
Michael Head 728 |

So when we played our first game we all had a good time but I have a question about the fighter.
It seems like they are very very unlikely to take any/much damage.
For example we flip a big scary DC 15 Hill giant. Fighter throws down a longsword or 1d10+3 + 1d8 + 1d6(discard changed to recharge) and the ranger throws him a 1d4 ... BAM Hill giant down awesome job!!
Now he throws down blessing of the gods and explores again! Black Fang DC 20 oh no!! Lets pitch a short sword at it. 1d10+3 + 1d6 + 1d6 (recharge again) Oh crap he rolled all 1s! Thats 6 vs 20 yikes... well use the shield to reduce it by 2 and take 12. Now here is the deal with no hand size = no damage.
Was this by design? Are we playing wrong? I only ask because every time the fighter rarely missed a combat DC he never had a hand because of all the weapon and armor recharges per class abilities.
Thanks

Hawkmoon269 |
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Don't forget that "before the encounter" power of Black Fang. But in general, the fighter's small hand size and probability to have recharged his weapon will limit him in taking damage. You got it right that no cards = no damage for failing to defeat a monster.
Of course, that small hand size will also limit how much he can do.
Most the of the rechargable powers of the armors only reduce combat damage. You'll start finding other types of damage later, which will usually require him to bury an armor to reduce to 0.
You don't say this, but remember that he can only recharge weapons he discards when he plays the weapon. He can't recharge a weapon he discards for damage or other reasons.
He'll also struggle with non-combat checks (wait until he meets the Siren). But in general, the fighter's strength is combat. That is what makes him a fighter.

bbKabag |

The character's hand size is normally what indicates whether a character is 'tanky.' Low hand size would mean they can take a beating, High hand sizes are more riskier and get to a critical state much sooner.
For example:
As a Fighter, Valeros will only ever receive combat damage of 4 at most (4 is his starting hand size), and any damage over that will be negated.
But Ezren the Wizard has a hand size of 6 to start off with. If he manages to screw up on a combat check he may lose up to 6 cards at once. That's 40% of his total hp. As we all know, Mages aren't known for being tanky. So it's obvious Ezren would more likely suffer more damage than Valeros if they both get hit by 6 combat damage.
Valeros will take up to only 4 damage at a time.
Ezren can take upto 6 damage at a time.
Valeros will have to be hit many more times than Ezren before he would need any healing.
That's how the game mechanics translates how much damage a character can keep taking. I find it very innovative since the cards determine your hp as well.
However you still have to be careful how you use up your cards.
Amiri the Berserker also starts with 4 hand size. However, she has her rage skill that makes her rush into battle with great power by burying cards. If she's not careful even if she is 'tanky' she might use up her cards quicker and thus she will run out energy/stamina/hp sooner. But she likes going crazy in battle, so that's her thing.

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Losing to Black Fang (or any villain) could potentially be much more damaging than merely losing cards from your hand (and "health"). You could lose blessings from the blessings deck - in general, a Very Bad Thing.
Damage isn't a one-dimensional thing in PACG, at least not in my experience. Exploring down to the point where you have no resources to take on Something Important is not something I'd call a winning strategy.

jones314 |

To add on to Calthaer's point, another reason to maybe avoid exploring with no cards is that if you can't defeat a monster or barrier, you have to shuffle it back in to the deck. And this might mess up the deck manipulation/scouting that becomes really important the further you play. So you gotta consider your options and sometimes the best thing is to stop and reset your hand.