| Thrump |
I just started playing Rise of the Runelords and need something clarified:
1.) I am playing Veleros and I encountered the Ambush card while exploring.
Ambush lists Wisdom, Perception, dexterity, acrobatics 9 for the check. Valeros has 1d4 for wisdom. In my hand I have the Night Watch Alley that adds 1d10 to your perception check. Can I use the 1d4 and 1d10 for this check?
2.) What affect do I apply when something says take "fire damage" vice "force damage"?
| jones314 |
1.) I just started playing Rise of the Runelords and need something clarified:
I am playing Veleros and I encountered the Ambush cared while exploring.
Ambush lists the check Wisdom, Perception, dexterity, acrobatics 9 for the check. Valeros has 1d4 for wisdom. In my hand I have the Night Watch Alley that adds 1d10 to your perception check. Can I use the 1d4 and 1d10 for this check?
2.) What affect do I apply when something says take "fire damage" vice "force damage"?
1) Valeros has Wisdom and Dexterity on his card. Since Perception and Acrobatics are not on his card, he would roll a d4 for those. So he can choose Perception and use the Night Watch and get d4 + d10.
2) Damage comes in different types. If you can't block it, you have to discard cards. Armor cards, and some others, can be used to block some or all of this damage. Armor is less effective against certain types of damage, like fire or force, than against the more generic combat damage. You will encounter armor like the Hide of Fire resistance that work against fire damage without the banish/bury option.
| Joshua Birk 898 |
1) You can use any unlisted skill at 1d4. So, yes you can roll 1d4+1d10 for your check, but you are doing so because you are rolling Perception, not because you are rolling wisdom.
2) Taking "fire damage" and "force damage" works just like taking any other types of damage. The big difference is the sort sof cards you can use to resist that damage. Any effect that prevents "combat damage" won't help you against "force damage" or "fire damage". You need either need specific effects to protect you against the type of damage in question, or general effects to protect you from all damage.
| Dave Riley |
Just to be a little more wordy than jones about armor, damage "types" have no effect except to specify what kinds of cards or powers can reduce them. So if you have armor that reduces "combat" damage, as most early armor does, it can only reduce the damage specified as Combat (which all damage from a failed combat is unless otherwise specified). Some characters can get powers that reduce combat damage or fire damage, etc.
Like Jones said, most armor has a "banish/bury" option to "reduce all damage to 0." Great if you're up against something that does fire damage and you fail a check, but it only works once and then the card is gone (either forever if you're not proficient in armor, or until the next game if you are). If you have a card like a Ring of Protection, which says "reduce damage by 1," that also reduces all types of damage. Like the mentioned Hide Armor of Fire Resistance, If you have an armor that reduces Combat and Poison damage, it's good for those two things, but its recharge power does nothing against fire.
| Thrump |
Ah...thanks for helping...and hopefully last question. Just to clarify so that I understand it:
In the case of the ambush card...I need to pick a trait and use that...so I have to pick EITHER wisdom, perception, dexterity OR acrobatics?
So my options for Veleros would be:
1.) Roll 1d8 for his dexterity
or
2.) Roll 1d4 for his wisdom
or
3.) Roll 1d4 for acrobatics (not a listed trait for him so it defaults to the 1d4).
or
4.) Roll 1d4 for perception (not a listed trait so it defaults to the 1d4) + 1d10 using the night watch card in my hand.
| Thrump |
Dang it...one more off topic question:
Playing the first scenario Brigandoom.
At a location on I encounter the Bandit henchmen. If I defeat it says I can immediately try to close. If I decide not to.....do I have to go through the rest of the cards at the location to be able to close it? or since the henchmen is defeated can I close it whenever I want regardless how many cards are still there?
| jones314 |
Dang it...one more off topic question:
Playing the first scenario Brigandoom.
At a location on I encounter the Bandit henchmen. If I defeat it says I can immediately try to close. If I decide not to.....do I have to go through the rest of the cards at the location to be able to close it? or since the henchmen is defeated can I close it whenever I want regardless how many cards are still there?
You gotta make a choice. If there's not another henchman or villain in that deck than yeah, you gotta clear out the deck before you get a chance to close it again. Sometimes it's worth it for some great loot but other times you regret it because you're running out of time and maybe gotta deal with exploding Runes and a Specter that you could've banished.
| PizzaBuddah |
I have a question, which I am asking based on this post from David. I've encountered the Siren much too often, to my regret. According to her card - "All damage dealt is Mental damage that may not be reduced." Does what David say, about banish/burying an armor card to reduce all damage to 0 apply here?
Like Jones said, most armor has a "banish/bury" option to "reduce all damage to 0." Great if you're up against something that does fire damage and you fail a check, but it only works once and then the card is gone (either forever if you're not proficient in armor, or until the next game if you are). If you have a card like a Ring of Protection, which says "reduce damage by 1," that also reduces all types of damage. Like the mentioned Hide Armor of Fire Resistance, If you have an armor that reduces Combat and Poison damage, it's good for those two things, but its recharge power does nothing against fire.
| jones314 |
I have a question, which I am asking based on this post from David. I've encountered the Siren much too often, to my regret. According to her card - "All damage dealt is Mental damage that may not be reduced." Does what David say, about banish/burying an armor card to reduce all damage to 0 apply here?
No, that may not overrides what armor may do.
Note that the Siren is a non-combat check so certain allies can help here. Sometimes you gotta cover your weak spots.