| Qyet |
... the basic trait cards or the elite trait cards out of the decks. I am all of the way to the 4th adventure, and still no word on culling. I am finding stuff that the party no longer has need for and fighting monsters that I can almost defeat without a weapon.
In ROTR and S&S, by the 4th adventure, we were culling like crazy.
Thanks,
Qyet
| Longshot11 |
If you've hit AD4, I'd encourage you to just go ahead and cull all the Basic Banes (bah who needs 'em) and like half the Basic boons.
You've probably thought about it, but moving forward, may I suggest - even IF the Adventure Path card survives for some reason- that you move the Culling Rule into the Rulebook itself (unless you plan to diverge from it).
| skizzerz |
Well the WotR adventure path card has more rules on it than just culling basics/elites. If Qyet hasn't read the card, they should definitely do so, as a few cards and powers in WotR care about whether or not things have the Outsider trait.
| Longshot11 |
| 1 person marked this as a favorite. |
Well the WotR adventure path card has more rules on it than just culling basics/elites. If Qyet hasn't read the card, they should definitely do so, as a few cards and powers in WotR care about whether or not things have the Outsider trait.
True, but this could've been fitted on the Adventure Cards, similar to MM's Scourge die. I'm speaking from experience here - back at the time, I had read all of my new RotR cards and Rulebook. Then, at some point after reaching AD3, I was like "Wait a second, I *seem* to recall some rule about culling Basics, now where was it..." - and I went through the Rulebook several times, growuing increasingly frustrated and doubtful of my memory/sanity... Only to find out "Hey, it's on this card here, that I never had to use before for 3 adventures straight!". I suspect OP went through something similar (he obviously *knew* about the culling, but apparently expected it to be on the Adventure Cards or smth.) - and I doubt we're the only ones with similar stories.
Really, if anything is established in the game with the degree of permanence that the Culling rule is (and I don't really see them going away from it) - it belongs in the Rulebook. Furthermore, even *if* a future set is going to deviate from it - it's still "a global rule that governs the whole adventure path" and as such not dissimilar to Ships, Traders, Redemption, what-have-you... If these AP-specific item get their own sidebars and sections in the Rulebook, I don't see why the Culling (modified or otherwise) shouldn't.
| Brother Tyler |
I vaguely recall a discussion in which either Vic or Mike answered that the instruction to remove Basic and Elite cards at certain points would remain tied to the adventure, rather than the rulebook, because they weren't bound to follow the exact same pattern in every adventure path (something to the effect that they hadn't deviated from the familiar pattern yet, but that didn't mean they wouldn't in the future).
| Irgy |
I agree that it's easy to miss where it is, because there's no other reason to look at that card (it lists the adventures, but anyone who can count doesn't need to refer to it for that). I think it probably should have been in the rulebook before.
But, the whole 1-box plus 6-expansions model seems to be exactly the thing they're likely to change next, so it's probably not the time to be making the change. Even if they keep the culling in some form it will probably be described differently.
| elcoderdude |
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I understood why the culling rule was on the Adventure Path card for RotR.
But we've had 4 sets now with the same culling rule, and people repeatedly forget where to look for it. I think the rule should have moved to the rulebook long ago.
But, as Irgy says, a lot is moving around in the next set. I do suggest Paizo consider how frequently people overlooked/forgot where to look for the culling rule, when deciding where to put it in the next set.
Vic Wertz
Chief Technical Officer
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I vaguely recall a discussion in which either Vic or Mike answered that the instruction to remove Basic and Elite cards at certain points would remain tied to the adventure, rather than the rulebook, because they weren't bound to follow the exact same pattern in every adventure path (something to the effect that they hadn't deviated from the familiar pattern yet, but that didn't mean they wouldn't in the future).
Season of the Shackles does actually have different rules for this: "After completing [Adventure 3], at the beginning of each new adventure, when you add a new Adventure Deck to your game box, remove all cards with the Basic or Elite trait that have adventure deck numbers at least 3 less than the adventure deck you just added. (Treat the set indicators B, C, and P as 0.) Do not remove Blessings of the Gods."
JohnF
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It's entirely appropriate for the "Season of the ..." adventures to have different rules for removing cards. It just seems wrong for two different groups playing out of the same box to have two different experiences - the group to play second would never encounter anything that got removed when the first group played.
If we're playing an OP adventure where cards get culled from the box after they are encountered I'd much prefer to see them culled right at the beginning, not during actual play. This would create a uniform experience no matter how many groups are playing using the same box. Sure, it means you'll miss out on those easier encounters from the banes that get culled. But you'd also have more chance to earn the higher-level deck upgrades, because the chance of encountering level-appropriate boons would be higher. And it's hard enough to get enough deck upgrades in OP anyway - anything to improve the chances of getting something you could actually use would be welcome!