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Borissimo

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  1. Ugh, I'd love to do AD6, but my account is bugged -- it crashes whenever I try to load my party. Unless I find a workaround, I'm stuck waiting till 2017 unfortunately. Wait, what?! I just copy-pasted all the specs from the original post, and those do not mention this change. Hang on, checking the ipad ... Okay, you're right! This is an undocumented change and it DEFINITELY sends Lem into the poop category. Guess Obsidian tried to sneak that one through on us. Thank you very much for pointing this out! I've updated the OP and given you credit for the observation.
  2. I agree. It seems obvious why Obsidian didn't go this route — implementing new roles and mechanics would have taken WAY more effort than churning these alts out — but if Obsidian were going to do anything at all, they should have committed to the class deck versions. New mechanics and role cards would have actually justified these exorbitant prices. I sure am!
  3. With Adventure 6 came character alts (or "equipment sets") — slightly different versions of the original 11 characters. Whether you buy these with cash or with gold, the prices are exorbitant. To help folks decide which characters are worth getting, I posted a review on YouTube, but it's kinda long (35 minutes) and I thought some people might prefer to read my thoughts rather than watch a video. Here they are: I gave each character one of three ratings: : This character is "meh:" slightly better or playably different from the original, but not enough to warrant dropping 6 or 7 thousand gold. : This character is fantastic. Worth the price. : This character sucks. I would never play with it even if I had it for free. I'll post all the ratings up front; my detailed explanations will follow. Shadow Merisiel Survivalist Amiri Scholar Ezren Forest Harsk Sunwrought Kyra Lieutenant Lem Feral Lini Painted Sajan Formal Seelah Frostfire Seoni Armored Valeros Shadow Merisiel Strength D6 (down from d8) Wisdom D8 (up from D6) Acrobatics +1 (down from +2) Stealth +3 (up from +2) Starting Allies 1 (down from 2) Starting blessings 5 (up from 4) Sneak Attack renamed to Shrouded Sneak Attack now adds +1 to the discard for all versions. Losing strength is a slight downgrade because some bows use the strength die and Merisiel sometimes has to punch things. Gaining wisdom is a slight upgrade because wisdom is the most useful stat overall. Losing acrobatics for stealth is a slight downgrade because stealth is almost nonexistent, whereas acrobatics is frequently used later in the adventure to avoid damage. Losing an ally for a blessing is a slight upgrade, since blessings are usually better than allies. But really, all that stuff is minor, so everything's a wash up till this point. Then Merisiel gets a +1 bonus to her Sneak Attack when she discards a card. That's nice, but it's small, and you don't usually discard a card for sneak attack — you usually recharge. So technically, this alt is an upgrade, but everything is so minor that I can't fathom dropping 6k gold for this. A resounding "Meh." Survivalist Amiri Constitution D10 (up from D8) Charisma D4 (down from D6) Starting Weapons 4 (down from 5) Starting Allies 3 (up from 2) Barbarian Rage renamed to Relentless Barbarian Rage, can now be used for survival checks in addition to Strength, Melee or Constitution. Trading charisma for constitution is a tiny upgrade. You were never going to rely on Amiri for charisma anyway, while constitution works with her hero power and can sometimes help her avoid damage. But constitution doesn't come up much to begin with, so like I said: tiny upgrade. Emphasis on tiny. Trading a weapon for an ally is a good upgrade: Amiri will have plenty of weapons anyway, always starts with a weapon, and can always punch things with her face if needed, so losing a weapon to gain an extra explore is really nice. Finally, applying rage on survival checks is very welcome: later in the adventure, survival shows up a fair bit. It also helps Amiri pick up animal allies. All in all, then, this new Amiri is without question a solid upgrade over the original. At the end of the day, though, a bonus on survival checks and 1 extra explore aren't worth 6 thousand gold for me, so personally I still rate her a "Meh" — just maybe a "Meh +." Scholar Ezren Dexterity D4 (down from D6) Wisdom D10 (up from D8) Arcane +1 (down from +2) Knowledge +3 (up from +2) Starting Weapons 0 (down from 1) Starting Items 4 (up from 3) Expanded spellbook and Focused spellbook renamed to Augmented and Enriched, now works on items with the magic trait in addition to spells. This one gets my vote for the best designed alt of the bunch. Trading dexterity for wisdom is a nice little upgrade. Wisdom is the most useful stat overall, but for Ezren specifically, having higher wisdom is extra nice because it helps him pick up divine spells for those sweet, sweet extra explorations. But the stat change is just the appetizer here. Thing start getting crazy with the skills. Ezren loses an Arcane to gain a Knowledge, which is a HUGE nerf. Knowledge almost never comes up in this game, and when it does, +1 isn't likely to make a difference. Arcane, though, is a sore loss. Sure, it's just –1, but that's a –1 to ALL of Ezren's combat checks, recharge checks, and arcane spell pickups. The further you go in the adventure, the less significant a –1 becomes, but over the course of a campaign, you are all but guaranteed to fail some checks you would have otherwise passed. So what does our Scholarly friend get in exchange? For starters, he loses a weapon to gain an item. This is amazing. I've played through multiple campaigns with Ezren, and I literally never wanted to see the weapon in my hand. It's just a dead card in your deck, and finally now you can have it gone. The extra item lets Ezren either max out at 7 items instead of 6, or pop a card feat into allies for an extra explore. Either way, it's a huge upgrade. Then Ezren's spellbook gets buffed in a huge way. I cannot count how many times I cast an arcane spell and saw a Wand of Enervation staring up at me from the top of my deck. Even if the item isn't immediately useful, it sucks to be ****blocked on your first spell of the turn if you're planning to play more spells later — who knows how many goodies you could have picked up if only you could reach behind the Amulet of Life clogging your deck top? When Expanded Spellbook picks up items in addition to spells, you could have something like 17 or 18 of your 21 cards pick-up-able whenever you cast a spell, leaving allies as the only card type that can block you. That's why Ezren gets a "Wow" from me: the –1 to Arcane is a huge loss, but it's compensated by two huge buffs that completely nullify two of the most aggravating things about playing as Ezren. Forest Harsk Constitution D10 (down from D12) Wisdom D8 (up from D6) Fortitude +1 (down from +2) Survival +3 (up from +2) Starting weapon 4 (down from 5) Starting Ally 2 (up from 1) Starting hand size 6 (up from 5) Whoever designed Harsk must have just received a fresh batch of meth from the Obsidian labs right beforehand, because I don't understand how this alt is balanced in any way. If you've read my earlier comments, you know that losing constitution for wisdom is a clear upgrade, losing fortitude for survival is a clear upgrade, and losing a weapon for an ally is a clear upgrade. The stat/skill/weapon changes are all upside. And then for some reason Harsk gets a bigger hand size? An easy buy for anyone who plays with Harsk. Sunwrought Kyra Strength D8 (up from D6) Wisdom D10 (down from D12) Melee +3 (up from +2) Fortitude +2 (down from +3) Starting weapon 3 (up from 2) Starting armor 1 (down from 2) Enemy Lore: Undead now adds an additional +1 to checks vs undead. Like Harsk, Kyra is the product of large quantities of meth. She gets a huge boost in melee power, from d6+2 to d8+3. Just so we're clear, that's an average of 7.5; Valeros and Amiri average 8.5 each. So our little healer lady is now whacking things with almost as much strength as the resident warrior and BAR-frickin-BARIAN. I guess she really hit the Sandpoint Gym over the holiday break and got swole. Don't skip leg day, kids. What horrible ravages have been inflicted on this character to compensate? Well, um, she also gains a weapon (which she needs because it's not her favored card type) and loses an armor (the worst card type in the game). Oh! And she gets a +1 on her Undead Lore power. Because that makes sense. Kyra's only consequential loss is a point of wisdom. Having –1 on spell recharges, spell pickups, and the various perception/survival checks that pop up in the later adventures does hurt. You'll feel some pain when making hard survival checks in scenario 6.3, for instance, because on those hard survival checks Kyra will probably receive a blessing or two, which turns the –1 penalty into a –2 or –3. The thing is, there's no real choice when building Kyra. The "divine blaster Kyra" archetype doesn't work because Kyra doesn't have enough spell slots and because there aren't any damn divine attack spells in the game anyway. Kyra has to go melee, so getting +2 on all her melee checks and an extra weapon to boot is more than worth the downgraded wisdom die. Lieutenant Lem Dexterity D10 (up from D8) Wisdom D4 (down from D6) Knowledge +4 (up from +3) Diplomacy +2 (down from +3) Gains Light Armor proficiency Gains possible Heavy Armor proficiency upgrade After a nice string of "Wows," we're back in "Poop" territory. Lem uses dexterity for his crossbow, so trading wisdom for dexterity is a definite buff. "But Boris!" you cry. "Haven't you always said that wisdom is the best overall stat?" Yes, it is, but for Lem specifically the loss is minor. His wisdom is bad to begin with, so no one was counting on him for wisdom checks anyway. Furthermore, one of the three wisdom skills, divine, is housed under Lem's charisma. And finally, Lem eventually gets 1d4+2 or +3 on any check that matters, so he can take a loss better than most. Losing diplomacy for knowledge definitely sucks, but it's not the end of the world since Lem's diplomacy is still high. Getting light armor and heavy armor is of course completely irrelevant. EDIT: At this point, Lieutenant Lem would be a "Meh." A +1 on dexterity checks is nice but not worth 7000 gold. However, there is one more change — credit to Thyraxus for finding it — that Obsidian did not document in their original post: Lem loses an ally card to gain an armor card. I hope by this point in my write-up everybody understands why this is an awful change, driving our diminutive lieutenant into "Poop" territory. EDIT #2: After two pages of replies, it appears that my thumbs-down rating of Lieutenant Lem is the most controversial of my 11 ratings. And I mean "controversial" in a good way: I actually agree with some of the points made in response to this rating. One thing I neglected to consider is that because Lem recharges cards for a pretty good ability, he suffers the least from having a good card (ally) swapped for a bad one (armor): he can always put bad cards to use. Furthermore, if you play in a small party, having a damage reduction card can actually be more valuable than having an extra explore. This perk is enhanced even more if you use Treasure cards and have found some of the nice new armors for your Vault. If you can convince yourself that having +1 armor (and armor proficiency) is a good thing for Lem, then with the upgrade to Dexterity, this alt is a straight upgrade over the original. Feral Lini Dexterity D8 (up from D6) Charisma D6 (down from D8) Knowledge +2 (down from +3) Survival +3 (up from +2) Starting items 1 (down from 2) Starting allies 4 (up from 3) Beast form renamed to Savage Beast Form, now adds a d12 (up from d10) I handed out two "poop" ratings that I know will be controversial, and this is one of them. Let's run through the list: losing charisma for dexterity is immaterial. Losing knowledge for survival is an upgrade, though since Lini eventually has something like 1d10 + 1d4 + 10 for survival anyway, I'm not sure how much another +1 matters. Beast form goes up from d10 to d12, but since this is not a skill you ever want to use, the upgrade here is lame. Okay, so everything is a wash up to here. Now we get to the cards, where Lini loses an item to gain an ally. I'm gonna call this a nerf. Yes, of course, allies are amazing for Lini. But in my playthrough with her, I had countless issues with the item slot. Lini wants to hang onto cards like Sihedron Medallion, Emerald Codex, spyglass, and of course the various orbs if you're playing with treasure chests. She's already short on slots, and losing one is a major pain. As for allies, I personally don't ever max out the ally slot. Lini wants spells, items, blessings, and (if you swing that way) a weapon, so it's hard to dump 3 of your 6 card feats into allies. That's why Lini gets a "poop" rating from me — the only thing in here that matters is the loss of an item card, which is bad. Everything else is inconsequential. That said, if you disagree with me about the item thing, then Lini is a definite "Meh." Congratulations! Painted Sajan Wisdom D6 (down from D8) Charisma D8 (up from D6) Acrobatics +3 (up from +2) Fortitude +1 (down from +2) Craft +2 added Starting weapons 1 (up from 0) Starting allies 2 (down from 3) This is the other of my "poop" ratings that's bound to spark debate — actually, I've already seen debate about it on these forums. We lose wisdom for charisma, which is bad. We gain acrobatics for fortitude, which is good. We gain craft, which ... who cares? And then we lose an ally for a weapon. Now, for me, that's just friggin terrible. Sajan doesn't want or need a weapon. Of course, there's a role card that's all about using weapons (Zen Archer), so clearly Obsidian and at least some players think that giving weapons to Sajan is good. I think that those people are just plumb wrong, and that losing an exploration card to gain dead weight is just awful. Still, if you're one of those crazy people who thinks clogging up Sajan's hand with a weapon is a good thing, then this might actually be a "Wow" for you. Formal Seelah Constitution D6 (down from D8) Intelligence D6 (up from D4) Melee +1 (down from +2) Divine move to Charisma Diplomacy +1 added Starting armor 2 (down from 3) Starting items 1 (up from 0) Seelah's stat changes are aesthetically pleasing (I never thought it made sense for someone like Seelah to be dumb as bricks) but mechanically immaterial. Like Ezren, she loses a point of her primary attack skill, and like Ezren, she gets amazing stuff to make up for it. Moving divine to a bigger die is awesome. Gaining diplomacy in conjunction with changes that make Seelah want to put points into Charisma is awesome as well. Realistically, that +1 diplomacy ends up being +2 or +3 by the end. Losing an armor is awesome, and gaining an item is awesome as well. I never understood why a paladin couldn't carry around a spyglass, and finally, Seelah can! Since Seelah can always flip a d6 to make up for her slightly weakened melee prowess, I'm delighted to have this character. Frostfire Seoni Dexterity D10 (up from D8) Charisma D10 (down from D12) Diplomacy +1 (down from +2) Arcane +3 (up from +2) Starting Spells 4 (up from 3) Starting Blessings 4 (down from 5) Arcane blast renamed to Stormfire Blast, now adds 2d4 (instead of 1d6) and the cold trait in addition to the other base traits. Acid blast altered to also replace the cold trait. Seoni's arcane skill changes from d12+2 to d10+3. The average result is the same, but d10+3 is usually better. Most of the time, you'd rather have a higher minimum than a higher maximum, and having that extra +1 on the bottom helps Seoni be conistent against easier monsters later on. It can also eliminate those pesky "I have a 1 in 10 chance of failing this important check; should I spend a blessing?" situations that occasionally pop up. Seoni gains a point of dexterity, which is mostly irrelevant, and she loses a point of diplomacy, which is annoying but gets less so as the campaign goes on (since she's obviously going to max out charisma). What matters is that extra spell. Ho. Ly. Cow. Seoni BADLY wants more spells, and having an extra one to start — and a cap of 7 instead of 6 — is huge for her. Seoni's problem has always been that she doesn't really want to use her arcane blast power because it's weak and only gets weaker (proportionally) as the game goes on, so she has to fill her deck with combat spells. But with only 3 spells to start and only 6 at the cap, having adequate blasting power limits how many scrying and other utility spells she can carry around. That extra +1 spell lightens her load immensely. She loses a blessing, which hurts, but it's a worthy tradeoff. Lastly, we get to her improved arcane blast power. I've seen some misinformation on these forums about it. Please note: the cold trait is an ADDITION to the fire trait, not a replacement. Is this good or bad? Well, some monsters are immune to cold, but how often do you find a monster that's immune to cold AND you need to use your arcane blast against it? Rarely. So honestly, the cold trait doesn't matter much (and might occasionally help), while the boost from d6 to 2d4 is very welcome. That's a boost from 3.5 to 5, with a higher minimum and way less variance. A 1d6 will roll a 2 or less fully 1/3 of the time, whereas 2d4 only does that 1/16 of the time. And quantitatively, getting +1.5 on this ability matters a lot because the ability is so weak to start with. All in all, Seoni gets a desperately needed extra spell and a very welcome boost to arcane blast. Losing a blessing and taking –1 on Diplomacy hurts, but those are the best designed characters — the ones that give you something and take something away. A solid "Wow" from me. Armored Valeros Dexterity D6 (down from D8) Constitution D10 (up from D8 Melee +1 (down from +2) Fortitude +1 added Starting armor 4 (up from 3) Starting allies 1 (down from 2) If Forest Harsk and Sunwrought Kyra are the children of meth, then Armored Valeros is the product of bad acid. Or maybe Obsidian's just trolling us. Who knows? All I know is that Armored Valeros is a walking dumpster fire. Trading dexterity for constitution is a slight downgrade because dexterity matters more. Losing melee sucks (and actually makes him tied in combat strength with the new cleric!), so you'd think Obsidian gave him something incredible in exchange. Let's see: Fortitude +1? Who cares. Starting armor +1? Another nerf. Starting allies –1? Another nerf. Dammit Obsidian it's just nerfs all around! Anyone who drops 6k gold on this piece of crap should be allowed to sue for a refund.
  4. I hope there's gonna be a hotfix for this hotfix sometime early in 2017, because the game promptly crashes every time I try to load my save file. Merry Christmas everyone!
  5. Some misinformation is seeping into this thread, unfortunately. Having all locations permanently closed is neither required for avoiding the bug nor a guarantee that the bug will be avoided. This suggestion was a promising lead at first but has since proved incorrect.
  6. What mystifies me the most in this discussion is why anybody opposes the implementation of one of the game's rules. The ability to pass on boons is one of the rules of the game. Saying "just roll an untrained skill" is totally asinine. It's like if in the digital version you couldn't discard blessings to take an extra exploration and somebody posted a thread titled "we should be allowed to discard blessings to explore again" and other people posted in that thread like "just use allies." There's nothing to argue about here. You're allowed to pass on boons. That's the rule! Five sixths of the game have been released and the rule still hasn't been implemented. It should be. The end! Night Approaches and the Vault of Greed just happen to be convenient examples that illustrate the consequences of not having this RULE implemented in the digital version of the game. To argue about the merit of these examples is to miss the point entirely.
  7. For anyone who finds this thread and is hoping for an answer: one month later and there does not seem to be a workaround that consistently works. Obsidian has acknowledged the problem, said they're working on a fix, and said that the issue is proving to be extremely challenging for them to fix. In the meantime, take your chances or wait for the patch!
  8. Nathan said explicitly in this thread during the closed beta that the feature would be included, even going so far as to point out that he understood the reasons why it was an important feature. Well Nathan (& Co), the window of this not being a high priority has long closed.
  9. I'm tempted to make a whole new thread to re-complain about this to Obsidian. It was politely pointed out by testers all the way back in the beta that the game needed to include an option to pass on boons. Obsidian even acknowledged the point and, if I remember right, said they'd include the feature eventually, just not on release. As a tester, I was okay with this because passing on boons wasn't super critical in the prologue or AD's 1-2, which is what the game launched with. As explained above, it really only becomes vital in AD3 and beyond. Well, AD3 came and went, and then AD4 and AD5, and a fundamental rule of the game is still not implemented. The Vault of Greed is a shining example of how awful things can get without this rule in play. Obsidian, please! I love the dice and treasure chests and quest mode and new wildcards and stuff, but please finish implementing the actual rules of the game.
  10. Looking back, I definitely should have been more clear on that point. Thanks for commenting here, though, so that I can explain! You can ONLY customize your deck the way I do in the video if your party is brand new. Once you've played through a scenario, you can't customize your deck like that anymore. To make your own starting deck choices, create a new party. Merry gaming!
  11. I'm also going to toss a #4 in there. 4) It's different, but there's really no practical way to address tabletop-style culling when you can play scenarios over and over or even go back to earlier Adventure Decks. Good point -- when describing Side #2, I should have said "technical and gameplay" reasons. There's a wealth of both! (I'm not a fan of Side #3. In case that wasn't obvious. )
  12. What Obsidian has said in the past is the they'll never do this because of technical implementation reasons. This is one of those things that was heatedly argued about when Obsidian explained how they were going to handle things. (For anyone who doesn't know: at the start of each scenario, a % of basics/elites is culled. This % presumably increases with each scenario.) The three main sides in this fiery debate were as follows: 1) Obsidian's way is better than the original way, so I'm actually happy. 2) Obsidian's way is worse than the original way, but I understand the technical reasons for it, so I'm okay with it. 3) Obsidian's way is worse than the original way, and I think I understand the programming of Obsidian's game better than Obsidian does, so I'm angry with their decision. Feel free to pick your side and proceed from there.
  13. The rules are rather famously fuzzy on the "defeat" terminology for villains. My understanding is that when you defeat a villain, he either escapes or he doesn't, but either way he is considered defeated. This makes 5.4 a particularly brutal scenario.
  14. A user in another thread suggested VRT: "vault return trip." That user was able to escape the progression break described here and in several other posts by going to the vault, then closing out of the vault. I wasn't able to test this method, because on my latest run through 5.4 on Heroic difficulty, the game just worked fine without any issues (phew!). In that one, the villains were in three different locations. All other locations were closed. I killed the villain in location A while temp closing B and C, then I killed the villain in location B while temp closing C, then I finally killed the villain in location C -- all without any prompts to move my characters or any other hitches. Prior to delivering these three killing blows, I had only killed a villain once before in the scenario (got lucky with my scouting). Not sure if any of those factors matter or not. Please keep bugging Obsidian about this so that they understand this bug is not excusable. The latest thread in the announcement forum, about an upcoming patch to the tutorial (LOL), is a good place to do that.
  15. This is nice, but any chance we'll see a tiny little patch soon that increases our chances of finishing Scenario 5.4 (Thassilonian Sins) without an unstoppable progression break? I think more people are getting stumped on that one than on the tutorial.
  16. I really hope that the developers make a comment about this bug specifically. It's hit a lot of people, induces a lot of frustration, and takes players an enormous amount of time to work around. In the post I made about this bug, asking for a workaround, the one user who replied said he tried the scenario 10 times (!) before finding something that worked. (Aside: what he found worked for me, but not for another user.) I get that bugs escape into the wild sometimes and I'm okay with that for a game of this complexity. But when a totally ruinous bug slips past the testers, the professional thing to do is for the devs to make a comment -- even if that comment is just an admission of uncertainty and an apology.
  17. Oh, snap. For me, when all three villains were in the same location with every other location closed, all three villains died without a hitch. So ... we're back to square 1. If temp-closing isn't what causes the progression break, then what does?
  18. My hope is that Obsidian follows a path like the following: 1. Finish Runelords for mobile. 2. Finalize everything and fix the major bugs. 3. Release for Steam. 4. Get great reviews and make bucketfulls of money. 5. Proceed with the subsequent base sets. I, too, would like to see Mummy's Mask next, as it has the best designed characters accompanied by good theme and flavor. But I'm okay with anything if we get all the base sets eventually.
  19. Update: This works! It's a hell of a handicap, but at least it's a way to get past the scenario. I can't believe more people aren't complaining about this. Thank you so much, FlowingBits!
  20. Perfect, that's exactly what I was looking for! I'll try again, see if it works when I don't do any temp closes to defeat a villain, and report back here. Thank you so much!
  21. I was one of the unlucky few afflicted by a bug preventing me from completing Thassilonian sins. The first time I completely defeat one of the villains, all my party members are prompted to move, at which point the game won't continue. Quitting and logging back in doesn't help. I don't want to waste a bunch of time redoing this scenario only to keep having this happen again, so I was wondering if anybody figured out what trips this bug and how to work around it — kind of like how the Black Magga bug could be avoided if you made sure that your party explored the final card. Thanks in advance for any help you might offer! p.s. I'm posting it here instead of Tech Support since the bug has already been reported there more than once, and my hope here is to work around it rather than to report it.
  22. It happened to me as well. I left my game in the hanging state because I desperately hope I do not have to play through that annoying scenario again.
  23. I'm super excited! This was a fast one. I've got my fingers crossed for AD6 by new year's!
  24. I haven't read all the replies, so my apologies if any of this is redundant. First, I really enjoyed the OP. It's great to read in-depth game analysis like this -- such a breath of fresh air compared to all the superficial whining game forums usually see! Now for my replies: Point 1: In my 6-player campaign, I haven't lost a single scenario. And this is while talking and recording, so I make quite a few careless mistakes (and boy do some of my viewers rip into me over it ). For many years, the consensus among PACG fans on the Paizo forums has been that the game is actually too easy, not that it's too hard. What I think your analysis overlooks is that while you cannot indeed have "all the right cards at the right time," there's a lot of redundancy in the decks. All blessings can give an extra explore. Almost all allies can, as well. Thus, having "the right card at the right time" is usually just a matter of having any blessing or ally in your deck so you can explore again (or having any blessing so you can add a die to an important check). Yes, you sometimes get screwed because Seoni didn't have her Sihedron Medallion when some random monster blasted her for 3 unavoidable pre-combat damage, but mostly what you need to succeed is extra dice to make checks and extra explores to beat the clock, and in that particular area, the character decks have overwhelming redundancy. Think of it another way: the time a big party loses by having extra locations to explore is gained when it succeeds at checks a smaller party would have failed. When a small party fails a check, the card gets shuffled back in and the explore is wasted, but it's okay because the small party has plenty of time. The big party doesn't lose that time in the first place. Point 2: I agree completely. Obsidian tried to fix this in some ways, for example by giving Bandit henchmen the Veteran keyword (+1 difficulty per adventure level), but the problem is really pervasive and Obsidian didn't go far enough. The difficulty curve throughout the adventure is out of whack. Point 3: I agree completely. Restricted movement should be an a la carte option. It increases difficulty in a novel, challenging, and (most importantly!) fair and beatable way, unlike some of the heroic scenario powers and wild cards (I'm looking at you, Night Approaches). Don't get me wrong, I enjoy and play both Heroic and Legendary, but I would LOVE to have restricted movement in my vanilla game without having to include all the ridiculous stuff.
  25. Nice bug fixes in this one. Thanks! Any chance of AD5 before Christmas? Of 2018, I mean?
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