Luckstone misprint?


Rules Questions and Gameplay Discussion


Is Luckstone really only supposed to add a flat 1 to the check or should it be one die?

Silver Crusade

Just a flat 1. It's the part about being able to do it after you fail that makes it a decent card. But it's not the best thing you could have in most decks.


Fromper wrote:
Just a flat 1. It's the part about being able to do it after you fail that makes it a decent card. But it's not the best thing you could have in most decks.

You haven't seen how often I fail by exactly 1... >.<

Silver Crusade

Deekow wrote:
Fromper wrote:
Just a flat 1. It's the part about being able to do it after you fail that makes it a decent card. But it's not the best thing you could have in most decks.
You haven't seen how often I fail by exactly 1... >.<

Obviously, you're not rolling enough dice. :P

Seriously, it's a decent card, because of the retroactive boost. But usually, playing a card that adds another die to the roll is going to be more useful. That adds at least 1 to the roll, and usually more. For characters that have 3 or less items in their deck, there's usually higher priorities than this.


It's a pretty fantastic card, particularly if you have say, 6 items in your deck. It actually won a game for us last night, we were playing Approach to Thistletop and had failed to kill the villain like 4 times (in different locations, largely due to bad draws, bad rolls and rolling a 4 every time he came up for his increased difficulty + the largely unavoidable fire damage).

With one blessing left I got it set up to where I got to roll 2d12 + 1d8 + 2d6 +1 to beat the villain on the final check, and promptly rolled a 12 total on his increased difficulty of 13. Bam, game won. I was promptly informed I may never get rid of the Luckstone.

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