| otomo |
New player here and sorry if this is an obvious or over asked question. Do you carry over your characters from Rise of the Rune Lords to Skull & Dagger? Or are you supposed to start anew at that point. It's a ways off, seeing as I'm only a couple scenarios in, but something I'm thinking about with class packs coming out and deciding what to play. This is so fun, it's like doing a tabletop when you don't have time for a tabletop!
If there's anything else that's words of wisdom to enjoy the game for the long run or whatnot, I'd be grateful for that as well.
| Ironvein |
Both Rise of the Runelords and Skull & Shackles are designed to start with beginning characters and the playthrough to near max level.
Yes, you can certainly take your finished characters from ROTR into SAS; but it'd be no huge challenge as they'd be overpowered. The only rule concerning it is that if you start an adventure path, you can only switch to another after completing the current one.
Aiming for complete stat max (all feats) and still be a challenge currently falls in the realm of the homebrew.
However, since there is an intro adventure in each box prior to the main adventure paths; you could do both of those for an early extra boost for a major adventure path.
As for words of wisdom:
1) Recharging is your friend; spam it.
2) Cards whose main power is activated by banishing the card is NOT a keeper; it's for use that scenario only. They can be powerful, but are one-shots.
3) Build your own starter decks. Suggested Lists are good for theme, but terrible for game.
4) Cards that heal make things TONS easier.
| Ironvein |
Thank you for the help! Bummer there's not like an advanced way to continue the characters thus far. I foresee going through this game very quickly with all the fun I'm having.
Well by the end of deck 6, most of the feats will be filled in. Really a finisher path to complete would be only take a deck or two to finish. I think the intention is that not all, say Valerous, would necessarily finish the same way. Less min-maxing and more individual expression; like they said, choices matter and being able to max would actually lessen that concept.
However, after you finish you'll have a lot of resources to put together your own path/adventure/scenario and still keep things interesting. With a little creativity, the replay value is huge. Skulls and shackles just adds more possibilities.
| Zoltán Mészáros |
3) Build your own starter decks. Suggested Lists are good for theme, but terrible for game.
Actually, I would ignore this point for 3 reasons :
1) Theme
2) The early game balance is made for these sub-optimal decks in mind
3) Most important : Improving your deck between scenairos by getting new cards and seeing what work for you and what not is a major part in the game, and it's really fun. With a non-preoptimized deck you can experience it better.
I tend to replace only those cards in starting decks which are almost completely useless, and won't contribute to your deck in any meaningfull way : Guidance, Mending... and now the soon to be released Black Spot from S&S
| Ironvein |
Ironvein wrote:3) Build your own starter decks. Suggested Lists are good for theme, but terrible for game.
Actually, I would ignore this point for 3 reasons :
1) Theme
2) The early game balance is made for these sub-optimal decks in mind
3) Most important : Improving your deck between scenairos by getting new cards and seeing what work for you and what not is a major part in the game, and it's really fun. With a non-preoptimized deck you can experience it better.
I tend to replace only those cards in starting decks which are almost completely useless, and won't contribute to your deck in any meaningfull way : Guidance, Mending... and now the soon to be released Black Spot from S&S
This will probably a matter of opinion, but here are my counter arguments to your points.
1) There are better cards than potions that still maintain theme.
2) Entirely false; characters are most likely to die in the early part of the game. I played with suggested decks to first learn the game; but a lot of those cards turned out to be of little use and were traded early on. Cards with banish for the main power ARE NOT KEEPERS, starting with them is just making it harder on yourself.
3) While I do suggest the suggested decks to LEARN, I wouldn't say that the experience was FUN. After getting experience in the game it's more fun to build your character from scratch; there are not enough of the best basics to go around even when making a solo character so decisions need to be made.
Choices Matter. You can choose to go with a suggested list or to create your own deck. The suggested list is not a requirement and is mostly for those who do not know how the game works and/or don't want to waste time deciding on their start deck.
Side Note: You'd ditch Black Spot? It'd only get stronger the further in the game you get.
| otomo |
I went with the suggested decks and blasted through the first adventure in the box last night. Super fun, though one of my characters is the rogue so as I understand it she makes things a lot easier than other character combinations and her starting deck is pretty good.
Also using Ezren. I find his lack of blessings a bit frustrating, and if I don't have one of his attack spells in hand he gets his butt kicked pretty hard in battle. After the adventure I have him at 4 attack spells, 1 evade spell, 3 scrying location spells -- that seem to be a good mix?
The last scenario with the dragon nearly wiped me out a couple times, thankfully drew into a healing potion. Good times.
I'm still not sure on the next adventure pack if I'm supposed to mix those cards into my base set or if I'm supposed to use them stand alone for the scenarios. Couldn't find that anywhere in the rules.
| Hawkmoon269 |
| 1 person marked this as a favorite. |
You mix them in.
For reference:
If you’re playing an Adventure Path and you successfully complete an adventure, you’re ready to move on to the next one. Add all of the cards from the next adventure deck to the box and begin with the first scenario of the new adventure.
Theryon Stormrune
|
otomo, when you get passed the third adventure deck, you'll start to remove Basic trait cards. So even though you're adding more cards through the first 3 adventure decks, you'll start to thin it out during the fourth. Starting in the fifth, you'll start removing Elite cards. The rules are in the rulebook about how this works.
| Mechalibur |
otomo, when you get passed the third adventure deck, you'll start to remove Basic trait cards. So even though you're adding more cards through the first 3 adventure decks, you'll start to thin it out during the fourth. Starting in the fifth, you'll start removing Elite cards. The rules are in the rulebook about how this works.
Actually I think that rule is only on the Adventure Path card, not in the rulebook (so it's pretty easy to miss).
Vic Wertz
Chief Technical Officer
|
otomo, when you get passed the third adventure deck, you'll start to remove Basic trait cards. So even though you're adding more cards through the first 3 adventure decks, you'll start to thin it out during the fourth. Starting in the fifth, you'll start removing Elite cards. The rules are in the rulebook about how this works.
Those rules are on the Adventure Path card.
| Zoltán Mészáros |
This will probably a matter of opinion, but here are my counter arguments to your points.
1) There are better cards than potions that still maintain theme.
2) Entirely false; characters are most likely to die in the early part of the game. I played with suggested decks to first learn the game; but a lot of those cards turned out to be of little use and were traded early on. Cards with banish for the main power ARE NOT KEEPERS, starting with them is just making it harder on yourself.
3) While I do suggest the suggested decks to LEARN, I wouldn't say that the experience was FUN. After getting experience in the game it's more fun to build your character from scratch; there are not enough of the best basics to go around even when making a solo character so decisions need to be made.
Choices Matter. You can choose to go with a suggested list or to create your own deck. The suggested list is not a requirement and is mostly for those who do not know how the game works and/or don't want to waste time deciding on their start deck.
Side Note: You'd ditch Black Spot? It'd only get stronger the further in the game you get.
Yes, it's completely a mater of opinions. I never had a character death before AP 1 with the suggested decklists, and (as you say) I often replaced the potions among the first. With a constructed deck it would have been even easier.
About Black Spot : Yes, but I didn't said that I wouldn't reacquire it later. Well, most likely in AP4-6. ;)
From AP 0-3 it's hard to imagine that we won't get better options, including Magic Weapon (basic) or Aid (nonbasic) for example. In AP 0-1 it's definitely don't worth a deck slot any better than Guidance, maybe even less. This makes me think that maybe it shouldn't be a basic card.
| defecto |
Welcome to PACG!
Trophies. Also, the Rulebook mentions creating your own scenarios at that point, so you'd have them for that.
But I suspect most people never actually play a scenario with those cards as part of their deck.
Thank you! This is a very helpful community you guys have here. Also thanks for the reply, I thought maybe I was just missing something.
Vic Wertz
Chief Technical Officer
|
It's also useful if you want to try out this Wrath of the Righteous as "Adventure 7" idea.