
fumbleBOOM! |

Hi, I'm relatively new to pathfinder and I'm loving it. I have the new core set and would love to increase its content but I don't want to mix old edition cards in. Are there any plans to release small box expansions in the new edition such as character decks or items/weapons decks? I have ordered CotCT and am awaiting its arrival.

Dulcee |

Hi, I'm relatively new to pathfinder and I'm loving it. I have the new core set and would love to increase its content but I don't want to mix old edition cards in. Are there any plans to release small box expansions in the new edition such as character decks or items/weapons decks? I have ordered CotCT and am awaiting its arrival.
I'm in a similar situation. I own everything PACG related, but I refuse to mix the old cards with the new ones. I'm hoping they decide to create more Class/Character decks, otherwise these new sets will likely go into storage while I continue playing with the old cards. Fortunately there is still a lot for me to do running my old favorites through the various seasons.

HitmanN |

Same here. Not mixing old with new, because of aesthetic difference and having to consult a guide for what old cards now do. Still have MM and S&S to finish, so not an immediate need for new stuff, but still hopefully soon-ish.
I'd love a sort of character add-on thing for the core set. More generic stuff to use in any set, and a few new characters that specifically benefit from the new stuff. Gunslingers are missing, there's no high damage/backstabbing rogue/assassin, no high dex ranger/sniper, no warlock/magus sorta thing... lots of very common rpg classes are still absent.

eddiephlash |

Aside from new adventures and scenarios being released nothing has been announced. There were mentions early on of them trying to re-figure what Class Decks mean in Core.
The thing I want most is a new Adventure Path with new themed cards and a new story to work through. The flexibility of Core allows new Paths to be of any length and start at any level.

Kamicosmos |

That is an interesting solution. But, I am having trouble seeing how that will work in OP. Everyone will have the cards out of the Core and Curse box, and of course you are sleeving and unsleeving cards throughout the night. Going to be fun sorting stuff out as the game store is yelling at you to get out cause it's closing time. In fact, I still have a Level 1 Oracle item in my bag that I somehow came home with from a con at some point...I feel terrible knowing that somewhere out there, someone is auditing their deck and tearing their house apart looking for that missing card! (well, I'm not that worried about it, but...)
It's also going to be a tough sell for recruiting new players: "Well, you can buy this old out of date, kind of, Character deck for $20 here at the FLGS. Or, if you want an up to date character deck, just buy these two boxes for $110..."
What am I missing here, this seems fine for a Home Society group, but I am confused about how it's going to work in the wild as described above.
(And actually, it doesn't seem fine for a home society group. Now everyone has to buy a C&C set. Or split up a few sets among themselves....?)
(And, what about the box runner? They're already supplying the box to run the game. SO, they have to buy a second set of Core and Throne in order to build their own packs?)

Frencois |

I guess the "solution" is for someone who wants to host OP to buy (at least) twice the Core+Cure set.
Keep and sleeve a full set to play it (using boons for the Hourglass, building locations, drawing cards during play...)
Sleeve the characters cartds and boons (and maybe the scourges and proxies so you can use duplicates when needed) of the other set and sort them in 10 packs of 53 cards. Build 5 "characters decks" out of it using character card, role card, and 2 packs each.
Then either you resell them to players at $20 each or you just keep them so you can get others to play (and you may ask for a $1 fee per scenario played for example which ultimately will cover the full cost).
Or whatever other variant...

wkover |

(And, what about the box runner? They're already supplying the box to run the game. SO, they have to buy a second set of Core and Throne in order to build their own packs?)
This came up a few months ago, when it was first announced that players could substitute Core/Crimson Throne cards for class and ultimate deck cards (with the same name).
The response at the time (link) was that the Powers That Be are generally OK with box runners using proxies for the cards in their box. Otherwise, the people who are generous enough to bring their boxes to OP are penalized, which isn't ideal.
In my OP group, we often have 3 tables going at once. One box is the store box, but the other two boxes are player boxes. The box owners were definitely frustrated with the new card substitution rules until they learned that proxies were acceptable.
Not sure if this is still the case, though...

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(And actually, it doesn't seem fine for a home society group. Now everyone has to buy a C&C set. Or split up a few sets among themselves....?)
(And, what about the box runner? They're already supplying the box to run the game. SO, they have to buy a second set of Core and Throne in order to build their own packs?)
First, nobody "has to" buy anything. If this set of options isn't for you, just pretend it doesn't exist; you're no worse off than you were before, but a lot of other people are quite happy.
Second, as mentioned in the blog, you can build all 10 adventurer’s packs simultaneously from a single set of Core and a single set of Curse, so as long as no two characters want to use the same pack, that set can supply packs for several characters, even among multiple players if you so choose. You could fully equip three characters with 159-card decks out of a single set of boxes—and if you're willing to play with 2 packs per character instead of 3 (which, by the way, actually gives you a couple more boons than a standard Class Deck by itself), you could fully equip 5 characters with no additional expenditure.
As for the card identification issues, there's nothing here that doesn't already happen when 2 players bring the same deck to a session, or when players are subbing in Core/Curse cards that have the same name as cards in their Class Deck.

zeroth_hour2 |

As for the card identification issues, there's nothing here that doesn't already happen when 2 players bring the same deck to a session, or when players are subbing in Core/Curse cards that have the same name as cards in their Class Deck.
I'm not saying this solution is bad (it's great), but 2 players bringing the same class deck to a session isn't the same as the cards looking the same as the ones coming from the vault.
That being said, my group has solved this problem by using sleeves marked in the front specifically to identify them as being from their set rather than the BR set (and BR cards that go into their deck are in unmarked sleeves); the only problem is if it gets shuffled into a location.
And when I say "my group", I really mean Kiya Toren.

Yewstance |
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As an aside, from the perspective of a general player (rather than the BR)...
Spending $110 (or so) for Core+Curse - and thus having access to 10 minidecks which support every single PACG character ever made - might be a better value proposition than what buying individual Class, Character and Ultimate Decks offers. Assuming you intend to play a few different seasons/characters over time, of course.

ilazul |

Forgot I even had an account here, despite having subscribed to the PACG back in 2014/2015.
I've introduced 4 groups to the Core Set + Curse of the Crimson Throne. All 4 now have their own copies and are confused about expansion content since it's not super clear to them when looking at the previous releases. Some want Skull and Shackles due to theme, but don't want to have to convert cards / play with mismatched looking cards.
As someone who bought everything for Skull and Shackles and Rise of the Runelords, I would honestly want a 'new' version of these adventures to combine with the Core Set. I really loved S&S and miss having the Oracle on my team. Also, for new players coming in, having versions that easily combine with their new core set seems ideal.
The PACG is in an awkward place between die hard D&D/Pathfinder players and casual board game audiences. While the die hards probably don't mind a little fiddling to combine older sets, the more casual crowd won't bother.
For my group, we'd just want content that goes on for an exceptionally long time. Like adventures in the 12+ difficulty, perhaps even starting after an existing adventure like Curse. Would be neat to have more generic role cards like BlackJack, even ones that add on (and not replace) a character's existing role card.

Rainer Woreck 34 |
I'd love an updated pack of the generic monsters, events, allies, and more gear to make use of, along with maybe more generic adventures.
Every set has been rather themed for that exact adventure path. I'd like to just have a nice collection across all possible locations within the world to come up with my own adventures, or even tinker with the Rise of the Rune Lords, Skulls and Shackles, Wrath of the Righteous to update them.
Perhaps supply me with blank cards from the Core/Curse of the Crimson Throne sets for me to make my own if Paizo isn't going to provide what I seek.
Also, fill out the rest of the character roster. The older characters just don't compare well to the new characters, and are very centric to the Adventure Path they come from. What good is swashbuckling, and Mythic Paths when the Adventure Path doesn't make use of these?
I don't like the Rise of the Rune Lords, Skulls and Shackles, Wrath of the Righteous cards as they look very unprofessional. They also feature a different balance of power compared to each other. I've combined these sets to re-play Rise of the Rune Lords and Skulls & Shackles. It was pretty much impossible to balance the cards out. The monsters I tried to balance for Traits so no matter what character you played you'd be useful. Gear and allies I only kept cards people actually used, and also tried my best to keep the traits varied. Blessings included all the gods.
It was a rough experience in putting together and playing. The power gap of certain cards seriously showed. While I don't mind adventure paths, it limits creativity for making ones own campaigns.
When you make cards nobody ever wants to claim, you've messed up in the design room. Forcing players to use cards because there are too few to go around is another really bad design choice.

Jenceslav |
When you make cards nobody ever wants to claim, you've messed up in the design room. Forcing players to use cards because there are too few to go around is another really bad design choice.
Even though some cards are less powerful than others for a given character and a given party size, there are very few cards that nobody ever wants. For example, Wand of Minor Healing is in my opinion one of very good items that I would want almost always, but others see it more like a waste of space. Blast Stone (RotR / S&S) is almost worthless, except for Damiel, who loves anything Alchemical and S&S version reuses that item easily. S&S Ally Tessa Fairwind is great for almost anyone in S&S, especially for Jirelle, but outside of that adventure path, I see no good use for her. It is very subjective, what card is good and what is terribly bad.
I often say that there are almost no "bad choices" in this game - just more or less difficult.
Longshot11 |

there are very few cards that nobody ever wants.
Nocticula is the ultimate example for bad design in that regard. I get that someone at the dev room was feeling cute and wanted to go all out on theme with "ultimate power... for a price!" and "beware when dealing with demons". But when we find an actual friggin' *demon lord* as an "ally" - we won't something *cool* - that will make the card stand out -for all the good reasons- and make its use (even as a "remove from game" one-shot play) memorable. Instead, we get the worst waste of cardstock in PACG, with an effect that no player in their right mind would use if there's even 5% chance of failing. (A proper version of that card, imho, would have a pretty steep acquire cost - but then a superior (max once-per-game) use.) So I'd rather not see any more tongue-in-cheek "boon" design like that, as it feels like I've paid for an internal joke I'm not in on.
Otherwise, Jenceslav sums it up pretty well. My 6-p party never looks at the healing staff twice. My solo Ezren has it enshrined. I really love that aspect of PACG - how card perception can completely change, depending on party makeup.

ilazul |

I actually really appreciate the card choices in the new Core Set + Crimson Throne. Almost everything gets used by some group configuration.
As far as the Noticula card goes, I love the 'similar' idea behind Dream Spider where you can set the amount of blowback you get. Especially with Varain's role card that replaces the d4's with d12's.
I also like that a lot of the new heroes use Alchemical cards really well, there's a lot of great level 0 boons in that category.

Jenceslav |
Well, Nocticula does not seem so terribly bad. Granted, it's just a blessing adding 1 die normally, with the option of adding two dice +# instead. And in most cases followed by removal from the game. It's weak and not great, but it is for any check plus it gets you one blessing short. So if you did not acquire any blessings, it lets you choose any blessing with level #-2 as replacement at the end of scenario.
Possibly some characters from Hell's Vengeance might use this better.
Also, compare with some 2 blessings of evil gods in S&S which have cost as Bury-in-special-conditions to do something, which is sometimes much worse than discard to add a die.

Longshot11 |

Well, Nocticula does not seem so terribly bad...
I wasn't talking about her blessing, but about the ally Nocticula - which makes you banish *all* of your cards if you don't win the scenario after the encounter she was played in. (Though it occurs to me, if you play her off-turn - or even on your turn but you can set up a win before the end of the turn- you will be free to "shop" a full deck of AD#-2 cards of your choice. Why you would be in a position to want to do so, I cannot imagine.
And yes, if you die - with all of your cards banished, you cannot even be resurrected. Very droll.)
Frencois |

Now Longshot, we are playing with 6 characters, a situation where not winning with Noctula doesn't automatically kills you and you can start the next scenario with a decent deck since other characters can give you cards when rebuilding between scenarios. I guess with only 1-2 characters it's another story.

Dulcee |

Ask and Ye shall receive
Not even close.
I'm happy for anyone who thinks this is actually acceptable. Everyone I play the game with is waiting for actual class decks to be made.
And yes, I realize my community may be a small fraction of the playerbase - so are the vocal yes men of these forums. So for Vic to say "a lot" of players are happy with this solution, I feel it's a bit of an exaggeration.

Jenceslav |
So for Vic to say "a lot" of players are happy with this solution, I feel it's a bit of an exaggeration.
*voice of the Captain in WALL-E* Define "a lot" …
Joking aside, a lot does not represent majority and so that statement is not an exaggeration. Even if this makes some (define "some") or only a few (define "a few") players happier, then it is a good thing to do. A temporary fix, until they get to producing real class / character decks of pre-Core style. Some people won't be happy, some will be. But don't refrain from voicing out your wishes, if that helps developers to produce the class decks sooner ;)
Frencois |
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I would rather have an extension deck with new story banes, monsters, barriers, locations, scourges... so I can create new stories than new boons (we already have thousands). Especially monsters and barriers (that must be shuffled in), story banes, locations and scourges can be printed on paper or proxied so that's less of an issue. Just saying.

Jayjazz99 |

I would rather have an extension deck with new story banes, monsters, barriers, locations, scourges... so I can create new stories than new boons (we already have thousands). Especially monsters and barriers (that must be shuffled in), story banes, locations and scourges can be printed on paper or proxied so that's less of an issue. Just saying.
I agree. A pack with banes would be cool. Why not some alternative vilains/henchman to spice up the game

etien |
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While I can't yet say anything about how our discussions are going here, I would like to say that we all appreciate these comments and are taking all of them to heart.
Nice to know.
I tend to think that mixing the old and new set is possible but not very satisfactory ( bit of an eye sore ).Personnaly a plain vanilla new extension similar to Curse of the Crimson Throne would be the best, as I play solo.

foxoftheasterisk |
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What I'd really like to see - in addition to new class decks - is a high-level (3-6) counterpart to Core.
Building the Adventurer's packs really drove home how few high level boons there are in Curse - especially for characters of certain themes (cough cough nature). And for anyone interested in homebrew, a box containing common high-level banes and locations would be a useful tool. Plus it would be neat to have the option of a high level module to play after Dragon's Demand.
(Unfortunately the Afghanistan Principle means any generic locations or story banes in such a set wouldn't be used in future adventure paths - but they'd still be a nice tool for homebrew and Society writers, I should think.)

Jens Kaufmann |

What I'd really like to see - in addition to new class decks - is a high-level (3-6) counterpart to Core. [...] Plus it would be neat to have the option of a high level module to play after Dragon's Demand. )
+1!
What about Emerald Spire as such a high-level add-on for Dragon‘s Demand?
skizzerz |
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I could see Emerald Spire as sort of a "sandbox" AP. Instead of the storybook telling you to play the following adventures in order, it gives you a choice of which adventures to play at any given level (choose 2-3 levels of 2 scenarios each). Certain story-important ones are "locked in" so that you for-sure hit them.
That said, Emerald Spire is certainly enough content for an AP by itself (going from level 1 to 6). Trying to truncate it into 3 adventures would likely be doing it a disservice.
Now that I've mentioned it (and since I'm currently in the process of running Emerald Spire for my RPG group), I may try to make up a PACG conversion for it using my above ideas, assuming the CUP allows that sort of thing. I already have ideas for how most of the scenarios will work from a high level, but translating that into actual numbers and rules text would be new for me.
As for the topic of this thread, I'd love for future expansions to be not only character-focused (aka I would rather not see more class decks). Rather, I'd like the expansion to be playable as well by itself, e.g. by including a short one-off adventure of some level along with a pack-in character or three.

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I, too, feel that there is more than enough material in Emerald Spire to support a full 6-adventure expansion.
Beyond that, though, the possibilities are less clear. We've seen that even a single short RPG scenario (such as the Free RPG Day offerings) can be the basis for a four-scenario adventure. That suggests that a three-RPG-scenario story arc (such as Shades of Ice or Quest for Perfection, to name but two) could provide a suitable three-adventure storyline. Other possible candidates could be found amongst the older (32-page) modules.
On the other hand, the core set storyline, Dragon's Demand, is one of the newer, longer (64-page), modules, so perhaps a little more source material might be desirable (although probably not as much as the 96-page volume from each adventure in an RPG adventure path).
What I'd like to suggest would be a level 4-6 expansion based on material from two of the very early Game Mastery modules: J1 (The Pact Stone Pyramid) & J4 (Entombed with the Pharaohs). I suspect quite a lot of the thematic boons and banes designed for Mummy's Mask could be used in such a set. This would have two benefits: it would save some development time, and it would provide a way for people playing adventures using the Mummy's Mask base set to get updated versions of those cards.
Edit: Another Free RPG Day scenario - Risen from the Sands - might also provide some content for use in such an expansion.