silversurfie |
You add additional adventure decks when you begin said adventure. So if you're starting from the very beginning your deck will include all cards from the base set (B symbol cards) and character add-on deck (C symbol cards)if available. Finish Perils of the Lost Coast then you would add Adventure Deck 1 Burnt Offerings (cards with 1 symbol) and then so on.
http://paizo.com/threads/rzs2qg4z?Question-about-when-to-add-and-remove-car ds#3
http://paizo.com/threads/rzs2q5jp?Playing-base-set-combining-adventure-deck -1#2
Eelario |
When playing a new hero from beginning, how many Adventure Decks can be included into the decks?
Is there a page where I can read which decks should be included/exluded for the different character levels?
Any advice is appreciated!
Read the power on the Rise of the Runelords Adventure Path card. For further clarification, see links posted above.
Vic Wertz Chief Technical Officer |
1 person marked this as a favorite. |
You technically don't have to finish Perils to start the Rise of the Runelords Adventure Path. Perils of the Lost Coast is a standalone adventure and theoretically could be completed at any time.
Whoa there. Yes, you can play RotR without playing Perils, but Perils is a low-power introductory adventure. The intent is that when you start up new characters, you can play it or skip it, but if you were to drop it in after playing a chapter or two of the AP, it would be a cakewalk for those characters.
Hawkmoon269 |
I find perils useful for three reasons.
1. The skill feat for completing it.
2. The cards you can acquire to make your deck stronger before starting rise of the runelords. Though this isn't guaranteed.
3. Testing out your character so you are comfortable with how he/she plays before the real challenge starts.
Mike Selinker Pathfinder Adventure Card Game Designer |
zeroth_hour wrote:You technically don't have to finish Perils to start the Rise of the Runelords Adventure Path. Perils of the Lost Coast is a standalone adventure and theoretically could be completed at any time.Whoa there. Yes, you can play RotR without playing Perils, but Perils is a low-power introductory adventure. The intent is that when you start up new characters, you can play it or skip it, but if you were to drop it in after playing a chapter or two of the AP, it would be a cakewalk for those characters.
I have not done this, but in theory you could make Perils more exciting later in the adventure path by increasing the difficulty of every check required by an encountered card by the adventure deck number of the adventure you're currently playing. Just an idea.
zeroth_hour |
Vic Wertz wrote:I have not done this, but in theory you could make Perils more exciting later in the adventure path by increasing the difficulty of every check required by an encountered card by the adventure deck number of the adventure you're currently playing. Just an idea.zeroth_hour wrote:You technically don't have to finish Perils to start the Rise of the Runelords Adventure Path. Perils of the Lost Coast is a standalone adventure and theoretically could be completed at any time.Whoa there. Yes, you can play RotR without playing Perils, but Perils is a low-power introductory adventure. The intent is that when you start up new characters, you can play it or skip it, but if you were to drop it in after playing a chapter or two of the AP, it would be a cakewalk for those characters.
That's odd; I was thinking of something similar - basically, the highest adventure path you're playing is still applied to the scenario.
However, I mentally only limited it to the villains and henchmen, and any cards that say their check to defeat is increased by the AP number.
kysmartman |
I find perils useful for three reasons.
1. The skill feat for completing it.
2. The cards you can acquire to make your deck stronger before starting rise of the runelords. Though this isn't guaranteed.
3. Testing out your character so you are comfortable with how he/she plays before the real challenge starts.
#2 is the biggest reason to do it. Look at how small the Item pile is and then remember that Holy Candle and both Masterwork Tools are in there. Plus every scenario is a great opportunity to get the really good weapons too. Oh, and most of the Barriers are beneficial ones too thus you get more weapons and items (spells, not so much for the Arcane people as they have to wait for AP1 though 2 Holy Lights make the Divine casters very happy).
Jawshco |
Hawkmoon269 wrote:#2 is the biggest reason to do it. Look at how small the Item pile is and then remember that Holy Candle and both Masterwork Tools are in there. Plus every scenario is a great opportunity to get the really good weapons too. Oh, and most of the Barriers are beneficial ones too thus you get more weapons and items (spells, not so much for the Arcane people as they have to wait for AP1 though 2 Holy Lights make the Divine casters very happy).I find perils useful for three reasons.
1. The skill feat for completing it.
2. The cards you can acquire to make your deck stronger before starting rise of the runelords. Though this isn't guaranteed.
3. Testing out your character so you are comfortable with how he/she plays before the real challenge starts.
My biggest reason for playing Perils every time I start a new character/group is quite simply because it's fun. I laugh and weep simultaneously at how many times I've lost and or died in Brigadoom! That scenario was a lot more challenging and more entertaining than most "starter" missions.