Jump to content

Brainwave

Members
  • Posts

    282
  • Joined

  • Last visited

Posts posted by Brainwave

  1.  

    Wait. I thought the game without permadeath enabled was the same as the card game, in that if someone died you started over with a fresh version of that character with basic cards and no feats and that permadeath was that plus no starting over. So like if I started with Meri and Kyra and Meri died then no more Meri, Kyra is on her own. Now i realize that's My own crazy version of permadeath. If permadeath is the same as the original rules, then what happens if someone does without perma enabled? I know from other posts that you don't get the scenario rewards. Is that it and all cards and other feats remain the same?

     

    Essentially yes. If you die during a scenario without perma death that character simply does not get the scenario rewards.

    We need super-permadeath! (It's okay I can impose additional restrictions on my own if for some reason I feel the need)

  2. Agreed. Keep in mind, Kyra can be a solid strength based weapons character. I played a 6 character solo run of the card game in which she was the only one who could use such weapons, put points into her strength stat and gave her weapon prof as quickly as possible. Yes, her strength die is only a d6 but she has a good melee bonus and with blessings and the right power feats she can still do well with weapons. So if it were me I'd take an arcane caster - probably Ezren, who in my opinion makes more use of spells than Seoni (who quite often just uses them to feed her special ability). But all the characters are great and Valeros is a fun melee character, so really you can't go wrong.

  3. Wait. I thought the game without permadeath enabled was the same as the card game, in that if someone died you started over with a fresh version of that character with basic cards and no feats and that permadeath was that plus no starting over. So like if I started with Meri and Kyra and Meri died then no more Meri, Kyra is on her own. Now i realize that's My own crazy version of permadeath. If permadeath is the same as the original rules, then what happens if someone does without perma enabled? I know from other posts that you don't get the scenario rewards. Is that it and all cards and other feats remain the same?

    • Like 1
  4.  

     

     

    What if you remove her from the party, and add her to a party with Ezren, who ALSO has 4 haste cards from a DIFFERENT party?

     

    Then you have a lot of haste and little other options!

     

    So you can supersaturate your vault with more of a card than exist in the Gallery by acquiring more than the usual total among several characters in different parties, and then putting those experienced characters together in a single party?

    Nope.

    So lets say you have a Valeros and Amiri and after a lot of party manipulation they each have 5 Short swords. Because reasons. So now your party has 10 Short swords. Since you are over the vault limit you will not run across another short sword while playing with that party.

    So then lets say you wake up one day and say to your self "What the heck was I smoking last night, 8 hours of my life is gone and all I have to show for it is 10 Short swords!" So you play and start acquiring other weapons to replace them, slings even. During card selection you drag them to the bottom tray and replace them with much better and more useful and weapons. They do not all go back to the Box, er Vault. As the vault can only have 2 short swords in there, any additional ones you dump back to the vault just vanish. You cannot in inadvertently flood your vault with short swords. Which is a very good thing. Trust me.

    lol

  5. This is random and I know it's not going to change but I don't think I'm alone in finding that wording to be confusing. To me, "you" on a card in a card game means the active player, period. If it's supposed to mean all characters then it should say all characters. I know this isn't the kind of thing that's going to change for the video game and you guys are working with the cards as written but don't be surprised if you continue to see players confused by this kind of wording.

  6. I should go into more detail, but I'm not really focusing that way when I play,  Overall, Heroic mode costs me when I'm careless.  So far, Legendary mode has scared me enough that I haven't been careless.

     

    So, the boons you get added to your vault from completing adventures on Legendary...  Are they fixed or random?

    The boons that you get for completing each adventure set on Legendary seem to be fixed cards, when choosing your adventure from the map screen, you can see what card you'll get down on the bottom left by tapping a button I think.

    • Like 2
  7. Great feedback everyone.

     

    @Brainwave So if you were defeating these on first attempts with a Kyra and Meri who have not farmed, my take away is that overall Legendary Mode is easy and not living up to the name?

    So first off, found the normal-heroic jump to be more of an increase in difficulty than heroic-legendary, as the biggest difficulty increases for me, other than the couple of really tough wild card powers, were the increased scenario powers. For example, on poison pill, having increased barrier difficulty makes taking out those poison traps with Kyra a lot harder, sometimes when I found one, if I didn't have a dex blessing or thieves tools on Kyra, I'd just leave the location and move Merisiel over there.

     

    However, and this is a big however, I suspect adjacent movement will matter a lot more with more characters and more locations. When Meri needed a heal I could always get Kyra to her fairly easily but if it took 3 turns to get Kyra to a heal target, that's a lot more wasted time.

     

    And yes, I hadn't farmed when I ran through them and I also don't own the add on deck so no deathbane crossbow or 2nd masterwork tools, etc.

     

    But to say it was easy would be a huge understatement. On normal you can often autopilot through these easier scenarios without even thinking about it and have plenty of turns left. On Legendary in particular there were many attempts that were very close and I did run out of time at least once, maybe twice, on scenarios other than the goblin one, it was just less memorable because I didn't have to repeat them as many times to win.

     

    It seemed properly difficult overall and I do think more characters would make it even harder in some cases, as many of the effects relate to the blessings deck.

  8. I've actually been thinking about this (I haven't unlocked AP2 yet, I know I'm working on it...) but so far terms of the modified scenario powers on Heroic the only one that stood out was the 2d4 goblin difficulty on Approach to Thisletop. I should replay the others a bit more, but most felt like they increased the difficulty a bit but not overwhelmingly. That one seemed like a bigger difficulty jump, if it were me I'd just make it 1d4+1 or *maybe* +2. That one required multiple attempts to complete (on both Heroic and Legendary) and most of the rest by comparison I got on the first attempt(Also I ran them all right away without doing any extra farming, with Kyra and Meri).

     

    In terms of the wildcard powers, I've given that a lot more thought - (I might be missing one or two, but I think this is most of them)

     

    Blood in the sand - when you discard more than 1 card as damage from a combat check, bury one of those cards.

     

    Low difficulty. Very rarely even comes up, generally combat checks are the checks that you make an effort to succeed on, so failing on more than 1 or 2 in a scenario is extremely rare. In addition, this still has no effect if you use armor, only when you fail and check and have to discard cards to pay for it.

     

    Darkest night - difficulty of checks to defeat banes increased by 2.

     

    Moderate. This one can make things a bit more difficult but unless there's some other effect also increasing bane difficulty, it's not really that bad.

     

    Driving rain - difficulty of all checks increased by 1.

     

    Moderate. While increased difficulty does add to the challenge, 1 point really doesn't make it that much harder but it does have an overall effect over the course of the scenario.

     

    Full packs - when you acquire a weapon, armor or ally bury a card.

     

    Low. This one doesn't really bother me at all. Yes, you can't immediately use stuff you acquire (well you can by burying a different card) but generally I don't go out of my way to pick up boons that aren't upgrades anyway and quite often they are just filling up my deck with junk for the rest of the adventure. You do lose out on free explores from picking up some allies but overall not a bad one.

     

    Ill wind - difficulty of checks to acquire boons increased by 2.

     

    Low. See above. It might make picking up the deathbane crossbow harder, but rarely does something like this matter for actually completing the scenario.

     

    Impending doom - blessings deck includes 5 fewer cards.

     

    Hard. This one is tough for me to rate as I've only played 2 character games. It really hasn't been a problem for me there but as with everything blessings related, it will get tougher with more characters. With 6, I can imagine this could be a real problem.

     

    Night approaches - when you fail to acquire a boon, discard the top card of the blessings deck.

     

    Hardest! If one of the powers needs to be tuned, this is it. If we had the ability to pass on rolling for boons and if this wouldn't count against you if you did that, I'd put it on the same level with the other boon-related powers. As it is, you just don't have the blessings to spend to make sure you acquire the majority of boons when you encounter them. Even with 2 characters, I've run out of time from getting this. Now with more, you would have more blessings floating around, but you'd also be encountering more cards. This one is really tough.

     

    Painful memories - when you acquire a spell, item or blessing, bury a card.

     

    Low. See Full Packs. Although slightly worse because you can make more use of blessings normally than random draws of other cards, but still not really a major difficulty bump for most scenarios.

     

    Retaliation- when you defeat a monster, roll 1d6. On a 1, take 1 point of damage.

     

    Low. But random. Overall this one generally causes me to take about 2 extra points of damage over the course of a scenario, not a big deal. But if unlucky, it could be more of an issue.

     

    My overall take - Night Approaches just isn't on the same level as the others. If they're meant to be balanced together you might want to take a look at it. Also Impending Doom might be a real problem for a 6 player game, but I haven't been able to test that yet (but from playing a 6 handed solo game with the card game, I remember it coming right down to the wire on turns, many times).

    • Like 1
  9.  

     

    Brainwave, I played RotR Solo as well.

    Because my D&D group was online and spread across the US.

    But now, COME ON ONLINE MULTIPLAYER

     

    Yep, I hear you. I haven't had a regular in person gaming group since college - which was awhile back. Tried various games online but they never really seem to work out. I mean it's fine for video games that are intentional online games but for a pen and paper game, playing via Skype or something just isn't the same.

    If you live in or near Irvine CA we should play some games. :)

    Thanks for the offer but... Texas. Bit far to drive unless the game is exceptionally awesome :)

    • Like 1
  10. These are all really great suggestions and some are pretty key. Being able to opt out of rolling for boons and being able to hide your current action (whether you're closing a location or encountering a card, etc) to look at everyone's cards at the very least, are really needed to be able to play the game correctly. Looking at cards in hand when temp closing is one of the better examples of this - right now, once you encounter a villain, I don't believe there's any way from that point through the temp close decision screen where you can look at cards in hand - and quite often having the right cards (something you are willing to banish, the right cards/weapon in hand if you have to fight something, etc) matter when making that decision.

     

    Others are just really good suggestions like highlighting matching blessings, etc...

  11.  

    1 - Did you unlock any cards with treasure chests between those two screenshots?

    3 - This is intentional. After initial deck editing, character decks are rebuilt between scenarios only with the cards obtained during the scenario. The only time basic cards will pop up again is if you don't have enough cards left to rebuild properly.

    Hi Brainwave, thanks for your help!

    1. No I didn't. When I enter the Gallery initially, it will show a number like 920 / 920 for instance. When I press "Back" and enter into the Gallery again, the number will change randomly like 907 / 907 as shown. I didn't start the game at all in this instance and the number just keep changing whenever I exit and enter the Gallery.

    How do we acquire the "teaser" cards? From the bundle description, we are supposedly given the promo cards as well right? May I know which are the promo cards and how do I identify these cards because I am a total noob to Pathfinder.

    3. Thanks for the clarification. I thought it was a bug haha.

    That's really strange, I'll have to try it in my game. Definitely sounds buggy.

  12. Brainwave, I played RotR Solo as well.

    Because my D&D group was online and spread across the US.

    But now, COME ON ONLINE MULTIPLAYER

    Yep, I hear you. I haven't had a regular in person gaming group since college - which was awhile back. Tried various games online but they never really seem to work out. I mean it's fine for video games that are intentional online games but for a pen and paper game, playing via Skype or something just isn't the same.

×
×
  • Create New...