| pluvia33 |
I love how Loot works in Organized Play. The temporarily replacing mechanic makes the cards very versatile and kind of makes more sense to the party. I mean, why would the party just ditch that weird artifact or say good-bye to that ally they just saved and never call upon them again?
In particular, I really like how the Adventure 2 Loot reward works in Organized play. With a whopping 7 Loot cards, there are plenty for everyone to pick on of them, even in a 6-character game, all under one reward. Unfortunately, this is the only Adventure in Skull & Shackles with 6 or more OP appropriate Loot cards. Adventures 4 and 5 come close with 5 Loot cards, but even then not all of them may be appropriate with the "temporarily replace" mechanic, such as the Immortal Dreamstone and Vailea, since they have powerful Banish powers.
So I was thinking, might it be possible to have more Adventure Decks in
Wrath of the Righteous and future Adventure Paths which have at least 6 Loot cards that are appropriate for Organized Play? I think that'd be a very nice thing to consider, as long as it wasn't forced, still felt organic to the game. Any thoughts?
Andrew L Klein
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What do you mean by "appropriate for Organized Play"?
I would like to see more loot, but you don't want to have too much. I don't want to be getting a loot or two every single scenario, then it just isn't even special. To me, what makes loot unique is that you only get it at specific points, and those points aren't frequent. I especially liked what the did in the first adventure (maybe it was the second?) where you weren't even guaranteed one of the loot cards, you had to defeat a villain post-scenario to do it.
Adding more loot to help OP by oversaturating the main game would be a very bad idea in my opinion. I personally don't think anything should be done with the base games specifically to help OP if it has any sort of real negative affect on the base game. If it can be done without oversaturating the main game, I'm all for it, I just can't think of how that can be done myself.
6 loot in too many adventures is going to get a little crazy. That's one per scenario, plus one for the adventure, or you end up with a multiple scenarios in one adventure giving multiple loot and really upping the power level. An adventure, maybe two, per adventure path works with that, but I think going past that might be a bit much.
| pluvia33 |
What do you mean by "appropriate for Organized Play"?
I mean Loot that can work fine without modification with the "temp replace" mechanic. Basically any loot that doesn't have any powerful "Banish" or "Remove from play" powers like the mentioned Immortal Dreamstone and Vailea. Allowing cards like those in Organized Play with the "temp replace" mechanic causes a loophole, allowing for someone to use these powerful abilities during multiple scenarios when they originally weren't supposed to by design.
6 loot in too many adventures is going to get a little crazy. That's one per scenario, plus one for the adventure, or you end up with a multiple scenarios in one adventure giving multiple loot and really upping the power level. An adventure, maybe two, per adventure path works with that, but I think going past that might be a bit much.
I think having 6 loot cards in three of the six Adventures for a Path wouldn't be too crazy. Like I said, We almost have that many in Skull & Shackles with Adventures 4 and 5 only being one short from that mark. Adventure 2 gives out its 7 loot cards over three scenarios, with 2-3 cards each. The thing about Loot cards, or any cards for that matter, is that they tend to work for specific play styles. It's not likely that a character would actually want every single Loot card that comes their way, but they really shouldn't and that doesn't mean that some Loot cards are bad. It just means that they don't fit everyone's needs.
| Hawkmoon269 |
Without actually commenting on the general topic here, I actually think Immortal Dreamstone is fine, assuming I'm remembering it correctly. It is basically the Emerald Codex for allies, right? So if you banished it, you'd get to add those allies to your hand. But in Organized Play, you can't keep those allies. And they may not be good enough to be what everyone would choose for their deck upgrade anyway. So, actually think most people would use it for the bury power, since it puts 3 more cards at your disposal without them being in your hand.
Just my thoughts.
Andrew L Klein
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OK, I get what you're saying about "appropriate". I like having loot that has a powerful, permanent option in addition to its less powerful reusable options. Yes, those are problematic for OP, but I don't think the solution is to add more loot, just keep that loot out of OP and use the other loot that's in the set.
You mention Adventure 2 having 7 loot, and I actually think they possibly overdid it by putting in that many. However, I understand it because Rise of the Runelords had more generic loot, as opposed to S&S which seems to be more play-style and skill specific, so there needs to be more loot to make sure it's somewhat evenly distributed between the various classes we have available to us.
I certainly agree that not all characters wanting a certain loot doesn't make them bad. Again, the loot seems to be more specialized in this set, so I expect a lot of character / loot combos to be undesirable.
If the high-loot adventures are spread out, I don't think it would be a problem. Something like 2 / 4 / 6 or something like that. 1/2/4 would be a little too cramped and early though to me. It's not just about the quantity, but the frequency and time between release of those high-loot products.
| MightyJim |
Too much loot too early is also a pain in terms of your deck - you can ONLY take it then if you ever want it, but quickly run out of slots (especially for items)
I don't think there's any real need for lots more loot - yes, it might mean that fewer people can have it in OP, but better that than getting completely over-saturated in the AP proper.