Couple questions:


Rules Questions and Gameplay Discussion

Grand Lodge

I've had the ROTR box set since it came out and I've played it a few times, but the rules are always somewhat fuzzy for me. I think I understand them now, but I do have a couple other questions:

1: I have also the ranger and sorcerer class decks. Do I mix these cards in with the Rise of the Runelords box set or keep them separate? If so, do I just use them to build decks with, or do I throw them in with the location decks?

2: Are there certain cards I can't use to build a deck if I want to play in Organized Play? Like, in other CCGs they may have limitations on certain cards that aren't "tournament legal" is it the same with this or can I just not use base set cards?

Thank you!


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Ulrich Grimbold wrote:
1: I have also the ranger and sorcerer class decks. Do I mix these cards in with the Rise of the Runelords box set or keep them separate? If so, do I just use them to build decks with, or do I throw them in with the location decks?
S&S Rulebook p4 wrote:
If you own any Class Decks, you may also add any cards from them that have a B in the upper-right corner.
S&S Rulebook p19 wrote:
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; if you own any Class Decks, you can add any cards from them that have the same adventure deck number as the Adventure Deck cards you just added.

1. If you are playing one of the characters from that class deck, you can mix them in with the rest of the cards in RotR. Use the deck numbers and forget the fact that they say "Class Deck" in the left corner.

Ulrich Grimbold wrote:
2: Are there certain cards I can't use to build a deck if I want to play in Organized Play? Like, in other CCGs they may have limitations on certain cards that aren't "tournament legal" is it the same with this or can I just not use base set cards?

2. Organized play requires you to use a class deck. Your character's deck must come from those cards. So after every organized play game you will rebuild your deck using only cards from the class deck associated with the character you are playing.

Check out the Guide to Pathfinder Society Adventure Card Guild Organized Play PDF for more on how that works.

Grand Lodge

Awesome. Thank you!


How will these change the balance of the game? I am just starting PACG with the first base set. Will adding in the B cards from four class decks make the game significantly easier than without them?

I thought these decks were designed for Skull and Shackles and the organized play that began with the release of that set.


Steelbeard wrote:

How will these change the balance of the game? I am just starting PACG with the first base set. Will adding in the B cards from four class decks make the game significantly easier than without them?

I thought these decks were designed for Skull and Shackles and the organized play that began with the release of that set.

The decks aren't really "designed" for any set. They're designed to provide a list of boons tailored to that class.

That said, how it affects the balance can depend on which decks you're including. If you have both Wizard and Sorcerer, but not Cleric for example, then Kyra and Lini are going to suffer a bit because the spell deck will get skewed toward Arcane.

If you're playing S&S and use weapon-heavy class decks like Ranger and Fighter, then Lirianne is going to have a harder time finding her guns because the class decks don't have firearms.

The game won't become significantly easier. You might have a better (or worse, character-based) chance to find useful boons, but it doesn't cause you to pull more boons from the box than you would otherwise --- which is the decisive factor.


Sandslice wrote:
Steelbeard wrote:

How will these change the balance of the game? I am just starting PACG with the first base set. Will adding in the B cards from four class decks make the game significantly easier than without them?

I thought these decks were designed for Skull and Shackles and the organized play that began with the release of that set.

The decks aren't really "designed" for any set. They're designed to provide a list of boons tailored to that class.

That said, how it affects the balance can depend on which decks you're including. If you have both Wizard and Sorcerer, but not Cleric for example, then Kyra and Lini are going to suffer a bit because the spell deck will get skewed toward Arcane.

If you're playing S&S and use weapon-heavy class decks like Ranger and Fighter, then Lirianne is going to have a harder time finding her guns because the class decks don't have firearms.

The game won't become significantly easier. You might have a better (or worse, character-based) chance to find useful boons, but it doesn't cause you to pull more boons from the box than you would otherwise --- which is the decisive factor.

I see. Well, no I don't, although I thank you for your reply.

It seems to me that it is the quality of the boons, and not their quantity, that will determine if the game difficulty is affected. Since these decks are tailored to specific classes, with boons designed to be attractive to them, and since you only get 1 upgrade per scenario in OP which you get to choose, I figured these cards would introduce too much power into regular play. I don't know enough about the game, I guess.

I see in S&S the rules say you can add the cards from class decks, so they must not be too worried about imbalance. The class decks may not have been designed for any set, but their purpose still seems more for OP, and I am not clear on their purpose for those of us not doing organized play.


The reason OP limits you to one upgrade per scenario is that OP is a worldwide affair. As such, the system is designed to be fair to anyone in the world, so that if we've done the same 14 scenarios, we've had the same chances to pull boons, and the same chances to grab end-scenario rewards and tune our decks.

Otherwise, I might be able to collude with other players at my table, getting several boons and having more power.

It's not about power, since cards are generally balanced with other cards of the same Adventure Deck number.

-----

For non-OP players, the class decks offer more variety. If you don't want to be Kyra, for example, you can go to the cleric deck and pull out Heggal. That's basically what it's about - variety.


I get it now. These decks are accessories to even non-organized play, so they can add a lot of variety to the base set box of cards. I will have to look into picking some up, then. Thanks for your clarifications.


Also, to add, while the decks are theoretically tailored to individual classes, there is still a distribution of better and worse cards at each level. I believe this was likely done deliberately to maintain the approximate card quality of the adventure as a whole even after they are added. While it may skew a bit more towards one class or another, that doesn't necessarily mean the cards will be better on the whole.

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