Impressions of the Shackles...


Pathfinder Adventure Card Game General Discussion


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Just wanted to give my overall impression now that we have finished Skulls & Shackles.

Difficulty: Higher than Rise of the Runelords overall, although it was inconsistent on the difficulty in certain scenarios. Not sure it was difficult for the right reasons though. Weaker weapons and higher difficulties is a bad combo.

Ship powers: Other than damage reduction, the powers of ships were largely forgotten. The scenario was either too hard where we needed the extra turns or so easy than those powers were not necessary.

On a ship and Anchored Ships: Card with this condition tended to be powerful cards, but if the scenario anchored the ship they were nearly useless. It made for hard decisions on whether to keep or toss those cards in favor for weaker, but more versatile ones. It made me wish that the game included a mechanic similar to keeping a side deck where we can hold a certain number of extra cards to modify are decks before playing the next scenario. Like up to the size of our fleet or something…. Just a thought.

Veteran Power and Henchman: Standard veteran power is insufficient for Henchman as you continue through the game, deck four was a glaring example of it as one scenario’s power was dependent on losing to a henchman; something very unlikely as they were no challenge and would not see that they ever would be at that point. I would suggest a flat increase on top of the Veteran Power for Henchman, something like: Adding the adventure deck + the number of characters participating in the scenario. That ought to scale the difficult appropriately without going so far as to screw solo players.

Weapons: Overall, they were kinda bland in combat potential; particularly Melee weapons (so many d4s). The weapons that stood out were for the secondary powers rather than strength. One of the reason S&S was harder than ROTL is that while the average damage of a particular weapon was higher; rolling max damage was a lot lower.

Rolling 12 on d12: 1 in 12, on 2D6: 1 in 36, on 3D4: 1 in 64

Just couldn't get excited with the weapons.

Spells: Found that there was little distinction between Arcane/Divine for attack spells at least till deck 5. Became problematic with multiple spell slingers in the group, as there wasn't enough attack magic to go around. Augury and Scrying spells were sorely missed.

Armor: Definitely comes more into to play than before with a higher frequency of ‘Before you Act’ Damage than before; although seems to be less over armor cards than before. Shields are still largely useless. There was also a lot of involuntary Recharging happening too, which is quite annoying due to no way to defend against it. Maybe have shields have a similar power like body armor’s banish/bury to make damage 0 but for involuntary recharges. I don’t mind monsters with that power, but I do not like that there isn’t a way to defend against it. With a good mix of both, choosing armor vs shields would be more prominent.

Items: see On a Ship above

Allies and Swashbuckling for Non-Combat: I don't think I've ever encountered a non-combat check where a Swashbuckling trait was important. Seems like a effect that wasn't thought all the way through.

Blessings: no real gripes, although we stayed away from the ones that cost a hand to be buried to use. Strong power, but cost seems to be too high.

Immortal Powers due to location deck size: Usually it’s a case where a monster is defeated if it is the only card in the location deck, this is more a problem for the computer version of this game. It becomes increasingly more likely that said monster will stay on top as the deck diminishes. Live players will (either on purpose or not) ensure the monster isn't the top card; but a computer will be completely impartial. The game is supposed to be about choices, but this power takes that choice away. Maybe insure the next card is set aside and shuffle the rest and put the set aside card on top to ensure at least some progress is made. Again, this is more likely a problem for the tablet version of the game than regular play.

Weird Abrupt Ends: A couple of scenarios imply that a game can end as soon as the blessing deck is empty (the race and the one with a dragon in the blessing deck), thereby losing the last turn; basically making those scenarios last 29.5 turns. Probably should make this an ‘end of turn’ check.

Summon Locations: Disappointed that this wasn't more of a thing (only once for a scenario). I kept expecting a barrier to suddenly appear and give the villain another place to run. Another wasted opportunity.

Implications of the ‘Make Good’ Scenario: With this, a precedent is now available… The Side-Quest: An optional scenario that is only available if certain conditions are meet. Whether it’s part of a scenario power, or a certain card that you can only encounter once (Acquiring/Defeating opens the Sidequest and card is removed from the game after it’s encountered so you only have one shot at it). The Reward should be better though(probably a skill, power, and/or card feet).

Overall, the game was certainly more interesting and challenging, the weapons feels a little nerfed though.


Very nice detailed feedback. A general comment about not liking the weapons, spells, or other cards in the set, I think a lot of that has to do with the style of this set. Personally, I would highly recommend getting class decks so you can have some more of the cards you'd like to see. Want awesome melee weapons and heavy duty armor? Mix in the Fighter Deck. Are you playing with an arcane spellcaster or two and really want Augury and Scrying back? Mix in the Wizard Deck. I actually just use my class decks for organized play, but they can be a really nice tool for home games. This can be the case not only for Skull & Shackles, but also if Wrath of the Righteous or future sets down the line are missing specific types of cards that you wish were there or don't properly support a class that you love.

Ironvein wrote:
Ship powers: Other than damage reduction, the powers of ships were largely forgotten. The scenario was either too hard where we needed the extra turns or so easy than those powers were not necessary.

Yeah, I think the discard powers for ships are much more useful when you have a smaller party. They can be absolute lifesavers for a solo game.

Ironvein wrote:
Allies and Swashbuckling for Non-Combat: I don't think I've ever encountered a non-combat check where a Swashbuckling trait was important. Seems like a effect that wasn't thought all the way through.

The primary way that this can come into play is with Jirelle. She can reroll when a check has the Swashbuckling trait. Also, if you play Lem and go Freebooter, there's a power he can learn that adds d12s when he plays blessings on Swashbuckling checks. That might be it though. I'm assuming you weren't playing with Jirelle? And if Lem was in the game he probably went Sea Singer because d4s are amazing.

Ironvein wrote:
Implications of the ‘Make Good’ Scenario: .... The Reward should be better though(probably a skill, power, and/or card feet).

I definitely didn't expect them to put a feat as a reward for an insert scenario. That could potentially throw off your character's power level, especially if they start making more insert scenarios. But I was disappointed by the reward that was included since I really didn't care to have more ships added to my fleet beyond what I already had. Personally, I was really hoping for a cool, unique Loot reward for the scenario.


pluvia33 wrote:
Very nice detailed feedback. A general comment about not liking the weapons, spells, or other cards in the set, I think a lot of that has to do with the style of this set. Personally, I would highly recommend getting class decks so you can have some more of the cards you'd like to see. Want awesome melee weapons and heavy duty armor? Mix in the Fighter Deck. Are you playing with an arcane spellcaster or two and really want Augury and Scrying back? Mix in the Wizard Deck. I actually just use my class decks for organized play, but they can be a really nice tool for home games. This can be the case not only for Skull & Shackles, but also if Wrath of the Righteous or future sets down the line are missing specific types of cards that you wish were there or don't properly support a class that you love.

I don't have any Class decks yet; this is just an impression after going through S&S once. The balance between Melee/Ranged felt slanted to the point that I'd feel that a Melee fighter would be a bad choice for the adventure path.

When I do get Class decks, I'd add them only if one of the character's were of that class as to not break the theme too much.

"pulvia33" wrote:


Ironvein wrote:
Allies and Swashbuckling for Non-Combat: I don't think I've ever encountered a non-combat check where a Swashbuckling trait was important. Seems like a effect that wasn't thought all the way through.
The primary way that this can come into play is with Jirelle. She can reroll when a check has the Swashbuckling trait. Also, if you play Lem and go Freebooter, there's a power he can learn that adds d12s when he plays blessings on Swashbuckling checks. That might be it though. I'm assuming you weren't playing with Jirelle? And if Lem was in the game he probably went Sea Singer because d4s are amazing.

Hmm, seems to be a lot of cards to support a single character (or two). I was just thinking that some non-combat checks with Swashbuckling would have more effects. Like if you Acquired a Rapier and the check had Swashbuckling, you could explore again... and the like. Bonuses/Negatives effects for SB Non-combat checks. But it didn't and it was generally and extra trait that did little. The application happened a lot but rarely was it used for anything.

"pulvia33" wrote:


Ironvein wrote:
Implications of the ‘Make Good’ Scenario: .... The Reward should be better though(probably a skill, power, and/or card feet).
I definitely didn't expect them to put a feat as a reward for an...

I was referencing my idea of a SideQuest reward (something that may never happen in game), the reward should be big for a once in an Adventure Path chance.


Ironvein wrote:

When I do get Class decks, I'd add them only if one of the character's were of that class as to not break the theme too much.

That is mostly a good rule to have, something that I think may have been recommended by the developers at some point. However, there are not a lot of Class Decks out yet. There are only seven, with an eighth coming out around July. As such, there are currently only two arcane casters with a Class Decks: sorcerer and wizard. If you're playing an arcane caster that doesn't have a deck yet (such as the magus, witch, and the upcoming arcanist for Wrath) and you feel that they can use more spell support, adding the sorcerer or wizard deck would be perfectly reasonable. But I would say only add up to one Class Deck per character that's playing in the game, or otherwise you'll really start to delude the pool of boon cards.


Overall, I largely agree. However, I have to disagree on your weapon point. Specifically, you talk about how more and smaller dice make it less likely to get the maximum on the die. The upshot of that is that more and smaller dice have a higher average (1d12 averaged 6.5, 2d6 averages 7, and 3d4 averages 7.5). Essentially, with smaller dice, you're trading potential for reliability, which does make sense for the lower-power setting this seems intended to demonstrate.

The barrier to add a location is certainly interesting, but I think they made a good call not using it at this point. It's new technology, and sometimes good to explore the more basic features before really digging into the crazy potential. The other consideration is how an additional location could potentially change the difficulty much more substantially depending on the size of the party. It's an interesting concept, but one that probably needs a lot of testing.


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I just wanted to chime in on the weapon front and add to Isaic's point. The weapons in S&S are incredibly powerful because they use smaller dice. PACG rewards reliability, consistently avoiding low rolls leads to better outcomes than occasionally getting high rolls. The math of this game is all about avoiding variances. I can see why the smaller dice would make the weapons "less exciting" for you but I wouldn't confuse that with less powerful.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Also regarding the blessings deck, scenarios can indeed abruptly end in the middle of a turn if the deck is empty, specifically if you would need to remove cards from it while it is empty (see pg 8 of S&S rulebook). I'm not entirely sure what your issue with this is besides that you may not like the mechanic.


skizzerz wrote:
Also regarding the blessings deck, scenarios can indeed abruptly end in the middle of a turn if the deck is empty, specifically if you would need to remove cards from it while it is empty (see pg 8 of S&S rulebook). I'm not entirely sure what your issue with this is besides that you may not like the mechanic.

I'm not referring to a Cultist power or Undefeated Villain escaping. I'm talking about two scenarios where it is impossible to have a full 30 turns as their effects cut in the middle of the last turn (making a max of 29.5 turns). So you have less time compared to other scenarios for no apparent reason. Essentially you would have lost the previous turn, but you still have some extra action required afterword. It's weird.

Referring to The Free Captains' Regatta and Inside LucreHold. Both check to see if the blessing deck is empty before you are allowed to explore, so the last turn is always lost.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Ah, I misinterpreted your post then. It does seem like such a check is not needed since you'll lose at the beginning of the next turn anyway due to being unable to advance the blessings deck. I like it when scenarios mess around with the blessings deck, but if the intent was to give less turns it'd be much clearer to say "Only shuffle 29 blessings into the blessings deck instead of the usual 30" as a scenario power or something to that effect.


I don't really think it was intended to happen at all. They probably meant to check at the end of turn AND the blessing deck is empty... something along those lines. Because losing a half turn like that is just odd, no?

Paizo Employee Chief Technical Officer

Free Captain's Regatta wrote:

Shuffle an Enemy Ship henchman into each location deck. If you defeat an Enemy Ship, put it on top of its location deck.

After your move step, you may examine the top card of your location deck; you may shuffle that deck. If the blessings deck is empty, examine the top card of each location deck. You win the scenario only if each is an Enemy Ship.

This is a race, and the action in the scenario is about beating the other ships. The last round, though, is about crossing the finish line after you're already pulled ahead of the other ships. Also, after you advance the blessings deck for the last time, before you move, you could possibly affect the top card of a location deck with cards such as Spyglass. So it's potentially a very useful turn.

And if you don't win, you actually *do* get to explore, because you don't *lose* until you can't advance the blessings deck at the start of the next turn, as usual.

Inside Lucrehold wrote:

Shuffle the villain Brinebones into the blessings deck.

When you discard Brinebones from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Brinebones into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

The last turn of the blessings deck (assuming the scenario lasts that long) is definitely going to have action—somebody will be encountering Brinebones. And that's the most important thing that could happen on the last turn of the game. And you'll all know that it's win or lose, which I think is at *least* as exciting as many other situations where you're on the last turn of the game and you're not sure where the villain is, and your only chance of winning is to turn the villain over... but usually you don't, so you instead have an exploration where the best likely outcome is maybe you pick up an extra boon for the party. I know which one I think is more fun....


As for the Free Captain's Regatta; I'm not sure that I'd bother finishing the last turn if I knew I couldn't win. Especially if my character's would risk dying for an encounter that might be a boon.

We ended up playing it wrong, as we saved the check for the end of the turn. But that made things that much more epic for us. We had all but one location secured by the last turn, so the last character pushed for all she was worth (3 explores) and STILL couldn't find the ship... when we made the check at the end and the next card WAS the Enemy Ship, we were ecstatic. It was like winning the race by the skin of our teeth.

As for Inside Lucrehold, since the check for no blessings is in the same paragraph; it reads as the game ends immediately after the Brinebones encounter. Even if there were 1 remaining blessing with Brinebones on top of the blessing deck.

I'm just saying that the wording for these scenarios are vague and confusing on when exactly play ends and if we have 30 turns to do something, then win conditions should be checked at the end of the turn so that all the party's efforts are meaningful toward finishing the scenario.

Paizo Employee Chief Technical Officer

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Ironvein wrote:
I'm just saying that the wording for these scenarios are vague and confusing on when exactly play ends and if we have 30 turns to do something, then win conditions should be checked at the end of the turn so that all the party's efforts are meaningful toward finishing the scenario.

When you *lose* a scenario on turns, it happens when you advance the blessing deck at the beginning of a turn. Why should winning be in a different place?

Also, you seem to be really tied to the idea that 30 complete turns is some sort of magic number, but in the case of Inside Lucrehold, we're not replacing a blessing with Brinebones, we're adding him in, so you'll get your 30 turns.


Vic Wertz wrote:


When you *lose* a scenario on turns, it happens when you advance the blessing deck at the beginning of a turn. Why should winning be in a different place?

Except with Inside Lucrehold, you have an additional lose condition.

Inside Lucrehold wrote:


Shuffle the villain Brinebones into the blessings deck.
When you discard Brinebones from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Brinebones into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

The cards are read as a paragraph being a set of instructions that must be followed to completion before doing anything else. So let's examine the case of the blessing deck with BrineBones on top and 1 Blessing underneath.

1) BrineBones is discarded
2) Random character encounters BrineBones
3) Last Blessing is advanced and BrineBones returns to the blessing deck
4) Because of the last sentence, a check is now made for no blessings in the blessing deck; there is none (only BrineBones) so you lose. That's how it reads.

I blame the English language for this kinda thing. It (English) is broken.


Vic Wertz wrote:
Also, you seem to be really tied to the idea that 30 complete turns is some sort of magic number…

For any player count other than 4, it is a magic number. Without any further manipulation of the blessings deck, it gives each player an equal number of turns.

For the 29-turn scenarios (the two mentioned above, and Here Comes The Flood from RotR), the last player in turn order is shorted a turn, seemingly not because it's an essential part of the scenario design, but because of an accident in the wording.


True, but there are already lots of things that will mean you can't count on their being 30 turns in a game. Things can make you discard cards from the blessing deck, whether by your own volition (ships) or as punishment (banes).

Dark Archive

Pathfinder Roleplaying Game Superscriber

Here's one detail I haven't seen mention that really annoys me in this AP: Charisma/Diplomacy everywhere. I'm only on Deck 4, but so far, I'm only counting 8 different allies that don't require a Charisma/Diplomacy check (aside from animals who have a similar issue with Wisdom/Survival). In Rise of the Runelords, even if your party wasn't the charming type, you could still gain the majority of allies by impressing them with a different (often slightly harder) check; they were very much the exception and they had thematic reasons why they wouldn't join someone who couldn't charm them, they were bards and nobles and merchants. In Skulls and Shackles, you have to sweet talk every body. If you're not playing Lem or Alahazra, you might as well ignore locations with a high number of allies, because they're basically dead explorations

Paizo Employee Chief Technical Officer

Ironvein wrote:
Vic Wertz wrote:


When you *lose* a scenario on turns, it happens when you advance the blessing deck at the beginning of a turn. Why should winning be in a different place?

Except with Inside Lucrehold, you have an additional lose condition.

Inside Lucrehold wrote:


Shuffle the villain Brinebones into the blessings deck.
When you discard Brinebones from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Brinebones into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

The cards are read as a paragraph being a set of instructions that must be followed to completion before doing anything else. So let's examine the case of the blessing deck with BrineBones on top and 1 Blessing underneath.

1) BrineBones is discarded
2) Random character encounters BrineBones
3) Last Blessing is advanced and BrineBones returns to the blessing deck
4) Because of the last sentence, a check is now made for no blessings in the blessing deck; there is none (only BrineBones) so you lose. That's how it reads.

I blame the English language for this kinda thing. It (English) is broken.

You are completely correct. My point is that the turn you just described is turn 30. And no, you don't get to explore on that turn, but the party gets to take the last chance to defeat the villain in an all-or-nothing battle, and I think that's pretty exciting, and better than actually exploring.

Grand Lodge

isaic16 wrote:

Overall, I largely agree. However, I have to disagree on your weapon point. Specifically, you talk about how more and smaller dice make it less likely to get the maximum on the die. The upshot of that is that more and smaller dice have a higher average (1d12 averaged 6.5, 2d6 averages 7, and 3d4 averages 7.5). Essentially, with smaller dice, you're trading potential for reliability, which does make sense for the lower-power setting this seems intended to demonstrate.

The barrier to add a location is certainly interesting, but I think they made a good call not using it at this point. It's new technology, and sometimes good to explore the more basic features before really digging into the crazy potential. The other consideration is how an additional location could potentially change the difficulty much more substantially depending on the size of the party. It's an interesting concept, but one that probably needs a lot of testing.

let's not forget also that more dice mean higher minimum values, e.g.

min(1d12) = 1
min(2d6) = 2
min(3d4) = 3


Vic Wertz wrote:


You are completely correct. My point is that the turn you just described is turn 30. And no, you don't get to explore on that turn, but the party gets to take the last chance to defeat the villain in an all-or-nothing battle, and I think that's pretty exciting, and better than actually exploring.

I'd have to disagree, A villian battle that grants me nothing is not exciting, it's annoying. By the time you get to the last round, it's likely you had already fought Brinebones a few times. It's just giving the villain a free round to kill us.


From the wording of Vic's post, I thought maybe he misremembered the scenario--Brinebones isn't the villain you have to kill to win. Since the turn ends immediately, you don't have to draw your hand up, it'd take a fringe case for him even TO kill you. If that happened to us, I doubt we'd even bother fighting him the last time.

Paizo Employee Chief Technical Officer

Dave Riley wrote:
From the wording of Vic's post, I thought maybe he misremembered the scenario--Brinebones isn't the villain you have to kill to win. Since the turn ends immediately, you don't have to draw your hand up, it'd take a fringe case for him even TO kill you. If that happened to us, I doubt we'd even bother fighting him the last time.

Sorry—you're correct!


aries04 wrote:
isaic16 wrote:

Overall, I largely agree. However, I have to disagree on your weapon point. Specifically, you talk about how more and smaller dice make it less likely to get the maximum on the die. The upshot of that is that more and smaller dice have a higher average (1d12 averaged 6.5, 2d6 averages 7, and 3d4 averages 7.5). Essentially, with smaller dice, you're trading potential for reliability, which does make sense for the lower-power setting this seems intended to demonstrate.

The barrier to add a location is certainly interesting, but I think they made a good call not using it at this point. It's new technology, and sometimes good to explore the more basic features before really digging into the crazy potential. The other consideration is how an additional location could potentially change the difficulty much more substantially depending on the size of the party. It's an interesting concept, but one that probably needs a lot of testing.

let's not forget also that more dice mean higher minimum values, e.g.

min(1d12) = 1
min(2d6) = 2
min(3d4) = 3

And a better bell-curve. Lots of smaller dice are more consistent, and, as I've heard here many times, the PACG doesn't reward you for rolling high, it punishes you for rolling low.

This is my opinion in general, but especially in the PACG - give me 2d4 over 1d8 ANY day of the week.


1 d8 is a bit better than 2 d4 if I know my friend will use a Blessing to give me one or two more. Not a lot better.


jones314 wrote:
1 d8 is a bit better than 2 d4 if I know my friend will use a Blessing to give me one or two more. Not a lot better.

Well, base 1d8 + 0 is better than base 1d4 + an additional 1d4 in the PACG. But if my skill was somehow 2d4 (and therefore blessings added another 2d4) my point would stand. No one is arguing that d8 strength is worse than d4 strength. Just that 2d4 is better/worse than 1d8.


Orbis Orboros wrote:

And a better bell-curve. Lots of smaller dice are more consistent, and, as I've heard here many times, the PACG doesn't reward you for rolling high, it punishes you for rolling low.

This is my opinion in general, but especially in the PACG - give me 2d4 over 1d8 ANY day of the week.

I agree with you. In my Bard class deck overview (in progress), this is what I say:

"...but PACG is a game of chances; if you don’t specialize, you’ll find yourself losing all the checks instead of just some of them."

It doesn't matter (other than personal satisfaction) that you roll 60 on a villain check, because you don't get any extra benefit, but it does matter if you lose even by 1.


Orbis Orboros wrote:
This is my opinion in general, but especially in the PACG - give me 2d4 over 1d8 ANY day of the week.

Even in the Death Zone? What if you need to roll an 8 no matter what? Or have a pole arm? One nice thing about PACG is that the variety of situations means that the answer isn't always the same.


Pathfinder Adventure Path Subscriber
zeroth_hour wrote:


"...but PACG is a game of chances; if you don’t specialize, you’ll find yourself losing all the checks instead of just some of them."

I'm sure I'll comment on your Bard class deck overview when you show it to us, but I'd just make the point that the amount of specialization you need to do is quite dependent on the rest your party, as well as the general themes of your Adventure Path.

I'm playing an OP game with myself as CD Lem alongside a Flenta and an Amarylis. It's rather amusing that our Fighter is the Int specialist and our Sorcerer is the Con/Fort specialist; that breakdown somewhat drives what Skill feats the players are going with.


If you need to roll an 8 on d8 in order to succeed, then you're most likely screwed to begin with... but if all I need to succeed is 5, then I'd rather have to roll 2d4 then d8.

As Zeroth mentioned, PACG doesn't reward you for rolling high but it does punish you for rolling low.


mlvanbie wrote:
Orbis Orboros wrote:
This is my opinion in general, but especially in the PACG - give me 2d4 over 1d8 ANY day of the week.
Even in the Death Zone? What if you need to roll an 8 no matter what? Or have a pole arm? One nice thing about PACG is that the variety of situations means that the answer isn't always the same.

I would like to add to the Death Zone example by saying that there are a number of cards that have an effect like a failed Ambush which will cause you to have 1 subtracted from each die rolled for your check. In cases like that, you may be better off rolling 1d8 instead of 2d4 or 1d12 instead of 2d6.


Armor is for people who can't manage to roll high. But 2d4 (or 4d4) is better when 4s count as 6s. Other times, a +2 would be more welcome than a +d4. When the going gets tough, the tough keep adding dice and modifiers until they don't need to roll ... or if they do, roll triple what it takes to kill the villain.


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mlvanbie wrote:
Armor is for people who can't manage to roll high. But 2d4 (or 4d4) is better when 4s count as 6s. Other times, a +2 would be more welcome than a +d4. When the going gets tough, the tough keep adding dice and modifiers until they don't need to roll ... or if they do, roll triple what it takes to kill the villain.

I'm guessing you haven't met Druvalia Thrune yet...

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