Guidance Spell: Can You Play It AFTER You Roll on a Check?


Pathfinder Adventure Card Game General Discussion


Hi All,

Happy Saturday.

This card mechanic came up during our morning game.

I'm playing Lem and he just used the Sanctuary Spell to evade a monster. I then go to recharge this spell and roll a 7. I realize that I have the Guidance Spell in my hand (which allows me to add 1 to a check).

The question is: Am I allowed to play this Guidance card even though I have already rolled on my Sanctuary recharge attempt.

I believe the answer is "yes" because there is no specific verbiage on the Guidance card saying when it can or cannot be played during a turn.

Thanks for the knowledge share here,

Ben
BensRPGPile.com


I believe you have to play all cards and powers before assembling the dice for your roll(See page 11 of rules).

Otherwise, it would be possible to always roll a few dice first and then to fix the roll in hindsight... that's cheating. A big part of the game is risk assessment of committing cards to a check beforehand, even if they then go to waste. So unless a card specifically tells you that it can be played after the check (as some kind of time machine card), then I'd assume the answer is no.

However, if you know for sure that you would have played the card before the check, had you only noticed its existence, nothing is stopping you from cheating a bit... it's your game.


You would have to play guidance for your spell during the steps when attempting a check. It can't be played after you see the result of the roll.


Thanks, guys. Someone just reminded me that the only card he's aware of that would have worked in my scenario above was the Luckstone item card.


Yes, any cards that add to checks have to be played before the check is made... with only one exception I can think of. The card "Luck Stone" can either be recharged to add one to a check or can be buried to succeed at a check you've failed by 1. I *think* luck stone is (at the moment) the only card that allows you to affect a check after the die/dice roll.

Silver Crusade

Captain Bulldozer wrote:
I *think* luck stone is (at the moment) the only card that allows you to affect a check after the die/dice roll.

There are two weapon (Longspear, and I forget which ranged weapon) that let you discard them to re-roll a failed roll that used them in the first place. Great for any character except Valeros, who is intentionally designed to use the discard power of normal weapons (recharging them with his power when doing so) to get an extra die up front instead.


If you use this 'reroll' ability of a weapon card with Valeros, can you recharge the card instead of discarding it?

Silver Crusade

h4ppy wrote:
If you use this 'reroll' ability of a weapon card with Valeros, can you recharge the card instead of discarding it?

Yes. He can always recharge a weapon instead of discarding when using a power on that weapon card.

But the longspear is still a lousy choice for him. My group learned this the hard way, when our Valeros had a longspear for our first two scenarios. He'd sit there with the longspear in hand, using it in combat, and because he was never removing any cards from his hand, he was never drawing any new ones.

The rulebook advice for playing him says to keep recharging weapons, and even occasionally discard stuff you don't need (armor!). This is the only way to hunt your deck for different cards to play. The last thing you want is to sit with a static hand that doesn't change. By the same reasoning, he should be using his blessings and allies to explore an extra time every turn, as long as he still has a weapon in hand to deal with any monster that comes up.


My Valeros has a Glaive and Spiked Chain (which let him re-roll fails) then three bows to let him help people elsewhere. Seems to work well but he does go through his deck really slowly. Carrying around armour he doesn't need doesn't help either!

Which is why Seoni gets to carry the Holy Candle ;)

Silver Crusade

h4ppy wrote:

My Valeros has a Glaive and Spiked Chain (which let him re-roll fails) then three bows to let him help people elsewhere. Seems to work well but he does go through his deck really slowly. Carrying around armour he doesn't need doesn't help either!

Which is why Seoni gets to carry the Holy Candle ;)

Sounds like you're playing Valeros more as a support character, which probably works if you don't need him to be your primary melee guy, but it's not the most obvious first choice.

Our Valeros has 5 melee weapons that all have the "discard for an extra die" power, and he discards a weapon almost every time he gets into a fight now. He also occasionally discards armor just to be able to draw other cards. He's a combat monster, and cycles through his deck much faster than he used to with the longspear, but he really only helps others when they're fighting at his location or he has a blessing in hand.


I think he's only lost one fight so far - memorably rolling snake eyes (two ones) against a Goblin Snake. So he's also our combat monster. But having more than one melee weapon in hand seems to be a waste. Anyway, this is not the thread for discussing Valeros. It's meant to be about Guidance and spell timing.


So discard this car to add 1 to a check........add 1 what? 1 dice?

Silver Crusade

Adrian Firth wrote:
So discard this car to add 1 to a check........add 1 what? 1 dice?

Nope, just +1. It's a pretty weak spell. But it's easy to recharge, and you can use it on any character in any location, IIRC (don't have the card in front of me), so it's occasionally useful.

That said, I would never include it as the starting card in any deck, now that I know enough to customize instead of using the recommendations in the rulebook. I gave Lini Cure x2, Inflict x2, Detect Magic, and Strength to start, I think.


Fromper wrote:
Adrian Firth wrote:
So discard this car to add 1 to a check........add 1 what? 1 dice?

Nope, just +1. It's a pretty weak spell. But it's easy to recharge, and you can use it on any character in any location, IIRC (don't have the card in front of me), so it's occasionally useful.

That said, I would never include it as the starting card in any deck, now that I know enough to customize instead of using the recommendations in the rulebook. I gave Lini Cure x2, Inflict x2, Detect Magic, and Strength to start, I think.

wow that is a pretty weak spell.....it would be good using it just after someone rolled and they were one short.....but i guess you have to play it before rolling the dice.......starting 4 player tomorrow so using the suggested starting hands......ill soon be getting rid of guidance.


A note re Guidance: It adds the magic trait to the check. So, say Valeros doesn't have a magic weapon yet and is facing down a Shadow. Cast Guidance on him and he can actually kill it instead of just not take damage!

Good luck,
-Atma


Good point @atmakitsu. It can also be nice to have an (almost) auto-recharging spell to hand, even if it's only a +1

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