in the PACG core. Here are others:

Easily Missed Rules

Paul Grogan wrote:
So, when starting, you have 3 packs and a total of 48 level 0 cards. You use these to build your character?

Remember, this is only for organized play.

For regular at-home campaigns, you follow the regular rules: your starting cards can be any level 0 cards (per your character's card distribution).

skizzerz wrote:
I definitely disagree with your statement that it impacts “every set” given how few people have brought it up.

Not many people have brought it up in the Paizo forums, true. A larger number of people have brought it up on BGG, though - and elsewhere. There's a vocal group on BGG that is fairly upset about it. They just don't post here.

As far as complaints go, many people sleeve their cards. (I suspect that most folks in the Paizo forums do, for instance.) So off-colored backs wouldn't matter to them. I just happen not to sleeve, and most people I know generally don't sleeve either.

I suspect that many (most?) non-sleeving PACG owners have the color issue. I'm happy to be wrong, though.

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Unfortunately, I'm not sure this is a solvable problem at this point. I contacted customer service, and they sent replacements. But I still have a significant amount of color variation. I own many, many card games - including games with tons of expansions (e.g., the DC deck-building game) - and this is the worst issue with mismatched colors that I've ever had.

Paizo was smart in moving to a "Core" used in all future expansions, which removes the problem of old sets containing the same low-level cards. But this model only works if measures are taken to keep the colors on the card backs consistent. This didn't happen. There was no controlling for color even within the Core, let alone across sets.

I love Paizo and I love PACG, but this will now be an ongoing problem for as long as PACG exists. Paizo can't afford to reprint all cards and give everyone free replacements. Even if they did, it's not clear that the color variation wouldn't appear again.

(Another option would be to send everyone a full set of opaque sleeves, but they probably can't afford that either.)

So... there are no good options at this point. The problem is too widespread, affecting (as far as I know) every single copy of the game.

I'd add that this isn't the only problem with the PACG printers in recent sets:

- I've had issues with cards sticking together, and becoming damaged when pulled apart. (Ultimate Decks, Core, Crimson Throne)

- I've had splotchy stains on the backs of cards, effectively marking them. (Ultimate Decks, Core, Crimson Throne)

In all cases, Paizo sent replacements and fixed the issue. But something funny is clearly going on with the PACG printer - since these problems didn't exist in the older sets. Or weren't as widespread, at least.

Paul Grogan wrote:
Seems odd that if I wanted to play OP and only own the new set, I have to go and buy the old product.

That's what the Adventure Packs are for. They allow you to play OP without purchasing old cards.

You pick a character and any three Adventure Packs (these are new cards), and you're good to go. So purchasing "old" cards is no longer necessary.

All character sheets are freely available to download.

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If you're only playing with friends, you don't need any of the above - just the Core and Crimson Throne sets. Initially, at least. You might purchase them later if you want more character and boon variety.

Class and Ultimate decks are primarily for organized play (OP). Importantly, they contain old-style (pre-Core) cards. So if you want to use the latest cards with the latest rules, you probably don't want to use the Class/Ultimate decks.

More detail:

Class Decks come with 3-4 new characters and a bunch of boons. But the vast majority of boons are repeats from old sets: Runelords, Mummy's Mask, etc.

Each Ultimate Deck comes with a single character and a pile of unusual/helpful boons tied to a specific theme (combat, intrigue, etc.). The boons are not duplicates from old sets, but they're still pre-Core cards. They can be used in OP, or can be thrown into the box to supplement any PACG game.

I'm not sure what you mean by Adventure decks. Do you mean Adventure Packs? Those are subsets of the Core/Crimson Throne cards that are only useful in organized play.

Good luck...

RY-ADO wrote:
Are there addons from PACC that do not require any looking at the conversion guide?

These are the post-Core scenarios/campaigns that are currently available: Go here for list.

Kamicosmos wrote:
If I start a single player game and build my deck, will I be able to save and transfer it to a session at the Con? (Or other TTS sessions going forward) Or do you have to build it right before the game?

It's possible to build your deck ahead of time if you're hosting the game. After the deck is built, you right click and "save object". Then you can access your saved object (deck) in a later session.

I don't have enough experience to know if non-hosts can do this.

If you're using TTS in a non-convention campaign, the host could save everyone's deck at the end of each game - then bring them up at the start of the next game. Something to keep in mind if people are using TTS for an extended online campaign, I guess.

Tyler Beck wrote:
For those who aren't familiar with running games on Tabletop Simulator, I have made a handy-dandy guide for getting started.

Just started looking through the guide. Note that the Flip Table action can be disabled in /Settings/Permissions.

It's also possible to draw cards all at once. Just hover the pointer over a deck and press a number. You'll draw that many cards. Warning: There's a significant delay between pressing and drawing, so don't press more than once.

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elcoderdude wrote:
Mine is: Kess, Merisiel, Seoni and Quinn, chosen for no other reason than I wanted to play them. (Yes, Seoni without a dedicated healer, but how bad could that be?)

If Quinn goes the Alchemical route, he can provide plenty of healing.

Anyway, have fun!

Abraham Z. wrote:

If you're trying to subscribe to the Guild Lodge, I think you have to specifically dot into the Gameplay thread.

Someone tipped me to this months ago.

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No Paizo reps have posted in my last 4-5 rules threads, so my guess is that people are busy elsewhere during covid-19.

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For what it's worth, here are a few other 3B clarifications:

If you fail the check to defeat a Dragon henchman/villain proxy, the wildcard that you marked *stays* marked until you encounter the next proxy. Beating the dragon is a good thing.

The instructions say, "if there are 3 or more cards in the location, the Dragon is undefeated". (I.e., You must defeat the Dragon with 2 or fewer cards in the location to win.) The Dragon itself is counted when determining whether it is ultimately defeated, so you only vanquish the Dragon when there is either (a) the Dragon and one other card remaining or (b) only the Dragon remaining.

The Dragon card that you ultimately defeat to win can be either a henchman or villain proxy. It doesn't have to be the villain. E.g., If there are two cards left and a henchman proxy is on top of the villain proxy, defeating the henchman proxy will win the scenario.

To clarify, Zadim can use his power on anyone's turn - not just his own turn.

If another character is at his location, Zadim can examine the location before the other character explores. If the character doesn't like what they see, they can move elsewhere to explore.

But as stated, Zadim only resets his hand at the end of his own turn. So if he recharges on everyone else's turn, he won't have many cards left his own turn. Which is sometimes fine, and sometimes not.

A quick follow-up. We did successfully complete 5-4C, but the BR ruled that an Animate Dreams couldn't cause another Animate Dreams to be summoned.

This was a good thing, as - in retrospect - there's a good chance that 1 or more characters would have died otherwise. I'm also not sure that any players found this scenario to be particularly enjoyable.

Our spellcasters took a ton of damage, and only survived with massive amounts of healing. And that was with the BR ruling, above.

An acquired Pearl of Wisdom was also an MVP, as it allowed one mage to occasionally pass the painfully high non-combat checks. (In this case, the new 1-blessing limit wasn't ideal.)

Anyway, the chaining d6 encounter rolls aren't great for spellcasters, and I'm curious if they were actually intended.

Regardless, thanks for listening. :)

The Dandasuka and Rakshasa monsters both have forced reroll powers: (also Bahor)

After the roll, if the check was not blessed, reroll 1 die with the highest value.

Is this ability meant to apply to both the Before Acting and Combat rolls, or just the Combat roll?

This question has come up at multiple tables, and people have played it both ways.

(Similar questions were asked about pre-Core cards in past sets, but I can't find the threads/FAQs offhand.)

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Just a quick note that there are still questions as to whether these spells are meant to be played freely. No resolution yet?

Bonus comment: Looks like Instrument of Agony cannot be used to enhance attack spells, as the word "freely" isn't used. That's also intended?

Lem was also my first PACG character - back in Rise of the Runelords (2013). And my first experience with Pathfinder, period, since I never played the RPG. So I have fond memories.

This was my second Crimson Throne playthrough. First was with Hakon, Quinn, and Varian, but this thread didn’t exist yet. :)

The characters below had an extra feat of each type due to the 7A reward from the first campaign.

Character Name: Pizazz
Role Card: Blackjack
Skill Feats: Dex+3, Cha+4
Power Feats: +3 hand size; +1d6 to local check from recharges; card can be discarded from hand to heal a spell; gaining acro/stealth/dip (Blackjack); discard to reroll Acro/Stealth (Blackjack)
Card Feats: spell +2; armor +1; item +2; ally +1, blessing +1
Unspent Hero Points: 1
Weapons: Keen Spiked Chain (though see this thread), Blackjack’s Daggers, Blackjack’s Rapier, Serithtial (replacing ally)
Spells: Aid, Scrying, Breath of Life, Restorative Touch, Enervation, Instrument of Agony
Armors: Glamered Leather Armor
Items: Drums of Haste, Blackjack’s Gear, Horns of Blasting, Drums of Panic, Lyre of Storms, Mist Horn, Drums of Haste
Allies: Lyrune-Quah Truthspeaker, Toff Ornelos, Cerulean Mastermind, Lyrune-Quah Moon Maiden
Blessings: The Lucky Drunk, Master of Masters, The Publican, The Paladin

Character Name: Crimsi
Role Card: Kitbasher
Skill Feats: Dex+4, Int+3
Power Feats: +2 hand size; examine start/end of turn; craft+1d4 for check against bane; +1d6 to bow/fire checks; removing a goblin marker adds to distant combat check (boosted to 1d10);
Card Feats: armor +1; item +2; ally +2, blessing +2
Unspent Hero Points: 1
Weapons: Guardian Bow, Vindicator, Seeking Longbow
Spells: (none)
Armors: Impervious Chain Shirt, Greater Bolstering Armor
Items: Wayfinder, Fate-Reader Lenses, Staff of Greater Healing, Red War Paint, Brooch of Protection, Ring of Protection, Ring of Immolation
Allies: Firepelt Cougar, Formian Myrmidon, Nightspear, Djinn, Hippogriff
Blessings: The Uprising, Old Deadeye, The Carnival, Lady of Valor, The Healing Light

Character Name: Fumbus
Role Card: Fumbler
Skill Feats: Dex+4, Int+3
Power Feats: +2 hand size; recharging alchemical/attack card instead of discarding for bonus; recharging adds to lock/obstacle/trap checks (then any checks) ; +1d6 to checks that invoke acid/fire/poison (then expanded to acid/cold/electricity/fire/poison)
Card Feats: spell +1; armor +1; item +3; ally +1, blessing +1
Unspent Hero Points: 0
Weapons: Fury’s Trident, Dancing Dagger
Spells: Meteor Swarm, Acid Rain, Disintegrate
Armors: Mantle of Life, Bearskin Armor
Items: Twitch Tonic, Ambrosia, Fuse Grenade, Elixir of Focus, Elixir of Healing, Acid Flask, Tangleburn Bag, Liquid Courage, Bottled Lightning
Allies: Pegg & Louie, Salvator Scream
Blessings: The Vision, The Worldbreaker, The Dance, Grandmother Nightmare

- Thanks to Pizazz’s recharge ability, the party spent almost the entire campaign at the same location. So everyone was local, all the time.
- With lucky location shuffles and card draws, 6D was beaten in 9 turns. Somewhat anticlimactic, but still fun. :)
- I skipped 7A, as siege scenarios aren’t a favorite. Plus I already beat it once.
- No failed scenarios, but 6B was won on the very last card of the hourglass. (5A and 5D were failed the first playthrough.)
- A fantastic campaign overall, but 5D remains one of my least favorite PACG scenarios. If you get a bad location shuffle, you either restart or lose your hard-won boons from earlier scenarios.
- Drums of Panic was an MVP, allowing many summoned banes and villains to be temporarily evaded.
- Crimsi’s Red War Paint didn’t prevent a single point of damage, but the Ring of Protection got a workout.
- Sadly, Instrument of Agony isn’t an Instrument.

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The evasion power for Keen Spiked Chain (Crimson Throne level 5) reads:

If proficient and you fail this check against a non-villain monster, you may evade it.

As written, this lets you evade the monster without needing to do anything else. So fail = auto-evade with no consequences. Should the chain need to be discarded, at least?

Balazar & Padrig wrote:

Curious - If this is a "close everything" scenario, should it still have the normal 6 locations? Or just 5?

I've seen a lot of inconsistency in this regard over the last several seasons.

Usually, the pattern is to have locations = # characters + 1 in "close everything" scenarios. We have 5 characters (I think), so looks like it follows the pattern.

p. 3 in the CotCT rulebook has more explicit info:

Each has the Harrow trait and a Suit trait that corresponds to a specific skill: Hammers (Strength), Keys (Dexterity), Shields (Constitution), Books (Intelligence), Stars (Wisdom), and Crowns (Charisma).

So, I think you're correct. It's only the skill that matters for the power. Being combat/non-combat doesn't enter into it - unlike the bonuses in the campaign itself.

I honestly don't know what "has a trait matching the harrow suit" means in this instance. It may be an oddball technical reason, or it could be a template error. Perhaps "has a skill..." was meant instead?

I'm replaying Crimson Throne with an all-goblin party: Fumbus, Crimsi, and Pizazz.

I skipped the Blackjack role my first playthrough, so I had to use it the second time around. My 'jack choice: Pizazz.

Pizazz is a fun option. It opens up offensive weapon capabilities, spells can shift into more of a support role, and his Diplomacy modifier for instrument work becomes even better. It's nice to add 1d6+7 to local checks for companions, to be sure.

I've switched to an all-packets version of Quinn (Finesse, Alchemy, Support), and he's a lot of fun. Much more powerful than before, with access to much better weapons.

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Adventure 6-5 says:

Will be available for purchase approximately 29 Apr 2020.

But it looks like you can purchase it now.

Does this mean you can pay now, but it won't be available for download until late April?

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This is how hero points are handled in the Transition Guide: (Core rulebook, p. 26)

When playing an older Adventure Path, continue to use the feat rewards as listed on the cards; limits on feats don’t apply in those APs. At the end of each adventure, each character gets a hero point that cannot be used to gain a feat.

So you'll earn a total of 7 hero points (for completing adventures B and 1-6, respectively), but the final hero point won't matter because the entire campaign (adventure path) will be done after completing AD6.

Does anyone have an app with all possible locations for distance play? That would even help in physical games, as location text is small, far away, and difficult to see (and remember).

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zeroth_hour wrote:
She tells me that they always do their setups with a box at all ends (BR has a normal box, and the other players have alphabetized boxes for reference). I think this is because the BR has to keep the state zoomed out so there's no way to zoom in on particular cards that need to be read.

I'd think that the card wiki could be used instead of a box at each end. It's a quick and easy way to look up cards.

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skizzerz wrote:
That isn’t a loophole though, just opens up multiple avenues of doing things. I’ve yet to run into a case where the lack of immediately causes an actual issue.

I'll take this opportunity to congenially disagree. I think there are definite loopholes, in the sense that characters can do things in Core 2A that were likely not intended.

I do agree that the henchman/closing/non-closing possibilities listed in the abovementioned thread are legal RAW, but I can't imagine that many of the possibilities were meant to be allowed by the 2A scenario designer(s).

In particular, the RAW options in 2A will never be understood by new players. They were barely understood by me, and I've played a million games of PACG. (Slight exaggeration, but not really.)

If there's a "make closing immediate again" petition, I'd be happy to sign.

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"Check against" is literally any check against a card (before acting, after acting, check to defeat, etc.), so the answer is yes: Kess can use her power for a Before Acting check.

More info can be found on p. 11 in the Core rulebook:

If a card refers to a check against another card, that refers to any check required by that card, whether it’s a check to defeat, a check to acquire, a check to recharge, or any other check.

Apocrypha is awesome, though it's definitely different from PACG. I completed the full game around 5 months ago.

Some possibly useful links:

Comparing Apocrypha with the Pathfinder ACG

Apocrypha guide for new players

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For what it's worth, there are already official scenarios/adventures designed for use with the Core and Crimson Throne boxes.

We Be Heroes? (1.5 scenarios)

Fangwood Thieves (4 scenarios)

Bloodthorne Manor (4 scenarios)

So you could take a new party through 9.5 more scenarios, if you wanted.

You also have Year of Rotting Ruin, which is a full 24-scenario adventure using Core + Crimson Throne. (Or will be, when it's completely finished.)

Frencois wrote:
Still no official answer?

No worries. We've been waiting for a few character clarifications (Mavaro, etc.) for 4 years. So the queue may be backed up a bit. :)

On a related topic, is it worth revisiting whether the closing allowed by a closing henchman is "immediate" or not? If it's not immediate, you can get goofy timing loopholes like the one described in this thread.

Some quick answers - glad to have you!

1. Yes, your starting deck is built from any level 0 cards. With the distribution allowed by your character, of course.

2. You might try the PACS forum here for packet strategies.

3. Yes. This is a benefit to PACS play. You can fish banished cards right back out of your personal card pool.

3a. Not necessarily. You can upgrade any card. You don't have to upgrade a banished/missing card first.

4. Once you've built your starting deck, you probably won't use any remaining level 0 cards until you add card feats. Then you'll need them again.

5. Yes. Except for card feats and replacing banished cards, you always need to use upgrades to bring new cards into your deck.

6. Correct and correct. There's a lot of trust in online PACS. We assume no one will cheat and look ahead at location cards, draw cards honestly, etc.

7. Own in what sense? You mean purchase the scenarios? No, you don't need to own the scenarios to play them. Similar to, if you play PACS in a store, you can use the store box and scenarios to play.

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As far as support goes, Ahmotep is one of the strongest characters in MM - if not the strongest.

The campaign does get more difficult, but whether it'll get crazy enough to challenge your particular 2-character combination I couldn't say.

Playing two characters is probably the easiest configuration of the game - with the right 2 characters, anyway. It may only cause problems later on, when the party will be limited to playing 2 blessings total. (I.e., with 4 players you'd be able to play 4 total blessings instead.) Your variant of adding an additional location is fairly common in cases where players are PACG experts.

You might also try playing two characters apiece instead of one. That'll definitely change the game's dynamics in terms of support, healing, forcing characters to spread out, etc.

When MM is complete, you could quest through the Season of the Plundered Tombs campaign, which uses the same cards (link). That's definitely not trivial - particularly towards the end.

skizzerz wrote: was ruled... that the Animate Dreams can indeed loop and cause you to summon more copies of themselves, and that's how we played it. In practice, it didn't cause all that many issues playing it that way, we still won the scenario handily.

We have a 3-character party, and two of us are spellcasters. So infinite monster looping would not be great for us. Especially monsters that potentially disallow Attack spells!

An official ruling would be nice, either way. And thanks for the help, as usual.

Don't forget that the goblin character sheets (which include the role cards) can be downloaded from paizo.

Per the above, they're part of the Character Sheet Package.

The rules for 5-4C (Inahiyi's Nightmare) state:

During This Scenario: When you encounter a monster, roll 1d6 then:

1–2. Summon and encounter the henchman Animate Dream.
3. You are dealt 1 Mental damage which cannot be reduced and the monster is evaded.
4. Discard a random card.
5. Succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
6. Succeed at a Dexterity or Acrobatics 10 check or you are dealt 1d4+1 Ranged Combat damage.

For reference:

Animate Dream:

SS Henchman 4
Type: Monster
Traits: Outsider Incorporeal
To Defeat: Combat 17
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. If the check to defeat does not have the Magic trait, Animate Dream is undefeated. If you fail a check to defeat the Animate Dream, shuffle a random blessing from your hand into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

The issue: If you roll a 1-2 when encountering a monster, you encounter the Animate Dream - which is itself a monster. So then you have to roll 1d6 again. This is intended? Just checking to see whether the intention was to roll for the original monster, but not the summoned Dream.

Otherwise fun stuff like this happens:

If you encounter a monster, you roll a 1-2 and then another 1-2. Nothing happens on the second 1-2 roll, since cards can't summon copies of themselves.

You encounter a monster, roll a 1-2, and then roll a 3. You encounter the original monster, summon the Dream, unsummon/evade the Dream, and take 1 mental damage.

A spellcaster encounters the villain, rolls a 1-2, and then rolls a 6. The spellcaster has to: take 1d4+1 ranged combat damage (probably), pass the Dream's BYA check, fight the Dream, and then double-fight the villain (THEN combat).

Anyway, thanks for your rules input.

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Are you limiting yourself to Core characters? There are plenty of combinations that would work. Valeros, Fumbus, Seoni, and Lem might be effective and entertaining.

Character comments:

In our group, one player was frustrated with Merisiel because her evasion power only works if she's alone. (She doesn't play well with Valeros, for example.) And in some Core scenarios being alone is difficult or impossible. But she's one of the few characters (Fumbus is the other?) to have the Disable trait.

I played Lini in the Core campaign and found her not to be terribly exciting, but others may disagree.

Other notes:

Without getting all spoilery, be aware that one scenario rewards characters for having decent Charisma, Diplomacy, or Perception skills.

If you want to go full wacky, you could do an all-goblin party:

Goblin characters

Other useful links for new Core players:

Easily missed rules

Core scenario clarifications

Good luck!

JercDe'Wor wrote:
Just making sure I'm doing this right, sorry being a complete newbie, but all we have to do is sign up under the PACS tab? Do we need to introduce ourselves anywhere else?

You've done everything you need to do for now.

Eventually the thread for your game will be posted in the spreadsheet. You can do intros there - either on the Discussion page or the Gameplay page. The BR will express any intro-posting preferences, if s/he has any.

Note that information for new players can be found here:

New player resources

Anyway, best of luck!

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For people who don't subscribe to the Recruitment thread, Outpost III signups have begun:

Click Me For Fun

Good luck. Some Crimson Throne clarifications can be found here: Link.

A quick reply to your post-Skizzerz posts:

A monster only gets shuffled back into the location if you don't defeat it.

Blessings generally only add dice, not any modifiers.

Blessings can be played on any turn. More on the timing of cards can be found here: link.

The default way to win the game is to close all locations. So if you don't close them by the time the hourglass empties, you lose. If there's a villain, you need to corner + defeat the villain by the time the hourglass empties.

Have fun...

Not sure it will help, but here's a list of easily missed rules:

Click here.

Good luck!

Slacker2010 wrote:
Didn't they do away with Light and Heavy? Are not all character considered to have Light armor proficiency?

It's admittedly confusing to have both a Conversion Guide and a Transition Guide - which means you have to look in two different places for the fully story - but the information you want is in the Transition guide: (rulebook, p. 26)

...and treat characters that are proficient with Heavy Armors as proficient with armor. If a boon requires proficiency with Light Armors, all characters are considered proficient with it.

So if you're playing a Core-based campaign with old characters, only characters with Heavy Armor proficiency (old version) are proficient with Armor (new version).

Light armor proficiency only matters in old sets, or when using old "light armor" cards in combination with the newer sets.

Regnum Blastface wrote:
I'm going to be playing the healer Grazzle (OP I know, but someone needs to heal this time and I'm it) along with the Alchemy (as he has craft) and Divine packs instead of Ultimate Magic.

Grazzle does have Craft, but he isn't necessarily proficient in any of the traits on the Alchemy boons. So it's likely these cards will be auto-banished when used. Just FYI.

Longshot11 wrote:
wkover wrote:
Cauterize no longer heals non-random cards, as "heal" in Core has been explicitly defined
Cauterize is a legacy card that doesn't use the new "heal" template, though (or is it also present in...

Gah, you're right. I misremembered the card and thought "heal" was used. So yes, it would be good to get a ruling on Cauterize - particularly since my version of Poog is currently using two of them!

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