Some Thoughts After 3,000+ Pathfinder ACG Threads


Pathfinder Adventure Card Game General Discussion

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
Pathfinder Adventure Card Game Designer

3 people marked this as a favorite.

We posted a new updated rulebook yesterday, and I'm quite happy with it. After six months of live play, I think we're comprehending how this new style of game behaves. As a designer, I can't always know what will happen even after large-scale playtests. But people online have, by and large, been forthcoming with their play experiences, suggestions, and criticisms, and we have tried to learn from all of that.

Every change in this new rulebook is a little one, but it matters. Here's a summary of the most important ones:

  • page 2: The Golden Rule now covers impossible situations.
  • page 9: The Reset Your Hand rule is now really different.
  • page 9: Cards are played from your hand unless otherwise specified; the display action is also modified a bit.
  • page 9: Decks, hands, and stacks retain their permanence even when emptied.
  • page 10: Evading now specifically says it resolves the encounter, and the effects after the encounter are now tightened up.
  • pages 10-11: Attempting a Check was reorganized and future-proofed.
  • page 11: Traits now specifically can determine a type of check, as in a Ranged combat check.
  • page 12: It's now clearer that when you're dealt Fire damage, cards that reduce only Combat damage don't help you.
  • page 12: We added the new concept of a "copy" of a card, which ceases to exist after you deal with it.
  • page 12: Summoned cards are not part of location decks.
  • page 13: Closing requirements explicitly describe their checks to close, and allow for multiple villains in a deck.
  • page 13: We discuss what happens when a deck doesn't have enough cards for you to do whatever you're told.
  • page 13: Dying now happens when you remove cards you don't have.
  • page 14: We state that story cards have powers.
  • page 16: The Blessings description got a reboot.
  • page 17: Banes with no checks to defeat can't be defeated.
  • page 18: We say that you must repeat a scenario if you fail before you can move on, and allow for different victory conditions.
  • page 20: The example now is clearer when recharge happens and when the henchman is declared defeated.
  • page 22: We rewrote some of the things to keep in mind, and added one.
  • page 24: Some cleanup here due to other changes.

Now why did I list those? Mostly because I want you to know that every single one of those changes happened because someone on the forums needed help understanding our intent. I've read every thread on the Paizo, BoardGameGeek, and Reddit forums, which amounts to over 3,000 threads. The rulebook is different because of that. Nearly every change was because of a need to cover specific situations that thousands of cards' interactions create. So for example, when people couldn't parse what we meant by "a check to close a location," we amended the rulebook to define it.

This is something I'm proud of, not embarrassed by. Writing a game precisely is a challenging endeavor, and while a few people will pillory me for not being perfect, most everyone else seems to appreciate when we try to clarify things. Having a thriving community means having a thriving game; when thousands of people do something, some of them will have difficulty, and it's our responsibility to help them. We can't do it alone, and I'm thrilled we don't have to. Because there are a lot more cards coming, and that may lead to more clarifications as people discover how they work. I'm good with that, and I welcome people's contributions in making the game ever more enjoyable. Thanks for reading, and for playing our game.

Mike


Mike and PACG Design Team: Thanks for discussing PACG with us on thees forums and helping us understand. And thank you for taking steps to make things easier to understand for us and new players. I think is great that you are willing to listen to what gives us problems and make changes to help clear those things up for us. So thanks.


I appreciate the update; it was nice to see the new reset section and other updates moved into the rules.

Mike Selinker wrote:
  • page 10: Evading now specifically says it resolves the encounter, and the effects after the encounter are now tightened up.
  • pages 10-11: Attempting a Check was reorganized and future-proofed.

Now that non-bane cards with check to acquire 'None' are specifically covered in 'Attempt the Check', it seems even easier to believe that Blessing of the Gods can be evaded by Merisiel, which is supposed to be impossible.

My request for evade clarifications was probably too late: http://paizo.com/threads/rzs2qkn0&page=2?FAQ-request-Anything-were-miss ing#62


I'm one of those who are, well, "pillorying" you Mike.
But not because "you are not perfect": just because you didn't make a good job when you had the chance to and got the money for that.
I'm glad that now, after these 6 months of public and global beta-testing (and I had to pay to take part in it!) the game is getting a bit closer to what it should have been since when I paid for it. You know what? Even my job is a "challenging endeavor", but people who pays me for it want me to do it "precisely" (or at least not that bad); and if I don't deliver they first pillor me and then turn to someone else that's able to do same job more precisely than me.
And when I'm caught having done a modest job and I have to redo or fix it, usually I don't go to my clients asking for applauses and showing how much I'm proud for my fixing. Usually I say that I'm sorry, and that, yes, "I feel a bit embarassed, but I will do better next time" if they are so kind to keep trusting in me.

Hope you'll keep up the rewriting in the next months too. And hope you got a chance to learn something new about making (and selling) games.
Still, thanks for your repairing: I acknowledge you might have run away with the loot, and you didn't. That's I owe you.
(But I keep waiting for corrected cards.)


mlvanbie wrote:

I appreciate the update; it was nice to see the new reset section and other updates moved into the rules.

Mike Selinker wrote:
  • page 10: Evading now specifically says it resolves the encounter, and the effects after the encounter are now tightened up.
  • pages 10-11: Attempting a Check was reorganized and future-proofed.

Now that non-bane cards with check to acquire 'None' are specifically covered in 'Attempt the Check', it seems even easier to believe that Blessing of the Gods can be evaded by Merisiel, which is supposed to be impossible.

My request for evade clarifications was probably too late: http://paizo.com/threads/rzs2qkn0&page=2?FAQ-request-Anything-were-miss ing#62

I still don't think that answer was thought through. Evade has always been first and now it's explicitly before reading what to do with "None". The only way I can see this changed is if the card is specifically errata'd to say 'This card can not be evaded', which I believe some cards do say.

Paizo Employee Chief Technical Officer

"Evaded" does not mean "did not encounter." Evading is very explicitly part of encountering. I assume everybody agrees that you're encountering the card you're encountering, so I'm moving on.

"When you encounter" a thing means "when you encounter" that thing. Lots of cards use "when X, do Y." When do you do Y? When X happens.

Look into your heart—you know it to be true, but you're trying to logic yourself out of it!

But if you insist on having explicit logic, it's there for you. "When you encounter a card" is the exact same phrase that's used in the rulebook, at the very first sentence of Encountering a Card: "When you encounter a card, you—and only you—can go through the following steps." That should leave no doubt that "when you encounter a card" is the very moment when you encounter that card.

So if the steps of encountering a card trigger that time—and they very clearly absolutely do—then so can other things. Only in this case, the card is telling you to do a different thing at that time. You don't get to evade, because you're not at that step yet... and because the card will be going into your hand right away, you never will be at that step.

Don't forget the first real sentence under Things to Keep in Mind, in Cards Do What They Say: "Read any card as it is encountered or played, and do whatever it says as soon as it makes sense to do so."

Scarab Sages

Vic Wertz wrote:
Look into your heart—you know it to be true, but you're trying to logic yourself out of it!

Maybe he'll be convinced if this were sung by Bryan Adams, and a mulleted Robin Hood and Maid Marion were gallivanting about?

Anyways...making anything worthwhile, in any field, is generally an iterative process, and I'm really glad Mike, Vic, Chad, and the rest of the Merry Men are willing to do so. Thanks for the rulebook update!


You forgot to mention an awesome new feature: The Table of Contents is now linked to the pages it references. Much easier to find the section you are looking for.


Mike Selinker wrote:
  • page 13: Closing requirements explicitly describe their checks to close, and allow for multiple villains in a deck.
  • Since I haven't encountered a scenario with multiple villains, I'm not sure how important this is, but the above fix doesn't really propagate through the rest of the rules.

    The Encountering A Villain section is partially worded as if there was one single villain.

    A situation of having multiple villains is covered in the If You Defeat the Villain, Close the Villain’s Location but not in the If the Villain Has Nowhere to Escape to, You Win! section.

    There could easily be a situation where I encounter, defeat, and prevent the escape of, a villain, but I shouldn't win due to the presence of a second villain somewhere else. After the Scenario doesn't cover this possibility either.

    The intent could well be that you'd win if you defeat a single villain as long as you prevented multiple villains from teaming up at the same location, that is: you win if you encounter only one villain and there are no more in the villain's current location deck, but you keep playing if you find a second villain when examining. That would just be weird though. Its not like you'd give up and call it a day just because you found one of multiple bad guys at a location and a quick search didn't turn anyone else up.

    Mike Selinker wrote:
  • page 12: We added the new concept of a "copy" of a card, which ceases to exist after you deal with it.
  • I'm a fan of this particularly. I thought it funny that situations could arise where there was a limited supply of Ancient Skeletons or Zombies. At least now, no one is safe and the "Current Player" can't play favorites.


    I've seen (via Skull and Shackles playtest for one thing) a few scenarios with multiple villains. I think they've all had explicit rules on the scenario card that deal with them as well. Those rules all affected the definition of "winning" the scenario. Since the Golden Rule says Scenario trumps the rulebook, that would seem to take care of the issue since winning would be redefined from simply defeating "the" villain with nowhere to flee.

    But I've not seen everything, so I can't guarantee it would always be like that.


    Thank you Mike for the breakdown! It is greatly appreciated. Thank you for such an amazing (and what I consider) groundbreaking game!


    Vic Wertz wrote:

    "When you encounter" a thing means "when you encounter" that thing. Lots of cards use "when X, do Y." When do you do Y? When X happens.

    Look into your heart—you know it to be true, but you're trying to logic yourself out of it!

    I'm pretty sure my heart is telling me that I want 'when you encounter' to be between 'before the encounter' and 'after the encounter', evading to be prevented only by traits and the text 'may not be evaded' and evading to avoid location-specific 'when you encounter' text. My heart was forged in Usenet flame wars and thrown into a black hole, so don't expect to change that.

    However, I understand that my heart is at odds with the way that you want us to play. So this dark heart, 10^3 sizes too small and filled with schadenfreude, wants everyone else to have to play the same way. I feel that they might not if there isn't at least a FAQ entry, preferably a step before evade that tells you to perform all the 'when you encounter' text and random text that isn't tied to a particular step.

    Vic Wertz wrote:
    But if you insist on having explicit logic, it's there for you. "When you encounter a card" is the exact same phrase that's used in the rulebook, at the very first sentence of Encountering a Card: "When you encounter a card, you—and only you—can go through the following steps." That should leave no doubt that "when you encounter a card" is the very moment when you encounter that card.

    The rulebook now tells me that if any card has None for a check, then I read the special rules for acquiring it during the first check step, which happens after the card is evaded. So the 'if you encounter ... automatically acquire' text on the Blessing of the Gods has text that applies to both cases of when to act on text.

    I believe that using 'encounter' two different ways in the rules means that a greater level of clarification is required, if only in the FAQ.

    Paizo Employee Chief Technical Officer

    mlvanbie wrote:
    The rulebook now tells me that if any card has None for a check, then I read the special rules for acquiring it during the first check step, which happens after the card is evaded. So the 'if you encounter ... automatically acquire' text on the Blessing of the Gods has text that applies to both cases of when to act on text.

    You do raise a good point there. We'll contemplate.

    mlvanbie wrote:
    I believe that using 'encounter' two different ways in the rules means that a greater level of clarification is required, if only in the FAQ.

    The *real* problem here is that "before the encounter" and "after the encounter" are both steps that happen *during* the encounter, and we would benefit from terminology that didn't imply that they happen outside of the encounter. That's not going to happen in Rise of the Runelords, because it would require too many changes to both rules and cards, but I hope to change it for Skull & Shackles.


    Vic Wertz wrote:


    The *real* problem here is that "before the encounter" and "after the encounter" are both steps that happen *during* the encounter, and we would benefit from terminology that didn't imply that they happen outside of the encounter. That's not going to happen in Rise of the Runelords, because it would require too many changes to both rules and cards, but I hope to change it for Skull & Shackles.

    Well I'm glad you (and may be Mike) finally and eventually noted this "small" ambiguity. How long does this took? 6 months? And - I wonder - was it not evident enough during game designing and playtesting?

    That's really beyond me.

    Grand Lodge

    For mike :) :http://bit.ly/1iwCmDc

    Paizo Employee Chief Technical Officer

    4 people marked this as a favorite.
    Io Stesso wrote:

    Well I'm glad you (and may be Mike) finally and eventually noted this "small" ambiguity. How long does this took? 6 months? And - I wonder - was it not evident enough during game designing and playtesting?

    That's really beyond me.

    Welcome to the boards. We have few rules here, but one of them is "don't be a jerk." You have made two posts, both of which are borderline. You don't have to like us or even agree with us, but you do have to tone down the attitude, or you will not be welcome here.


    Vic Wertz wrote:
    Io Stesso wrote:

    Well I'm glad you (and may be Mike) finally and eventually noted this "small" ambiguity. How long does this took? 6 months? And - I wonder - was it not evident enough during game designing and playtesting?

    That's really beyond me.
    Welcome to the boards. We have few rules here, but one of them is "don't be a jerk." You have made two posts, both of which are borderline. You don't have to like us or even agree with us, but you do have to tone down the attitude, or you will not be welcome here.

    I simply expressed an opinion and a criticism to a game I paid for. Nothing you can't take easily with no consequences whatsoever.

    Anyway,I apologize if you felt offended by my words. Let me put it in a less "jerky" way.
    "How is it that in designing and playtesting phase no one noticed such a big wording issue, about such a central aspect of the game (encountering)?"

    Pathfinder Adventure Card Game Designer

    JasnisDethas wrote:
    For mike :) :http://bit.ly/1iwCmDc

    I smiled.


    1 person marked this as a favorite.
    Io Stesso wrote:
    Vic Wertz wrote:
    Io Stesso wrote:

    Well I'm glad you (and may be Mike) finally and eventually noted this "small" ambiguity. How long does this took? 6 months? And - I wonder - was it not evident enough during game designing and playtesting?

    That's really beyond me.
    Welcome to the boards. We have few rules here, but one of them is "don't be a jerk." You have made two posts, both of which are borderline. You don't have to like us or even agree with us, but you do have to tone down the attitude, or you will not be welcome here.

    I simply expressed an opinion and a criticism to a game I paid for. Nothing you can't take easily with no consequences whatsoever.

    Anyway,I apologize if you felt offended by my words. Let me put it in a less "jerky" way.
    "How is it that in designing and playtesting phase no one noticed such a big wording issue, about such a central aspect of the game (encountering)?"

    I'd like to share a polar opposite view if I may, and looking at the boards I'm assuming this is the view that a major percentage of the game's buyers/ players share: I would like to thank Paizo, Mike, Vic and how ever many other folk who are behind the scenes of the card game for treating it as an evolving game rather than 'Shipped, done'. To put it in perspective, I've bought my fair share of pc games that have been more or less broken right out of the gate requiring patches that may or may not (Skyrim, I'm looking at you) fix what's knackered.

    The ongoing support and obvious enthusiasm for this game from the developers is a nice change of pace for me, and the fact that the creators are not only willing to engage with their playerbase pretty much constantly, and actively take on board and make changes, however small, based on those conversations makes this a game I'll easily and willingly get behind both vocally here and by buying it.

    Cheers all - happy customer here.


    Daarck wrote:
    Io Stesso wrote:
    Vic Wertz wrote:
    Io Stesso wrote:

    Well I'm glad you (and may be Mike) finally and eventually noted this "small" ambiguity. How long does this took? 6 months? And - I wonder - was it not evident enough during game designing and playtesting?

    That's really beyond me.
    Welcome to the boards. We have few rules here, but one of them is "don't be a jerk." You have made two posts, both of which are borderline. You don't have to like us or even agree with us, but you do have to tone down the attitude, or you will not be welcome here.

    I simply expressed an opinion and a criticism to a game I paid for. Nothing you can't take easily with no consequences whatsoever.

    Anyway,I apologize if you felt offended by my words. Let me put it in a less "jerky" way.
    "How is it that in designing and playtesting phase no one noticed such a big wording issue, about such a central aspect of the game (encountering)?"

    I'd like to share a polar opposite view if I may, and looking at the boards I'm assuming this is the view that a major percentage of the game's buyers/ players share: I would like to thank Paizo, Mike, Vic and how ever many other folk who are behind the scenes of the card game for treating it as an evolving game rather than 'Shipped, done'. To put it in perspective, I've bought my fair share of pc games that have been more or less broken right out of the gate requiring patches that may or may not (Skyrim, I'm looking at you) fix what's knackered.

    The ongoing support and obvious enthusiasm for this game from the developers is a nice change of pace for me, and the fact that the creators are not only willing to engage with their playerbase pretty much constantly, and actively take on board and make changes, however small, based on those conversations makes this a game I'll easily and willingly get behind both vocally here and by buying it.

    Cheers all - happy customer here.

    Daarck, I don't want you to change your "polar opposite view", by any means, and I deeply respect it. I'm truly glad you are enjoying the game .

    But since you quoted my previous message as a basis from which to express your praises to Mike and his staff, I feel entitled to ask you some questions. Answer just if you feel like it...

    1) Do you think that publishers who publish PC games that are "more or less broken right of the box" should be praised for their job? Do you think they fully deserve the money you paid for such games? Don't you feel like you are just getting used to be abused by publishers to the point you are now thinking that "being abused" is the natural way to go? That all things are to be sold in a broken and incomplete status, just to be fixed, a little day by day, at your home?

    2) Do you really think that a game that is playtested "on the go", after you've got money for it, using your customers as playtesters, is something you can define "an evolving game"? Don't you think that such a game could be better described as "a game that's is still being completed and fixed"?

    3) Don't you think that, at least nowadays, it's **mandatory** for a publisher to engage with his playerbase? How is a publisher, a designer, a game supposed to achieve any sort of success without caring - night and day - after his playerbase? Have you been so abused in the past that now you really see customer support as a gift from the publisher, an expression of his kindness and munificence?

    4) If you buy a car, and then discover it has any sort of defects and faults, don't you DEMAND for it to be fixed from the seller? Or you express him public praises for his willingness to repair it,a piece a day, for months?

    I just want to better understand how people perceive their customer role. Just curious.

    Thanks in advance for any reply.


    2 people marked this as a favorite.

    I wasn´t the one asked, but i´m willing to reply to some of your points Io Stesso.

    1)I personaly think that the main difference between people with your view, and the people that praise Mike, Vic, Chad, etc. is that we don´t think we got a broken product. We got a good product and they are trying to make it better. And fixing something and making it better are fundamental differences. (As is said, this is my opinion, i don´t have any clue if that is a represantation for anyone but myself.)
    (And yes, misprintings are things that are broken and need fixing, but they are doing much more to improve the game, than just to plug holes.)

    And i´m totally with you that if something is published broken, that is a bad thing. I just don´t think that PACG is broken.

    2)I´m quite sure they playtested the hell out of that game, what i´ve seen from the forum, their games are playtested for around a year before anything hits the shelf. But you can only playtest in a smaller sense, you can´t send a copie to anyone to get feedback. And having the playerbase that could find something increase by 1000% or something like this after publishing, that will bring stuff up that no one has thought of yet.

    3)You could think it´s mandatory, but, at least i think that is the point here, the difference is that in big companies, there is "someone" who does that, PR-Agents and stuff like that. Here those people are the ones that are directly involved with the game, and not someone that is paid for engaging the playerbase.

    4)And of course i want a working car, but like i said in point 1), i don´t think the game is broken.

    You have your opinion and no one has the right to take that from you, i just wanted to elaborate why some people feel the urge to thank them.
    And again, this is my personal view of things, i´m not imposing to anyone that i´m right, it´s just my interpretation.


    Fenris235 wrote:

    I wasn´t the one asked, but i´m willing to reply to some of your points Io Stesso.

    1)I personaly think that the main difference between people with your view, and the people that praise Mike, Vic, Chad, etc. is that we don´t think we got a broken product. We got a good product and they are trying to make it better. And fixing something and making it better are fundamental differences. (As is said, this is my opinion, i don´t have any clue if that is a represantation for anyone but myself.)
    (And yes, misprintings are things that are broken and need fixing, but they are doing much more to improve the game, than just to plug holes.)

    And i´m totally with you that if something is published broken, that is a bad thing. I just don´t think that PACG is broken.

    2)I´m quite sure they playtested the hell out of that game, what i´ve seen from the forum, their games are playtested for around a year before anything hits the shelf. But you can only playtest in a smaller sense, you can´t send a copie to anyone to get feedback. And having the playerbase that could find something increase by 1000% or something like this after publishing, that will bring stuff up that no one has thought of yet.

    3)You could think it´s mandatory, but, at least i think that is the point here, the difference is that in big companies, there is "someone" who does that, PR-Agents and stuff like that. Here those people are the ones that are directly involved with the game, and not someone that is paid for engaging the playerbase.

    4)And of course i want a working car, but like i said in point 1), i don´t think the game is broken.

    You have your opinion and no one has the right to take that from you, i just wanted to elaborate why some people feel the urge to thank them.
    And again, this is my personal view of things, i´m not imposing to anyone that i´m right, it´s just my interpretation.

    Thanks for sharing your view!

    I want just to point out that I've never said or implied that PACG is a broken game, because it's obviously not. I just said it's ridden with bad wording, misprints and inconsistencies. Just to keep using the "car image", PACG would be car you can easily drive, but with a broken window, a missing rear-view mirror, a door that doesn't stay closed and a rip in the seats.. ;-)


    1 person marked this as a favorite.

    lol - I won't quote again, that's big enough on its own but I appreciate your view, and your right to it.

    So - questions.

    1. No. And as stated there is no way this game is broken; by 'broken' I mean something so bad you cannot play it.

    2. Yes. All games are playtested on the go. That's why different revisions come out. The old thing that didn't work is out and the new thing that fixes the situation comes in - that's evolution. As I understand it, Pathfinder exists because of revisions to another game which were less than warmly received. If you like, and again to draw a pc gamer comparison, you can see these as patches. The difference I would argue, and a huge plus, is that these 'patches' are being applied as and when they are brought up and worked through by way of the forum and FAQ, rather than having to wait months with no idea what's happening.

    3. No. It's not at all mandatory; it certainly helps and is expected by and large, but it's not mandatory. Also, it's easy to set up forums etc - actually getting the people who *made* the game to take part - that's something else. I certainly wouldn't use the word 'abuse' at any point though.

    4. Me playing this game and finding something erroneous, which I can generally quickly check on the internet and resolve and me having a car that does not get me to work is hardly a valid comparison.

    You do seem to be going the drama route here; I just don't really think there is any. I know that's generally the way of the internet, but...

    heh - the pizza's here :)


    Daarck wrote:

    So - questions.

    1. No. And as stated there is no way this game is broken; by 'broken' I mean something so bad you cannot play it.

    2. Yes. All games are playtested on the go. That's why different revisions come out. The old thing that didn't work is out and the new thing that fixes the situation comes in - that's evolution. As I understand it, Pathfinder exists because of revisions to another game which were less than warmly received. If you like, and again to draw a pc gamer comparison, you can see these as patches. The difference I would argue, and a huge plus, is that these 'patches' are being applied as and when they are brought up and worked through by way of the forum and FAQ, rather than having to wait months with no idea what's happening.

    3. No. It's not at all mandatory; it certainly helps and is expected by and large, but it's not mandatory. Also, it's easy to set up forums etc - actually getting the people who *made* the game to take part - that's something else. I certainly wouldn't use the word 'abuse' at any point though.

    4. Me playing this game and finding something erroneous, which I can generally quickly check on the internet and resolve and me having a car that does not get me to work is hardly a valid comparison.

    You do seem to be going the drama route here; I just don't really think there is any. I know that's generally the way of the internet, but...

    heh - the pizza's here :)

    Thanks for sharing your view!

    I want just to point out (AGAIN, you probably missed the previous post) that I've never said or implied that PACG is a broken game, because it's obviously not. I just said it's ridden with bad wording, misprints and inconsistencies.

    Probably you missed even the part about the faulty car. Here it again
    "Just to keep using the "car image", PACG would be a car you can easily drive, but with a broken window, a missing rear-view mirror, a door that doesn't stay closed and a rip in the seats.." ;-)

    No drama here, just a disappointed customer. But it's seems is just me in the world, so I definitely must be wrong.


    I think the point being made is that you've made your feelings clear...repeatedly...to the point that, and forgive me for saying so because I like you, it has crossed the line into obnoxious-ville.


    csouth154 wrote:
    I think the point being made is that you've made your feelings clear...repeatedly...to the point that, and forgive me for saying so because I like you, it has crossed the line into obnoxious-ville.

    No Csouth, I don't forgive you. On this forum I just made a complaint and asked a couple of questions, to designers (unanswered) and to a guy who quoted me (answered). That's it. I think I'm entitled to do so as a paying customer. I don't find anything obnoxious in doing so. Even more so because I have a point.

    I still understand that complaining about PACG around here is like going to a Justine Bieber concert and saying out loud that "he is not that good". Unhealthy, to say the least.


    Io Stesso wrote:
    csouth154 wrote:
    I think the point being made is that you've made your feelings clear...repeatedly...to the point that, and forgive me for saying so because I like you, it has crossed the line into obnoxious-ville.

    No Csouth, I don't forgive you. On this forum I just made a complaint and asked a couple of questions, to designers (unanswered) and to a guy who quoted me (answered). That's it. I think I'm entitled to do so as a paying customer. I don't find anything obnoxious in doing so. Even more so because I have a point.

    I still understand that complaining about PACG around here is like going to a Justine Bieber concert and saying out loud that "he is not that good". Unhealthy, to say the least.

    All I will say is that the tone of your posts that Vic referred to as being "borderline" was condescending and not at all constructive. I understand where he was coming from perfectly. If you truly believe that not to be true, then I might humbly suggest that you are unaware of how the way you choose to say things comes across to others.


    When you say...

    Io Stesso wrote:
    1) Do you think that publishers who publish PC games that are "more or less broken right of the box" should be praised for their job? Do you think they fully deserve the money you paid for such games? Don't you feel like you are just getting used to be abused by publishers to the point you are now thinking that "being abused" is the natural way to go? That all things are to be sold in a broken and incomplete status, just to be fixed, a little day by day, at your home?

    You are obviously making a comparison between PC games being broken and PACG. Coming back later with the "I've never said or implied that PACG is a broken game" is just foolish because you implied it right there.

    There's a difference between constructive criticism and what you're doing, which is just being a jerk. Have you ever bought something that you didn't like or didn't turn out the way you expected? If you dislike the game that much, you should just return it and move on.


    Brainwave wrote:

    When you say...

    Io Stesso wrote:
    1) Do you think that publishers who publish PC games that are "more or less broken right of the box" should be praised for their job? Do you think they fully deserve the money you paid for such games? Don't you feel like you are just getting used to be abused by publishers to the point you are now thinking that "being abused" is the natural way to go? That all things are to be sold in a broken and incomplete status, just to be fixed, a little day by day, at your home?

    You are obviously making a comparison between PC games being broken and PACG. Coming back later with the "I've never said or implied that PACG is a broken game" is just foolish because you implied it right there.

    There's a difference between constructive criticism and what you're doing, which is just being a jerk. Have you ever bought something that you didn't like or didn't turn out the way you expected? If you dislike the game that much, you should just return it and move on.

    No, you are deadly wrong. I simply quoted [word by word, in quotation marks] what Daarck said about pc games [go back and check!], because he is the one that offered them as an example to compare this game to.

    And I was just talking about his idea that getting things that don't work properly out of the box it's nowaday the standard rule.

    Actually I love this game, and I hate I got it in such conditions. My cards are all patched up with pieces of sticker all over them, I keep printing new manuals, I keep collecting Mike quotes about the game as "official new rules", I bought a binder to slide in all the errata... And it's not a PnP game: I paid 59+20+20+20+20+14 euro for it.
    Think twice before calling people jerk.

    Paizo Employee Chief Technical Officer

    1 person marked this as a favorite.
    Io Stesso wrote:
    On this forum I just made a complaint and asked a couple of questions, to designers (unanswered)...

    You asked:

    Io Stesso wrote:

    Anyway,I apologize if you felt offended by my words. Let me put it in a less "jerky" way.

    "How is it that in designing and playtesting phase no one noticed such a big wording issue, about such a central aspect of the game (encountering)?"

    What *possible* answer could there be for that question?

    The fact is that this game was playtested by a huge number of people, for months. Check the back of your rulebook for the giant list.

    And all of those people helped us make the Pathfinder ACG a really good game—a game that a *lot* of people have called the game of the year—people who know or care not one whit about the FAQs or the revised rulebook. It's a game I'm really freaking proud of, and a game that you're insulting to my face.

    As for the volume of errata, that's not on those playtesters—that's all on me, and it's *not* because the game is littered with errors—it's because of my philosophy regarding making the game better.

    Complicated games that involve the interactions of hundreds of cards with each other create edge cases—it's unavoidable. (If you don't want edge cases, I suggest you stick with games with the rules complexity of Checkers.) Many publishers deal with them by issuing FAQs, but not actually changing anything in the game. I say that's not good enough—that in addition to answering the question, you have to make sure the cards or rules cover those edge cases. And that's what most of our FAQ is—covering edge cases and answering questions that most players will never ask.

    Very few of the resolutions in our FAQ involve actual errors—yes, the number of errors is not zero, though I wish it were, but no *reasonable* person can expect perfection given the complexity here—and also given the fact that this is, frankly, a type of game that didn't *exist* before.

    To give you some perspective, the number of unique cards in Rise of the Runelords is about the same as the number of unique Magic: The Gathering cards released in the original Alpha/Beta/Unlimited/Revised sets, plus the Arabian Nights, Antiquities, Legends, and The Dark expansions, plus all of the unique promo cards released during that time. I'm pretty confident that if you dug up all of the FAQs Wizards issued during that time (and keep in mind that they also had several revisions of the rulebook in there too), you'd find that the PACG stacks up very well. But you know what? Magic was *still* perhaps the single best card game ever designed, from the day it was released, and that would have been true even if they hadn't answered a single FAQ.

    You complain that your cards are all patched up with stickers, but let me ask you this: Assuming you applied a sticker for every resolution that changed a card, what percentage of those stickers actually answer a question that *you personally asked* when playing the game? For most people, I'm confident that that percentage is going to be *tiny*. And when you then look at those cards as a percentage of the total cards, it'll be far smaller than even that. This is *not* a game that doesn't work out of the box as you say—but it *is* a game that can work better. (And so are most other games—Checkers aside.) Which is why I'm making it work better.


    Vic Wertz wrote:
    Io Stesso wrote:
    On this forum I just made a complaint and asked a couple of questions, to designers (unanswered)...

    You asked:

    Io Stesso wrote:

    Anyway,I apologize if you felt offended by my words. Let me put it in a less "jerky" way.

    "How is it that in designing and playtesting phase no one noticed such a big wording issue, about such a central aspect of the game (encountering)?"

    What *possible* answer could there be for that question?

    The fact is that this game was playtested by a huge number of people, for months. Check the back of your rulebook for the giant list.

    And all of those people helped us make the Pathfinder ACG a really good game—a game that a *lot* of people have called the game of the year—people who know or care not one whit about the FAQs or the revised rulebook. It's a game I'm really freaking proud of, and a game that you're insulting to my face.

    As for the volume of errata, that's not on those playtesters—that's all on me, and it's *not* because the game is littered with errors—it's because of my philosophy regarding making the game better.

    Complicated games that involve the interactions of hundreds of cards with each other create edge cases—it's unavoidable. (If you don't want edge cases, I suggest you stick with games with the rules complexity of Checkers.) Many publishers deal with them by issuing FAQs, but not actually changing anything in the game. I say that's not good enough—that in addition to answering the question, you have to make sure the cards or rules cover those edge cases. And that's what most of our FAQ is—covering edge cases and answering questions that most players will never ask.

    Very few of the resolutions in our FAQ involve actual errors—yes, the number of errors is not zero, though I wish it were, but no *reasonable* person can expect perfection given the complexity here—and also given the fact that this is, frankly, a type of game that didn't *exist* before.

    To give you some perspective, the number of...

    Well Vic, I thank your for you comprehensive and elaborate answer. Lot of insights there. I know you are proud of the game, and I know that someone called it "Game of The Year". I like it myself. And in no way I'm "insulting it" in your face: I complain because I feel like your philosophy (if not a poor testing, that I still consider the real culprit here) spoiled it for me.

    It could have been a tight, coherent, sleek, thematic game, but it's not. It's a *nice* playable game, with many erratas, clarifications and card that scream for homemade stickers(and with a terrible plastic insert in the box! :-) ).

    May be you are right, and I'm unreasonable, but I was not asking for *perfection*. May be a little less rush would have helped. Why not public playtesting the base game before sending to the printer all the expansions at once? Anyway...

    I didn't realize that there were so many unique cards in PACG (that still is in NO WAY as complex as Magic The Gathering and the comparision sound very reckless to me) and I understand that is impossible to reduce inconsistencies to zero in a card game. But what about central issues in the game? What about the specific question I asked?

    I mean, this game is all about "encountering" and "not encountering", that's the core, the key, the gist of it all. Heroes spend most of their time encountering.

    So, how do you explain (to yourself?) that with months of testing, with a huge amount of playtesters, no one, ever, popped up saying:

    "Hey Vic, hey Mike - you know what? - this doesn't sound right to me! Why do we we call everything "encountering"? How is it that If I evade I still encounter, but I don't trigger something that's "before the encounter" because the encounter actually never happened, but still happened because evading is part of encountering, and then "When encounters" effects applies? Can't we make it a little more logic, consistent and thematic? Can't we use some different words?". [may be I made a mistake, it's confusing]

    I really can't understand how this could go unnoticed. And it's just an example. I could ask something like that about "traits" and "skills"...

    Is this kind of things that really annoys me. It was SO AVOIDABLE!

    I'm sure you've reasons to be proud, but you shouldn't dismiss me as a jerk because I'm pointing this things out. Not even if sound a little condescending. I paid for those playtesters, and I still think I would have deserved some better service. Nothing more than that.

    Still yesterday I bought my fifth dose of errata and clarifications that now awaits me in the Fortress. I keep glue and stickers at hand's reach. But it's not fair Vic. It's not.

    Thanks for your kind reply.

    PS: who designed the plastic insert that's in box? Gimme the name! :D


    Io Stesso said wrote:
    "you shouldn't dismiss me as a jerk because I'm pointing this things out. Not even if sound a little condescending

    I think what you don't understand is that being condescending is ALWAYS "jerky", no matter how valid your point may be. I'm not sure you even understand how supercilious and condescending you are being, considering that every statement seems to dig your hole even deeper. Maybe you should just let it rest.

    In case you aren't aware...this isn't even about the game anymore. Do you even realize that?


    csouth154 wrote:
    Io Stesso said wrote:
    "you shouldn't dismiss me as a jerk because I'm pointing this things out. Not even if sound a little condescending
    I think what you don't understand is that being condescending is ALWAYS "jerky", no matter how valid your point may be. I'm not sure you even understand how supercilious and condescending you are being, considering that every statement seems to dig your hole even deeper. Maybe you should just let it rest.

    Well I can't say if I sound condescending, for sure I'm not trying to sound so. As far I can say there is nothing condescending in my previous post. And when Vic complained about that "condescending" thing some posts ago I openly apologized. On the contrary, my last post was meant to be a love message in disguise.

    One day my English will flow smoothly and I will be able to use better every subtlety of the language. Till then this is my best. Be kind, and stop always ganging up on me :)

    PS: If it's not about the game anymore, what it's about now? Geez, now I have my personal psychiatrist. :) Anyway, should it not be about the game anymore, then I'm not aware of it. That should grant me an extenuanting circumstance.

    Paizo Employee Chief Technical Officer

    Yes, the Pathfinder ACG is more complex than Magic was at it's birth. That's why it takes 24 11x8.5 pages to explain the rules, where the Magic rulebook initially took 40 card-sized pages. (Magic has gained complexity as it has gained cards.)

    I guess the reason that none of the designers or playtesters had an issue with the "before the encounter" or "after the encounter" language is that none of us are as clever as you are. Congratulations for seeing what we didn't.

    If you're suggesting we should have released the Base Set and waited for feedback before sending any expansions to the printer, you wouldn't have any expansions to play with yet. And the only FAQ entries we *wouldn't* have for chapters 2 through 4 would probably be the change to the Amulet of Fiery Fists and the added use of the "display" action (which, by the way, doesn't make a bit of functional difference). In short, that plan is terrible.

    I designed the tray, and I'm also very proud of it.


    Vic Wertz wrote:

    Yes, the Pathfinder ACG is more complex than Magic was at it's birth. That's why it takes 24 11x8.5 pages to explain the rules, where the Magic rulebook initially took 40 card-sized pages. (Magic has gained complexity as it has gained cards.)

    I guess the reason that none of the designers or playtesters had an issue with the "before the encounter" or "after the encounter" language is that none of us are as clever as you are. Congratulations for seeing what we didn't.

    I designed the tray, and I'm also very proud of it.

    Come on Vic! Not that, not you being touchy! :D

    My question was not aimed at implying that someone is not clever here, I was just curious about the reasoning that took you (as a staff) to such a weird choice. And since you busted me about PACG complexity and my printing plan may be I'm not that clever.
    And about the insert I should say "Ooops!" :-) but I was kidding about it, and that's why they invented smileys.


    I just want to add in here, I have just an hour ago received my RotR base set (I only discovered this game in December. After ordering for four different sellers and waiting nearly two months for it to arrive, but that is another story...), so yes I've not played the game yet, and can't really comment from that side of things.

    However I've loved watching the live-plays by Grey Elephant Gaming, it's what grabbed my interest in this game (To have a role-play style game where I don't have to be the GM is a god-send!), I've ready the FAQs and updated rule book, and while it is a bit disappointing that the game has needed them, it actually the first one with approx. 1200 different card, and no doubt the lessons learnt will be passed on to the S&S set.

    As for the game insert, for me if the game costs less than the cost to sleeve it, then i don't bother, worse case I can alway buy another. I did this with Dominion and have never had to buy a replacement. I also understand that some people like to sleeve everything and for them the insert wont work, however from another thread Vic has said they're is something in the pipeline for sleevers. One thing that did impress me about the game insert, and i don't know if another else has noticed this, the (normally flimsy) plastic has been reinforced with card board, that has taken some really thought, care has gone into the design.

    So in short; thank you Mike and Vic for your continued support for this game, and future releases.


    Chris Brett wrote:


    As for the game insert, for me if the game costs less than the cost to sleeve it, then i don't bother, worse case I can alway buy another. I did this with Dominion and have never had to buy a replacement. I also understand that some people like to sleeve everything and for them the insert wont work, however from another thread Vic has said they're is something in the pipeline for sleevers. One thing that did impress me about the game insert, and i don't know if another else has noticed this, the (normally flimsy) plastic has been reinforced with card board, that has taken some really thought, care has gone into the design.

    So in short; thank you Mike and Vic for your continued support for this game, and future releases.

    In my view the problem with the tray is all about the space wasted to accomodate expansion packs. Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?


    Io Stesso wrote:
    Chris Brett wrote:


    As for the game insert, for me if the game costs less than the cost to sleeve it, then i don't bother, worse case I can alway buy another. I did this with Dominion and have never had to buy a replacement. I also understand that some people like to sleeve everything and for them the insert wont work, however from another thread Vic has said they're is something in the pipeline for sleevers. One thing that did impress me about the game insert, and i don't know if another else has noticed this, the (normally flimsy) plastic has been reinforced with card board, that has taken some really thought, care has gone into the design.

    So in short; thank you Mike and Vic for your continued support for this game, and future releases.

    In my view the problem with the tray is all about the space wasted to accomodate expansion packs. Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?

    I thought that at first, however your not going to be playing with all the cards at once because of the way it cycles cards in and out. Sure a nice solution would have been to double the storage slots to add space for cards out of play, but then your increasing the box size and it's already a large box. The way I look at it is that these guys actual thought about room for expansion, other games you just have separate boxes (I've even got games where the orignal box isn't big enough to hold the tokens). Only feedback I have about the tray is that it needs to be made out of thicker plastic, I've got a thin tear where the monster cards go due to the thin plastic (and this was the condition the box arrived in).


    Hey Chris Brett! Welcome to PACG. I hope you have a great time adventuring.


    Io Stesso wrote:

    [

    In my view the problem with the tray is all about the space wasted to accomodate expansion packs. Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?

    Yes.

    I've stayed out of this because I didn't think I could contribute to your rant in a manner that might actually change your mind, but this statement reinforces the jerkiness factor. Many of us (just go read the many threads) actually LIKE the plastic insert. When I traveled at Christmas to expose my family to this game, I packed the box and (at the time) 2 extra boxes inside. I'd do so again on my next trip.

    You are certainly entitled to your opinion as to the crappiness of the insert, but when you assume everyone will share your opinion, you take on an air of arrogance that crosses the jerky line. Register your view that you believe the insert is unsatisfactory along with the reason why, but don't do so in a fashion that implies that everyone who doesn't share your opinion is a mental reprobate.


    Bidmaron wrote:
    Io Stesso wrote:

    [

    In my view the problem with the tray is all about the space wasted to accomodate expansion packs. Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?

    Yes.

    I've stayed out of this because I didn't think I could contribute to your rant in a manner that might actually change your mind, but this statement reinforces the jerkiness factor. Many of us (just go read the many threads) actually LIKE the plastic insert. When I traveled at Christmas to expose my family to this game, I packed the box and (at the time) 2 extra boxes inside. I'd do so again on my next trip.

    You are certainly entitled to your opinion as to the crappiness of the insert, but when you assume everyone will share your opinion, you take on an air of arrogance that crosses the jerky line. Register your view that you believe the insert is unsatisfactory along with the reason why, but don't do so in a fashion that implies that everyone who doesn't share your opinion is a mental reprobate.

    The ganging up on me never stops eh? :D

    I didn't assume anything. I simply expressed my opinion (I don't know how many times I repeated this sentence) and ASKED - do you know the act of asking? - if other people actually use that space to accomodate their expansion packages.

    I didn't imply anything nor I was arrogant in any way. I'm afraid this time it is you being touchy, oversensitive and prejudiced.

    I say what I say, like PACG cards. But if you feel like taking part to the gang up for no reason - just to sound cool, integrated in the fanclub and up to date - well, serve yourself.


    Io Stesso wrote:
    Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?

    It is the "really" that crosses into jerkiness. If you had wanted to simply inquire, you would have left the adverb out of the sentence, which is clearly intended to imply that anyone who doesn't hate the insert is deficient.

    I'll stop here, but I wanted you to know why many of us label your posts as rants and jerky. If it's not what you intend, then please take our feedback as ways you can stop it in the future ... or not, as we will all be inclined to ignore you in the future if you don't.


    Bidmaron wrote:
    Io Stesso wrote:
    Does anyone really keep the cards inside the expansion pack boxes, and those boxes inside the main box?

    It is the "really" that crosses into jerkiness. If you had wanted to simply inquire, you would have left the adverb out of the sentence, which is clearly intended to imply that anyone who doesn't hate the insert is deficient.

    I'll stop here, but I wanted you to know why many of us label your posts as rants and jerky. If it's not what you intend, then please take our feedback as ways you can stop it in the future ... or not, as we will all be inclined to ignore you in the future if you don't.

    Wow, we are talking about shades and nuances of meaning here! Didn't know that a "really" can make you a jerk.

    Forgive me, I'm Italian, I do what I can with my English :D


    To answer your question , Io, yes I keep the expansion cards in their boxes inside the base set box when they aren't being used by the party I'm currently playing with. We finished deck 3 with our first group, and are now on Perils with our second group. It's very convenient to have a place to store the decks in the box until we are ready to use them.

    P.S. In your defense, I didn't think the "really" that Bidmaron referred to was jerky. Other things you have said, yes...but that particular thing, no.

    Paizo Employee Chief Technical Officer

    You know, I actually *can* give a better answer to why, during development and playtesting, nobody thought the "before the encounter"/"after the encounter" phrasing was weird.

    In the playtest rules, and indeed the actual printed rulebook, the steps of encountering a card were presented in paragraph form, not as a list of steps. The Encountering a Card section began with something like "Unless you evade the card, do anything that happens before the encounter." (I don't have those rules in front of me, so I'm paraphrasing.) And at the very end of the section, it told you to do anything that's supposed to happen after the encounter. It functioned fine, and it made sense.

    But when the card game hit a wider audience, issues arose from a couple of directions.

    First, we had people ask if evading meant that they didn't encounter the card. The answer to that was implicit in the rulebook, because your opportunity to evade came under a giant header called "Encountering a Card." But it was not *explicitly* stated, and things like that really should be.

    Similarly, we had people ask exactly when they banish/shuffle in/acquire/do whatever to the card they encounter. The answer was again implicit—it had to happen after everything described in Encountering a Card. (If it happened *before* the "after the encounter" stuff, then none of the "after the encounter" stuff on the card you were encountering would ever trigger, because the card would already be banished/shuffled/acquired/whatever.)

    At about the same time, we were hearing from players who wanted to have things explicitly broken down into steps. This is something we had avoided as much as possible, because it makes the game more rigid from a design point of view: If we give you a list of things that you can do at a given time, then we can only ever design things that will fit into that list. Instead, PACG game design came from the opposite direction: you can do anything at any time unless something tells you that you can't.

    But we agreed that since almost all of the questions about timing were coming from encounters, we needed to put in a little more rigidity there, so we converted it from paragraph form to a bunch of distinct steps. At that point, it became far more obvious that "evade" was a part of the encounter that happened before "before the encounter", and that you handled the disposition of the encountered card after "after the encounter." How it *worked* hadn't changed—only how it was *communicated*, and that made the issue far more obvious.

    So now we have rules that are clearer to more people, but they have revealed a terminology problem. And we can't change the terminology at this point without errata'ing every card that says "before the encounter" or "after the encounter" on it, and that's just too big a change for what is ultimately a cosmetic issue.

    It is something we will very likely change for Skull & Shackles, but we are having a very hard time coming up with terms for those things that don't just introduce new issues.

    For example, a lot of people who have put a few minutes thought into this propose renaming them "before the check" and "after the check," which *is* more accurate, but has it's own problems: If a card requires multiple checks, we don't want anyone to think that these things happen before and after each of the checks. And if we said "before the checks" and there were only one check, that would be confusing to beginners. (Yes, we could say "before the check" on cards that have one check printed, and "before the checks" on cards that have more than one, but there are external influences that can change the number of checks on cards, so even that wouldn't work perfectly.) More importantly, though, if an encountered card didn't have a check at all, that would suggest that the "before/after the check(s)" powers might not fire off. The fact is, there's only one sure thing we can say about the card you're encountering, and that's that you're encountering it.


    Wow. Thanks Vic. I actually hadn't remembered that. I pulled the original rulebook out and sure enough, all paragraphs on page 10 and no sequence on the back of the book. I've typed the words "Encountering a card sequence" so many times now, and I had no recollection there wasn't originally a "listed" sequence of steps. Here is the actual phrase:

    Rulebook v1 p10 wrote:
    If you do not evade, first apply any effects that happen before the encounter. Then, if it is a boon, you may try to acruire it for your deck; if it's a bane you, you must try to defeat it.

    I'd like to offer the helpful suggestion of "engaging" as a possibility. So cards would say "Before engaging..." and "After engaging..." And the sequence in the rulebook would be:

    Evade the card (optional).
    Apply any effects that happen before engaging the card, if needed.
    Attempt the check.
    Attempt the next check, if needed.
    Apply any effects that happen after engaging the card, if needed.
    Resolve the encounter.

    And in the longer explanation of the steps you could clarify that when you evade a card it is not engaged.

    I suggested a worse version of this idea earlier. But I think I used slightly messier terms (and misunderstood what resolving the encounter actually meant).

    Just a friendly suggestion. Thanks for all you guys do to clarify things for us, and even the extra steps you take to explain why something was done the way it was done. I appreciate it.


    Hawkmoon269 wrote:


    I'd like to offer the helpful suggestion of "engaging" as a possibility. So cards would say "Before engaging..." and "After engaging..." And the sequence in the rulebook would be:

    Evade the card (optional).
    Apply any effects that happen before engaging the card, if needed.
    Attempt the check.
    Attempt the next check, if needed.
    Apply any effects that happen after engaging the card, if needed.
    Resolve the encounter.

    And in the longer explanation of the steps you could clarify that when you evade a card it is not engaged.

    I suggested a worse version of this idea earlier. But I think I used slightly messier terms (and misunderstood what resolving the encounter actually meant).

    Just a friendly suggestion. Thanks for all you guys do to clarify things for us, and even the extra steps you take to explain why something was done the way it was done. I appreciate it.

    I may be reading it wrong, but doesn't that just change the word and keep the problem? The argument will then be the sequence of engagement. As a compromise, why not both? May be messier to write out, but seems to have more of an obvious flow to me -

    1. Encounter (i.e. pick up) a card on your turn.
    2. If the card can be Evaded, and you wish to, Evade.
    3. If the card cannot be Evaded, or you choose not to, the Engagement phase begins.
    4. Do the main text of the card.
    5. Carry out any 'After Engagement' effects.
    6. Carry out whichever action is suitable for the results of Engaging the card (Banish/ Reshuffle into deck etc)
    7. The Engagement, and the Encounter ends.

    That would, I think, sort out the 'But do I actually encounter it?' question - you encounter everything; you can choose not to engage though (given the choice/ ability).

    Ok - I'll away and read that and see how many holes I can poke in it before anyone else does :)

    Eesh - edited for terrible English. I'm Scottish, so I have an excuse, but still...


    Well, I was thinking that "engaging" was a little more than encountering. Encountering was sort of like "seeing the card" while engaging was "dealing with the card".

    I know we are talking "game terms" so dictionary terms don't work exactly, but think of two military ships at war. They encounter each other on the open sea. They may choose to turn around and run away, but they may also choose to engage each other. If they engage each other, that is when the shooting begins.

    So in the typical sequence where the check represents the actual combat, that would be the engaging. And before engaging and after engaging happen before and after that. If you evaded, you are "turning around" instead of dealing with the "conflict". When there was "none" check, there is still an implied engagement, it just contains a "none" check.

    Maybe it doesn't work. I don't know.


    Hawkmoon269 wrote:

    Well, I was thinking that "engaging" was a little more than encountering. Encountering was sort of like "seeing the card" while engaging was "dealing with the card".

    I know we are talking "game terms" so dictionary terms don't work exactly, but think of two military ships at war. They encounter each other on the open sea. They may choose to turn around and run away, but they may also choose to engage each other. If they engage each other, that is when the shooting begins.

    So in the typical sequence where the check represents the actual combat, that would be the engaging. And before engaging and after engaging happen before and after that. If you evaded, you are "turning around" instead of dealing with the "conflict". When there was "none" check, there is still an implied engagement, it just contains a "none" check.

    Maybe it doesn't work. I don't know.

    Agreed, I think we're heading in the same direction - Engaging is a much more 'in the thick of it' description than Encountering - the way I've written it, it just uses the word 'Encounter' to put brackets around the *entire* sequence of events from picking the card up from the location deck to putting it down wherever it ends up, whether the card has been tackled or evaded.

    Any action that now happens 'before the encounter/ after the encounter' would, in the future, happen 'before/ after engaging' - the card has been encountered as soon as you pick it up.

    I think for some folks that's where the disconnect is happening - how do you do something before an encounter when the very act of picking up the card is the start of the encounter?

    1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / Some Thoughts After 3,000+ Pathfinder ACG Threads All Messageboards

    Want to post a reply? Sign in.