| Frencois |
Since back in the days of the beta of the first "Advanced" D&D RPG, Time Stop has always been the best spell ever (even Wish couldn't compete).
Now if we can get "Permanency" and "Contingency" as Level6 spells in Mummy's Mask, we will be able to recreate the mega combos that made Merlin what he was. :-)
| skizzerz |
We get Miracle but not Wish? Explicit confirmation that Paizo hates Arcane casters! ;)
@Frencois: You already have Permanency and Contingency due to having Miracle; neither of those are above level 7 after all! That said, I disagree with your opinion that Time Stop is better than Wish, I'd take the latter all day every day. Time Stop is incredibly limited as to what you can actually accomplish in those 2-5 rounds, whereas Wish does whatever you want it to do (within reason). I'd even say you'd be able to Wish a Time Stop, but be careful with how you word it lest time gets stopped for you as opposed to everyone else...
| philosorapt0r |
| 1 person marked this as a favorite. |
We get Miracle but not Wish? Explicit confirmation that Paizo hates Arcane casters! ;)
@Frencois: You already have Permanency and Contingency due to having Miracle; neither of those are above level 7 after all! That said, I disagree with your opinion that Time Stop is better than Wish, I'd take the latter all day every day. Time Stop is incredibly limited as to what you can actually accomplish in those 2-5 rounds, whereas Wish does whatever you want it to do (within reason). I'd even say you'd be able to Wish a Time Stop, but be careful with how you word it lest time gets stopped for you as opposed to everyone else...
Nothing beats the rounds of buffing / delayed-spell-casting during a maximized Time Stop.
Note to self: never play epic 3e again.
| Frencois |
... I'd even say you'd be able to Wish a Time Stop, but be careful with how you word it lest time gets stopped for you as opposed to everyone else...
That's part of the point. First by rule you shouldn't be able to Wish a Time Stop, and even if you could there may be drawbacks. Whether a full blown Time Stop is just plain godlike power.
| Rebel Song |
Eliandra Giltessan wrote:Is anyone else unable to fit all their henchmen in the box's henchman slot?I had this problem too! I still have a 3 character game set up and the henchmen didn't fit even then! Armor was a bit tight too.
Me four! I squeezed Adventure 6's henchmen into the Barrier slot, because there was room there.
Vic Wertz
Chief Technical Officer
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Miracle and time stop are pretty cool. But I'm most excited about Form of the Dragon. Dragon!!
Is anyone else unable to fit all their henchmen in the box's henchman slot?
Sorry about that—there was a bit of a misunderstanding, and we have a few too many armors and a lot too many henchmen. Everybody now has a much better understanding of our physical requirements, and it won't happen again.
| skizzerz |
Misroi wrote:Still feels slightly strong. How about you have to expend 5 mythic charges to use it?Hawkmoon269 wrote:Well, a spell that simply said "Discard this card to win the adventure path" would probably be a bit much, even for mythic.Truth. It should be a bury power to be balanced.
Deus Ex Machina, Barrier 6
DivineDeity
Temptation
Check to Defeat None
Art: Cayden Cailean, Sarenrae, and Shelyn sitting on a platform being lowered onto a stage. On the ground, a grumpy-looking Balazar is standing next to the platform studying a script, Padrig is holding the rope (presumably the one holding up the platform), and Valeros is underneath the platform guiding it and preventing it from tipping. Cayden Cailean is spilling his beer on Balazar's hat, to the latter's visible displeasure.
Powers:
Deus Ex Machina is automatically defeated, display it next to the Scenario card.
While displayed, when a character would die or when you would lose the scenario, you may remove this card from the game to immediately win the Adventure Path. Then, roll 1d20. On a 1, your character dies.
| skizzerz |
My group mate brought this up tonight...
They looked at Miracle (I haven't opened my cards yet) and believe the spell pull from the box is random. Is it true? Isn't that underwhelming?
You get to choose the spell.
Bury this card and expend a mythic charge to summon and play a spell from the box.
Nowhere in that text does it say random, which means you get to choose what spell you grab. Compare with Sacred Weapon which states "For your combat check, discard this card to summon and play a random non-Basic weapon from the box" -- there we can see that random was specified, implying that if we're told to summon a card of a particular type from the box without it explicitly being qualified as random, we normally get to choose the card.
I can see where they may be getting at it being random due to the Drawing Cards sidebar which states "When you draw a card from the box, unless you are told to draw a specific card, draw a random card of the appropriate type." However, Summoning and Adding Cards tells us "Sometimes you will be told to summon cards or to add cards to a deck. When this happens, retrieve the cards from the box."
Retrieving a card is not the same as drawing it, so the rule in the sidebar does not apply. In any case, even if the sidebar rule did apply, it seems obvious that the intent of Miracle is that you get to choose.
| Hawkmoon269 |
Right now, it is technically random, due to this FAQ.
If you are instructed to summon and play a card, immediately draw the card from the box and play it, using any power on it that can be used in the current circumstance, then banish it. If no power on it can be used in the current circumstance, banish it.
So, summoning a card to play does include drawing it from the box.
However.... that being said, I think there is a good chance we get an FAQ to this spell, since as skizzerz said the intent does seem to be non-random. Compare Sacred Weapon and Miracle and you'll see why:
1. The FAQ was made after WotR was printed. Sacred Weapon says random, Miracle does not. That seems to indicate that one was intended to be random and one wasn't. So, I think the FAQ defines "summon and play' but Miracle will need some help because of it.
2. Getting a random weapon to play isn't much of a problem. You know (with 99% certainty) what it will do: define a combat check. Sure, you don't know the traits or dice and what not, but you are confident it will define a combat check. Getting a random spell on the other hand, well who knows what it will do. You could get a movement spell during a combat check. Or you could get an attack spell when there is no combat check. Or you could get a spell to examine a location where there are no cards in the location. There is just way to much of a range of possibilities with a spell, so that there is a good shot it wouldn't apply. That doesn't sound to miraculous.
I also think Miracle might need the same FAQ as Recast to clarify you can play it during an encounter. I'll personally be treating it as such (non-random and works during a step) for now.
| Longshot11 |
I also think Miracle might need the same FAQ as Recast to clarify you can play it during an encounter. I'll personally be treating it as such (non-random and works during a step) for now.
I haven't seen the card yet, and I'm not familiar with the specifics of the RPG source material, but I get the impression it won't make much sense to be forbidden during an encounter; at the very least you're probably allowed to select a combat spell which makes it the Spell-equivalent of 'Scared Weapon'; I don't see that as especially 'miraculous', let alone overpowered.
| skizzerz |
Right now, it is technically random, due to this FAQ.
Yeah, with that FAQ (I really need to start checking that section more often, seems I can no longer remember all of them) it would be random. That said, the intent still seems obvious to me, so if it isn't fixed by the time I get to AD6 I'll be playing it as I believe it was intended rather than how it's currently written.
I haven't seen the card yet, and I'm not familiar with the specifics of the RPG source material, but I get the impression it won't make much sense to be forbidden during an encounter; at the very least you're probably allowed to select a combat spell which makes it the Spell-equivalent of 'Scared Weapon'; I don't see that as especially 'miraculous', let alone overpowered.
With a random selection, the chances of whatever card you happen to randomly draw will probably not be relevant to the encounter step. Additionally, during an encounter you're playing Miracle which says "summon and play a spell" and you already played a spell (Miracle) so you can't play another one by the rules. As a result, some rewording is needed to smooth out the kinks.
As for source material, you very much should be able to have your pick as to what spell you get.
A miracle can do any of the following things.
- Duplicate any cleric spell of 8th level or lower.
- Duplicate any other spell of 7th level or lower.
- Undo the harmful effects of certain spells, such as feeblemind or insanity.
- Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
Calthaer
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Additionally, during an encounter you're playing Miracle which says "summon and play a spell" and you already played a spell (Miracle) so you can't play another one by the rules. As a result, some rewording is needed to smooth out the kinks.
Not according to the Golden Rule:
If a card and this rulebook are ever in conflict, the card should be considered correct.
By virtue of the fact that Miracle is a card, it trumps the rulebook - unless I am entirely mistaken. Maybe it needs to be tweaked re: the random bit (if Hawkmoon says so then let's make the hand of benediction to him and tilt our heads slightly in obeisance), but it shouldn't need it for this particular issue.
Andrew L Klein
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I'm with Calthaer. The random part may need clarifying, but a spell telling you to play a spell is probably pretty clear. I wouldn't argue with a "You can play this card during an encounter" addition though.
Didn't we see an item or ally that automatically played a same-typed card earlier in the AP? If so, how was that worded?
| Hawkmoon269 |
skizzerz wrote:Additionally, during an encounter you're playing Miracle which says "summon and play a spell" and you already played a spell (Miracle) so you can't play another one by the rules. As a result, some rewording is needed to smooth out the kinks.Not according to the Golden Rule:
The Golden Rule wrote:If a card and this rulebook are ever in conflict, the card should be considered correct.By virtue of the fact that Miracle is a card, it trumps the rulebook - unless I am entirely mistaken. Maybe it needs to be tweaked re: the random bit (if Hawkmoon says so then let's make the hand of benediction to him and tilt our heads slightly in obeisance), but it shouldn't need it for this particular issue.
I'd agree (well, except the benediction thing). But Recast got a tweak to make that obvious. Though, I argued the same thing back then.
I don't think making it obvious hurts. But to me, it never really needed that to make it work.
Andrew L Klein
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He's already to blame for my empty bank account. Between 3 base sets, 3 character add ons, 15 other adventures, 9 class decks, and a yet to be released full set of Kickstarter Apocrypha, when I read or hear the name Mike Selinker, I can feel my pocket get soaked as my wallet cries.
EDIT: I never actually realized how much PACG stuff there is until typing this. Holy crap this game has done well for the short time it's been around.