Member of Church of Razmir

wraithdrit's page

15 posts. No reviews. No lists. No wishlists.


RSS


I can just imagine the look on everyone else's faces.

"Oh, thanks for beating all those nasty monsters the barrier created, but really, I just don't feel like it. Shuffle that barrier back into your location. If you hit it again, I'll just evade it again. Have fun guys!"

Heh. So rogue like.


Polyphemus is correct. There is no auto-close of empty locations, just one new attempt during your turn to close. This happens AFTER explores, before resetting your hand.

From the rulebook section on the turn:
"If your character is at a location that has no cards
remaining and has not been closed, at this time you may make one
attempt to close it"


In the groups I have played with, once he finds his biggest weapon he tends to hold onto it. Discarding extra armor is common, and now so are extra weapons, but generally if it works they usually stick with it. IE, find a decent weapon and don't recharge it, just keep revealing it.


Every character has all six of the 'stats' (which means nothing in this game). In this game they are all skills. Just some characters have some listed that wouldn't need to be. This is a nod to the RPG where those six stats are not skills at all but a separate kind of thing. Also almost all of them are able to be raised through advancement, where most people will never get to pick up a NEW skill.


Hawkmoon269 wrote:
I'm obviously not an authority on this, and I haven't played with the clock tower yet. But for what its worth one of the general rules is "Cards don't do what they don't say." So, I'd think that you can put them back in the order you want since you are not told to shuffle your hand and then recharge it, you are simply told to recharge your hand.

I agree. I see know reason not to put them back in the order you desire. You are the one recharging your hand, and it doesn't say to do it randomly.


I think that thread really helped, h4ppy. Vic, I am concerned the FAQ needs a little more help in this area. The three FAQs you pointed me to still left me a little unsure, and it wasn't until I went and read the thread did I really 'get it'. Just a little feedback for ya. :)


So I have a question about skills. According to the FAQ if you don't have a skill, you get a d4 for it.

So if I run into a Diplomacy check, and don't have Diplomacy, I am rolling a d4, and NOT my Charisma? Right?

But if the card says Charisma Diplomacy, then I can roll either (defaulting to my charisma). Am I interpreting this right?

I have been considering any Diplomacy defaulting to Charisma since it is generally a Charisma skill, but in reading that FAQ I had the thought I've been doing it wrong all along. MOST checks list both an attribute and a skill, but some only list the skill.

And that makes the boon that adds to diplomacy checks are adding to a d4, not whatever my Charisma is. Again, since to use the boon I have to make that specific kind of check.

Lightbulb moment. Geh. So many ways I've messed up playing the game so far. Glad we are not too far into it. Heh.


I've thought about taking it in place of my Token of Remembrance as the cleric of the group (since it is divine I can use it to trigger heals). Probably should at some point, as the token has YET to be used for its intended purpose.


I think I found the answer to my first question on page 9 of the rulebook:

"If a card in your hand does not specify when it can be played, you can generally play it any time, with the exception that during an encounter you may only perform actions at specific times."


... I can play certain cards.

For example, a spell like Cure. Can I only use it on my turn? Normally I can add cards to other people's checks off turn, and I know my Cleric's base ability of healing is only usable instead of her first exploration so that is pretty straight forward. But when can the spell be used? The card doesn't say.

Also, is there a full list of card changes for errata? I'm not sure which items suffer from the 'you only' rule. We have generally ruled any card that doesn't say 'Your' can be used to help other players, but I'm getting the impression that is incorrect based on another thread, but when I looked through the FAQ, I didn't see an entry on that. Is it in the main rulebook and I missed it?

Thanks,
Wraith


Some family and I were playing over the holiday weekend, and we got to the point where we were doing Blackfang finally. We had beat every scenario to that point, but some of them were close. Then we hit this scenario.

Not sure what is was about Blackfang himself, but he popped up mid game then fled. We had characters still sitting at locations they had just closed, so there were three or so open locations for him to flee to.

Anyways, we proceeded to close other locations and fan out, but the blessing were running pretty low. The last blessing card was flipped up. Valeros had a Holy Candle in his deck, but it never materialized as he doesn't go through his deck very fast. This is something that player has started getting better at, discarding unwanted cards to get a chance to see more of his deck.

I'm rambling, sorry. So there we are, last turn of the game. The rogue uses her last exploration and bam. Henchman. Location closed. Blackfang is in the deck so gets revealed! We all get excited. I hit the rulebook to clarify.

A villain found in this way is returned to the now unclosed location as the top card. We needed one more exploration to find and defeat Blackfang. One more. Argh!

The most non-gamer at the table was playing the rogue, she was yelling at the cards, mad that we had been beat. Okay, not in real anger. Still it was great to see her so into the game.

In the end, before the weekend was out, we gathered once more, and this time Blackfang met his doom before half the blessing deck was done. Take that you stupid dragon!


Maybe we are just subpar players, but I have played a total of four games with three groups since purchasing my copy of the game.

Of them we have had 2 wins on Brigandoom, both of which were within a few blessing cards of running out of time with 4 players. 1 win at the first AP scenario with 4 players which was again fairly close to the end, and a LOSS at the second AP scenario with 6 players.

Maybe as the AP progresses it gets 'easier' but so far I feel the balance is just fine.

- Wraith


Vic Wertz wrote:
wraithdrit wrote:
...is the older Campaign Guide still relevant? Is it 3.5 or PF?
The original Pathfinder Chronicles Campaign Setting book was 3.5. The print edition has long been sold out here at paizo, and I wouldn't suggest buying the PDF edition unless you're a completist, as the Inner Sea World Guide PDF is bigger, better, cheaper, and designed specifically for the Pathfinder RPG.

That answers the question then. :) I'll pick up the primer today, and get the guide when it comes to the local stores.


Lisa Stevens wrote:
wraithdrit wrote:

Been GMing for years, after trips to various other games, I decided the best time I've had in gaming in years was D&D 3.5. Picked up the core rulebook, and glanced through some modules, but need some help understanding the PF setting.

I know the new Inner Sea Guide might be the best place to start, maybe the primer prior to that coming out, but is the older Campaign Guide still relevant? Is it 3.5 or PF?

As an experience GM who has the core rules, what would YOU suggest that I buy in what order to better familiarize myself with the PF setting?

Your timing couldn't be better! We just released the Inner Sea Guide Hardcover this week and it is by the far the best campaign book that I have ever seen in my thirty years of gaming!

-Lisa

That's great, except I'm trying to figure out, does that make the old campaign guide obsolete? Is it available at my FLGS today (gotta support my peeps)?


Been GMing for years, after trips to various other games, I decided the best time I've had in gaming in years was D&D 3.5. Picked up the core rulebook, and glanced through some modules, but need some help understanding the PF setting.

I know the new Inner Sea Guide might be the best place to start, maybe the primer prior to that coming out, but is the older Campaign Guide still relevant? Is it 3.5 or PF?

As an experience GM who has the core rules, what would YOU suggest that I buy in what order to better familiarize myself with the PF setting?