| alkatrazshock |
ive been playing the PACG since the beginning and never have really desired to have or keep items like the potions that auto succeed at certain checks and items/spells that add 1-2 to a check type and allow to use more items on that check, is that a dumb move on my part? ive just always felt that there have been better items choices, like the candle for extra turns, masterwork tools for troublesome barriers, then some of the loot items like the medallion, I just never can justify giving those other items a spot in my decklist, does anyone else feel this way or want to explain if my thinking is wrong?
| Hawkmoon269 |
I don't think you are wrong about the potions. In fact, I don't think they are intended to be something you want to keep. They are banished when you use them and the rules are pretty limiting about when you can go fishing in the box while rebuilding your deck. That combo indicates to me that they aren't something ever intended to be kept in your deck long term.
But items like the headbands, I've found some good use for. I have Harsk carrying a Headband of Inspired Wisdom, for example. It helps with his skill bonuses and there are so many "pure" wisdom checks anyway. My Ezren has one of the Intelligence headbands too.
| alkatrazshock |
I don't think you are wrong about the potions. In fact, I don't think they are intended to be something you want to keep. They are banished when you use them and the rules are pretty limiting about when you can go fishing in the box while rebuilding your deck. That combo indicates to me that they aren't something ever intended to be kept in your deck long term.
But items like the headbands, I've found some good use for. I have Harsk carrying a Headband of Inspired Wisdom, for example. It helps with his skill bonuses and there are so many "pure" wisdom checks anyway. My Ezren has one of the Intelligence headbands too.
you don't often find them sitting in the hand and you just discarding them to fish for something better? perhaps I play to recklessly, often me and my gf are constantly fishing through our decks, discarding for explores like crazy, often we find ourselves low deck at the end of senarios just because of us not holding anything that we don't see useful, like if I end up with 2 armors in hand, or more than 2 weapons, I often discard down just to fish for items like my tools or the candle to use, etc. ive just never felt that an additional bonus of 1-2 on a certain check was that great, I have been running around with a person throwing a d6 +2 my way every check the entire game though >.> ruling question, when do these get used? just in the modifier phase, cause the way they sounded when read, is if you failed by like 1-2 you could just use that and then succeed, but now reading im unsure
| csouth154 |
Hawkmoon269 wrote:you don't often find them sitting in the hand and you just discarding them to fish for something better? perhaps I play to recklessly, often me and my gf are constantly fishing through our decks, discarding for explores like crazy, often we find ourselves low deck at the end of senarios just because of us not holding anything that we don't see useful, like if I end up with 2 armors in hand, or more than 2 weapons, I often discard down just to fish for items like my tools or the candle to use, etc. ive just never felt that an additional bonus of 1-2 on a certain check was that great, I have been running around with a person throwing a d6 +2 my way every check the entire game though >.> ruling question, when do these get used? just in the modifier phase, cause the way they sounded when read, is if you failed by like 1-2 you could just use that and then succeed, but now reading im unsureI don't think you are wrong about the potions. In fact, I don't think they are intended to be something you want to keep. They are banished when you use them and the rules are pretty limiting about when you can go fishing in the box while rebuilding your deck. That combo indicates to me that they aren't something ever intended to be kept in your deck long term.
But items like the headbands, I've found some good use for. I have Harsk carrying a Headband of Inspired Wisdom, for example. It helps with his skill bonuses and there are so many "pure" wisdom checks anyway. My Ezren has one of the Intelligence headbands too.
How are you getting d6+2 added to every check? If that is something your custom character can do, it is WAY overpowered.
You can never add to a check after failing it, with the exception of the Luckstone item. All other cards that affect the check are played before the roll.
An extra +1 or 2 is no big deal for combat checks, but it can be a very big deal for all other types of checks.
| Ironvein |
When I come across a potion, or more specifically anything whose main power requires banishing said card; I see it only as a 'This Scenario Only Use'; it's not something I even consider keeping. That doesn't necessary mean there are bad (A potion of healing can be welcome at times); but it's not worth keeping long term, since they are one-time only uses.
Someone playing Sajan (?) the monk, may have a different opinion though as one of his roles makes potions rechargeable instead.
| Setver |
We have kept potions of healing before, as well as the mayor. Everything else has been tossed out unless we were short on items of course.
I feel like you are looking at items and ignoring the 'bad' weapons. Short sword vs longsword? sling vs light crossbow? In those cases i'd rather have a potion that could be useful than a weapon that I wouldn't even choose to acquire. That brings up another point, if you are just acquiring these potions and them immediately discarding them.. you know you don't even have to acquire them right? You can choose to fail to acquire and banish it back to the box. Clogging up your future draw steps, if you have any type of curing available, is a definite downside to some potions/weapons. I usually take a quick glance at the open locations and see if i'll need an acrobatics/stealth/survival/etc check to close, and if the potion matches, I'm pretty happy then. If not.. it probably goes to the box.
All that being said, my "main" character is Seelah, who can't even keep an item. Since i can't carry Masterwork Tools, i'm still using a burglar in adventure 5. Sometimes a niche card is what you want to shore up some weaknesses.
| alkatrazshock |
We have kept potions of healing before, as well as the mayor. Everything else has been tossed out unless we were short on items of course.
I feel like you are looking at items and ignoring the 'bad' weapons. Short sword vs longsword? sling vs light crossbow? In those cases i'd rather have a potion that could be useful than a weapon that I wouldn't even choose to acquire. That brings up another point, if you are just acquiring these potions and them immediately discarding them.. you know you don't even have to acquire them right? You can choose to fail to acquire and banish it back to the box. Clogging up your future draw steps, if you have any type of curing available, is a definite downside to some potions/weapons. I usually take a quick glance at the open locations and see if i'll need an acrobatics/stealth/survival/etc check to close, and if the potion matches, I'm pretty happy then. If not.. it probably goes to the box.
All that being said, my "main" character is Seelah, who can't even keep an item. Since i can't carry Masterwork Tools, i'm still using a burglar in adventure 5. Sometimes a niche card is what you want to shore up some weaknesses.
so you can just auto fail? thought you always had to attempt the check, ive often used the lowest die possible to try and acquire the item, when i don't want it, but sometimes i still succeed, so you can just say, no i fail and not roll at all?
| Hawkmoon269 |
For acquiring boons, you can choose not to attempt the check.
If it’s a boon, you may attempt to acquire it; if you don’t, banish it.
Since you "may" attempt to acquire it, you don't have to do so.
There is a long discussion about all that in a thread about the Burglar. Vic explains a tweak they are going to make. It clarifies that not attempting does count as failing.