| SirEman80 |
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I know we are late to the Mummy’s Mask party but me and a buddy have played a lot of PACG over the years and we are just now getting caught up with MM because of life/health issues.
Our two man party of Ahmotep and Channa Ti feels broken or the game feels too easy or something. We basically go together everywhere and do our best to synergize and help each other every turn. It’s rare we even fail a check much less take damage. We’ve always used four locations for our scenarios (and during RotR, SnS and WotR) but during adventure 1 of MM it really started feeling like no challenge at all (we defeated one scenario on our 6th turn combined) so I suggested we start using 5 locations during adventure 2 and we still are only using 20/30 of the blessings deck. We did pick up a cure spell pretty early on but it is hardly used.
I guess I’m looking for opinions from veteran players... is MM really this easy or do y’all think we are doing something wrong? We are real sticklers to the ‘cards only do what they say’ thing and we are both math teachers so the order of play and steps during a turn are followed to a T... no more than one card of each type per player per check, etc.
| wkover |
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As far as support goes, Ahmotep is one of the strongest characters in MM - if not the strongest.
The campaign does get more difficult, but whether it'll get crazy enough to challenge your particular 2-character combination I couldn't say.
Playing two characters is probably the easiest configuration of the game - with the right 2 characters, anyway. It may only cause problems later on, when the party will be limited to playing 2 blessings total. (I.e., with 4 players you'd be able to play 4 total blessings instead.) Your variant of adding an additional location is fairly common in cases where players are PACG experts.
You might also try playing two characters apiece instead of one. That'll definitely change the game's dynamics in terms of support, healing, forcing characters to spread out, etc.
When MM is complete, you could quest through the Season of the Plundered Tombs campaign, which uses the same cards (link). That's definitely not trivial - particularly towards the end.
| Yewstance |
I personally have very rarely found the Pathfinder Adventure Card Game that difficult, unless I make adjustments or intentionally play 'weaker' character. Also note that 6 player parties tend to be hardest, whilst 3 player parties is usually where it's easiest - though, as mentioned, Ahmotep is one of the stronger PACG characters out there, and almost certainly the strongest MM character.
With that said, I do recall my runs through the base Mummy's Mask being very straightforward. Most of the scourges aren't particularly harmful (or hard to get rid of), the scenario powers are almost never that tricky, and the boons are *excellent* - just being able to have every party member hold a Blessing of Maat until you need it makes a huge difference in a party, and Ahmotep herself can turn any card into an almost-Blessing-of-Maat anyway.
I do think the Core Set (and Curse of the Crimson Throne) is a bit harder, and better balanced in many areas (less pro-player, but also with a lot more choice elements). In particular, most Core/Curse characters (with a couple of overt exceptions) are weaker than many of their previous printings, presumably in an effort to increase difficulty.
Also, I second that the Season of Plundered Tombs is definitely harder than the base MM game (and almost certainly the hardest Society Adventure Path), though even then I found the difficulty lower than I was led to expect, and even the most unreasonably anti-player scenario rules are surprisingly toothless when compared to the extreme power level that a lot of characters and boons enable in the late-game.
| foxoftheasterisk |
In particular, most Core/Curse characters (with a couple of overt exceptions) are weaker than many of their previous printings, presumably in an effort to increase difficulty.
That's debatable; personally, I tend to find they're weaker if you're alone but have stronger assist options, so largely balance out if you tend to explore as a group.
| SirEman80 |
Adding the banes to each location sounds interesting. As for basics and elites, we usually build two scenarios at a time now with five locations each so that’s 100 cards we have the possibility of encountering (including henchmen a villains) so we feel like we are getting a good chance to see the current adventures cards.
We also basically expect to encounter the henchmen/villain in each location by card 6 there with channa ti and her animal companions so we usually have a chance to close on every 3rd to 4th turn with her.
Thanks for the input.
| skizzerz |
Another option if you’re finding things too easy is to play on Heroic or Legendary difficulty. These difficulties were added in the new Core set but you can easily bring them back to the older box sets.
Heroic: Add 2 Wildcards of your choice to the scenario
Legendary: Add 3 Wildcards of your choice to the scenario, add in the next adventure deck’s banes to the box (but not boons), and treat the adventure deck number of the current scenario as 1 higher for banes (but not boons).
You would do this in lieu of using an extra location. If you want to keep playing with the extra location, use one fewer wildcard than is mentioned above (so Heroic would be 1 wildcard and 1 extra location and Legendary would be 2 wildcards, 1 extra location, and increasing bane # by 1). If you’re feeling adventurous, you could roll randomly for the wildcards instead of picking and choosing them.
Wildcard List (tweaked to use MM wording where relevant):
1 Ablaze: At the end of your turn, you are dealt 1d4-2 Fire damage.
2 Besieged: After you move, you are dealt 1 Ranged Combat damage.
3 Confusing: After you reset your hand, shuffle a random card into your deck.
4 Deadly: When you are dealt damage, it is increased by 1.
5 Desperate: When you encounter a boon and do not acquire it, discard a card.
6 Hazardous: When building the locations, add 6 barriers, distributed as evenly as possible.
7 Hostile: When you fail a check to acquire, to close, or to temporarily close, suffer combat damage as if the check were to defeat a monster.
8 Impoverished: After drawing your starting hand, draw 3 cards, then bury 3 cards.
9 Monstrous: When building the locations, add 6 monsters, distributed as evenly as possible.
10 Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
11 Wearisome: Each turn, you may use no more than 1 power that lets you explore.
12 Withering: At the end of your turn, bury a random card from your discards.
| SirEman80 |
Interesting suggestions here. We’ve really enjoyed the five location setup and have been pushed on turns a couple of times since starting that. We definitely feel the need to not sit on blessings and explore as much as possible in anyway possible including examining... which has hammered us with some nasty triggers on bad roles. It’s also nice to get at least one card each scenario we really have to think about changing something out for and five locations helps with loot progression as well.