Using Cure spells from previous editions


Rules Questions and Gameplay Discussion


Hello,
The new 'wrath of the righteous' game only has 4 cures and 1 healing potion. Since they are basic cards can we add extra cures or healing potions from previous editions to our decks.

We have 6 people playing and 3 are divine spellcasters. Just seems odd only having 1 cure each (max).

Pathfinder ACG Developer

It's your game, so you can obviously do anything you want. If you were using class deck characters using the decks instead of drawing boons from the box, for instance, they'd each have their own pool of cures.

That said, I would say that what cards are available is intended to be a factor in how you play. The more light armor users you have, the fewer Stalker armors. Ditto for Cures or any other spell. Diversity should in theory be encouraged.

I personally wouldn't add more Cures, but _you_ should do what's most fun for your group.

Grand Lodge

I'd have to agree with Keith. The balance of cards in the different sets is there for a reason. If you opt to add more Cures, then you should remove the same number of other spells (Divine).


Pathfinder Adventure Path Subscriber

I will point out that part of the idea behind the Class Decks was to add boons to your box. I wouldn't see a problem with dumping a Cleric class deck into your box to get three more Basic cures, especially if Kyra is one of your divine characters. I wouldn't cherry pick in that case and add the whole deck in as you get to each relevant Adventure deck.

But do what makes the game fun for your group, with the caveat that starting with all the cards you might want takes away the fun you would have later in discovering them.

Edit: Feel free to chime in with an opinion; I've not actually mixed a class deck into the box. Also, mixing the blessings from the Cleric class deck would certainly change the blessing dynamics of the WotR box. I don't have the class deck rules card on hand; my belief was that it said "Mix in the whole deck at the appropriate adventure" but I'm not 100% certain on that.

Grand Lodge

I don't think they're playing with Class Decks. I think the op is talking about character decks and not class decks. And using the previous base sets to add more Cures.


Pathfinder Adventure Path Subscriber
Theryon Stormrune wrote:
I don't think they're playing with Class Decks. I think the op is talking about character decks and not class decks. And using the previous base sets to add more Cures.

Sure. I'm pointing out there is precedent for adding boons to the box: that precedent being taking a Class Deck and throwing it into the box. You don't need to be using Organized Play rules to use a class deck. I just don't have the class deck rules card on me; I don't remember what advice it gives on doing so.

Scarab Sages

A better alternative might be to import a character from another set that has the "heal-on-demand" option ("instead of your first exploration on a turn..."). Both for variety's sake and because the Wrath Kyra does not have this power, I'm using Tarlin from the cleric class deck in my solo run-through. Then you'll have all the cure you need.

Theoretically, I suppose, you could use armors and powers for all the random damage that Wrath doles out, but I find it's far more effective to counter the brute force of the most vicious end of the randomized difficulty curve (which will show up whenever it feels like it; no control over this, really, apart from scouting, and you don't get much of that) with an equal brute-force option of "heal, heal, heal."

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Rules Questions and Gameplay Discussion / Using Cure spells from previous editions All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions and Gameplay Discussion