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Feywood

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Everything posted by Feywood

  1. I think my favourite part thus far of the newest adventure would have to be Black Magga's reaction when she tries to eat at an empty location. Not going to spoil anything, but I think it'll raise a smile.
  2. I'm not sure what is meant by "he won't get the rewards he has already collected." There are no rewards other than powers, skills, and cards, so if you keep all those things, then you are keeping all rewards. I think he's talking about scenario rewards, like golden loot cards and so forth, where an experienced character placed in a new party can't be awarded that loot a second time.
  3. Nooo, actually the opposite. You still have 30 turns, and with 6 players you MUST grind locations, which means you will encounter, and thus have more chances of defeating, more monsters, of whick there are more on the scenario. Also, you get more gold when you close a location, 6 players has more locations. 6 players: Mo' problems, Mo' money Why reward people twice? The rewards for defeating monsters and closing locations are minuscule compared to the reward for completing a legendary scenario, while the difficulty of a scenario (and time to complete) increases as you add more characters. A solo character will walk away with close to 450 gold from multiple runs made in the same time it takes a 6-character party to finish a single scenario, with the latter rewarding that party around 250 gold in total.
  4. I'm afraid that this is simply a mathematically false statement. You're forgetting the opportunity cost, i.e., the best thing you could have bought with that 8k if you hadn't spent it on the C-deck. In this case, that's 16-17 chests. So the cost of the C-deck isn't just "8,000 gold" but also "not having all the treasure chest cards that 8k gold could have bought me." That's a big cost, man! In that situation you're assuming that the chest cards you receive will be useful in the first place, and that they also won't just be excess copies of cards you've already received. At this point in time, if somebody has already bought a few chests, they're more likely to gain an immediate benefit from the character add-on C deck than they are from buying even more chests (even more so if they've not bought any of the four included characters separately), given the likelihood of duplicate treasure cards, and the sheer number of cards that the player can't even access until adventures 3-6 are released. Once you have the C deck, you can easily earn enough to buy enough chests to get most of the treasure cards from the later adventures well before those adventures ever come out.
  5. It may be not be the issue in this situation, but it's also worth remembering that while the luckstone can be discarded to add 1 before a check roll, it has to be buried to add 1 after you've rolled and failed.
  6. What weapon did you use to fight the Spectre, and what do you consider "defeated"? If you have won the combat without magic and the Spectre has gone back into the location deck, you haven't defeated it.
  7. That's not true. I can place an entirely new character in an entirely new party and manually select legendary difficulty straight away. Then there is a visual bug showing anything but normal difficulty as being locked to a new party even though you can select it and play on a harder one. That is actually correct. The heroic and legendary markers for the scenario on the info panel have locks over them, but if you tap on the skull icon, you can manually change the difficulty level.
  8. "to death" is an overstatement. You don't add the Magic trait to that Divine check, so even if you beat it - the Spectre shuffles right back in the location deck. Well, to be fair, it's a spectre, so it's already dead either way. ^_^ Its UN-dead trait would beg to differ You can't spell "undead" without "dead"!
  9. "to death" is an overstatement. You don't add the Magic trait to that Divine check, so even if you beat it - the Spectre shuffles right back in the location deck. Well, to be fair, it's a spectre, so it's already dead either way. ^_^
  10. Agreed, which is why we're pushing for that one. The whole discussion is about supporting how the Warchanter is what is wrong BECAUSE all those other identical cards work the way we expect, so either it's behavior needs to be changed to be consistent, or the phrasing needs to update to match the behavior. Absolutely. I trust Obsidian will make the functionality clear on the card text while they're revamping it with its new special effects, because it really is unintuitive and goes against established card behaviour. I guess the best way to counter any arguments against clarifying the card itself is to put it this way: if you encountered this Warchanter card in the physical game without the app's rules enforcement, why would you think for even a moment that you had to roll for each character? Nothing on the card itself indicates you should.
  11. The argument here is "IF The warchanter functions this way, THEN you have to change every other card to be consistent." Nobody who is saying to change the other cards thinks the Warchanter should work that way. The problem is that people in this thread and others are trying to say that both the warchanter and other cards are different in execution, despite having the same set of rules, and the same phrasing. All we're trying to do is request constency, but because some people still insist that the warchanter affects all characters, we have a logical disjoint. That's not at all a logical argument, though, because there are many, many cards that all use the same phrasing ("Before you act..."), and not one of these affects every character in the way the Warchanter does. It's not just the Warchanter versus the Sinspawn, it's the Warchanter versus the Sinspawn and every other card in the game that disagrees with the Warchanter's specific functionality. Why on Earth would you even begin trying to argue that every one of these other cards should be changed to match a single card that acts in an anomalous manner, when the logical — and realistic — position is that the lone anomalous card is the one that should be changed (either in text or functionality, and we know from the horse's mouth that the functionality is intended)? Surely, by far the simplest and most appropriate solution is just to add a clause referencing "each character" to the Warchanter's card, just as it appears on every other card that affects each character.
  12. If it makes you feel better, I do all my "gold farming" on Adventure 2 legendaries.
  13. I'm not arguing with you. I'm just pointing out that the only card that doesn't play by the rules in the current set is the Warchanter; every other monster that affects each character clearly states "each character" in its description. Either the Warchanter card needs to be changed to clearly state "each character", or its functionality in the app needs to be changed. I don't know why you think the functionality of every other card that says "you" should be changed to match the Warchanter, when that particular card is clearly the odd one out. "You = all characters" is clearly not the rule, because only one card works that way without also including "each character" in its description. The Enchanter doesn't hit everybody in the location before and after the encounter; the Sneak doesn't potentially steal a card from everybody; the Scout doesn't hit everyone in the location pre-combat; Jubrayl Vhiski doesn't make each player recharge two cards, and all those cards say "you". No, he said "Other than recharging spells, only the active character is making checks that turn." This is correct; if a character has to deal with a summoned monster (e.g. an Ancient Skeleton or boss's summoned henchman), they become the active character while they're making their check; they have full use of their hand and abilities as they would in any other encounter, and they make the check roll. Being the active character doesn't mean that it is that character's own normal turn. Other characters can make a check to recharge their own spells off-turn, or contribute to the active character's check with dice via, for example, spells, blessings or ranged shots, but they can never make another character's actual check roll for them. Discarding/recharging a card and rolling a die to add damage to another character's attack isn't a check.
  14. Based on what I can see, Lem's divine power derives from his charisma stat (CHA +1), and the divine roll in this case is a non-combat check (the Spectre is fought via either a Wisdom/Divine or a Combat roll), so the Troubadour can be used in this case, as Lem's roll is literally a non-combat charisma check.
  15. What exactly was the scenario power in this case, then? When you tap Scenario Power to expand the list initially, you have to tap Scenario Power a second time for it to show the little text box that states the specific umbrella power that is in effect. If you tap Scenario Power once to show the list of effects (Darkest Night, Arrow Traps, etc.), then tap Modify Difficulty, it'll show the info in your screenshot, but without knowing what the actual scenario power was it is pretty much impossible to tell (from this end) if this is an issue or not. If the wording of this particular scenario power was "The difficulty to defeat henchmen is increased by the number of henchmen that have been defeated", then it was working as intended. If it was "The difficulty to defeat monsters that have the Goblin trait is increased by 1d4", then that's a problem.
  16. The only story scenario with a bane boosting power similar to that is Undead Uprising in The Skinsaw Murders, which has "The difficulty to defeat Zombie Minion henchmen is increased by the number of Zombie Minions that have been defeated." I'm assuming that particular quest mode scenario power increases difficulty across the board for any undead henchman defeated, which will show if you tap on "Scenario Power".
  17. Exactly true. However, it'll sure add some punch to Merisiel's Back Stabs... Yeah, that's where it ended up (Lini got Merisiel's tiger in exchange, so she has two now). Damn uppity apes, thinking they're people. Waiting for the "Rise of the Realm of the Apes" bonus adventure, now.
  18. The Rogue Ape ally from the treasure chests was looking so perfect for Lini, but unfortunately it doesn't count as an animal, so it doesn't work with her special abilities.
  19. Nope. What about the skeleton horde barrier (or the scenario power that makes everyone encounter an ancient skeleton when a henchman is encountered). Or even better, there's a villain that makes someone at that location encounter a Sinspawn before combat. What if a different person fights the Sinspawn than the person going to fight the villain? Those are just two examples that have happened to me personally, I'm sure there's other ways on top of that where other characters could be making different checks on that same turn. And honestly, it doesn't matter. You don't just ignore a rule that affects a certain card because it mostly doesn't matter. Either the rule applies to that card or it doesn't, period. And I don't see any reason why the "you" rule wouldn't apply to both cards. The Warchanter affects everybody attempting to contribute an attack spell or a weapon to that encounter, while the Sinspawn affects only those making the actual check roll against it, which only one character can do, so even if you took the wording on the Sinspawn card to mean "every character", that card could still only affect the single character dealing with it directly via the actual check roll. As for your other examples: A) The Skeleton Horde barrier deals one bane to each character to deal with, so they each make their own individual check roll there. B) With Erylium, the summoned Sinspawn's -1 effect only affects the person making the check against that creature, not everybody at that location, so if character 1 encounters Erylium and character 2 is chosen to fight the summoned Sinspawn, only character 2 will suffer the turn-long check penalty if they fail the wisdom roll. This was confirmed by testing that particular encounter in the Trouble in Sandpoint scenario. The anomaly here is the Warchanter. Either its text should be changed to reflect the fact that its ability affects each character trying to assist the character making the check, because nothing about its current incarnation indicates that this is the case at all, or its functionality should be changed so that it only affects the specific character making the check roll against it. I can't think of another monster that affects each character (either at that location, or in general) and doesn't use the specific term "each character" in its ability description.
  20. Not really. Farming for gold on anything but legendary is a waste of time. The only reason to ever play Normal (or heroic) again is for the cards. You HAVE to play a scenario on normal difficulty with a brand new party before you can play it on a higher difficulty. You are now penalized for this relative to how it was before the update and it's a stupid design decision. That's not true. I can place an entirely new character in an entirely new party and manually select legendary difficulty straight away.
  21. There's no credit or refund (or "complete my bundle") for a partial purchase at this time.
  22. When you choose a scenario from the world map in story mode, there's a skull attached to the right-hand side of the info panel. If you tap it, you can change the difficulty level: blue is normal, green is heroic, and orange is legendary.
  23. Deck C: Monsters: Bugbear Cultist x2 Enchanter Ogre Plague Zombie x2 Satyr Shadow Siren Sneak Spectre Traitor Werewolf Zombie Giant Barriers: Battered Chest Explosive Runes Large Chest Mystic Inscription Secret Stash Skeleton Horde Weapons: Allying Dart +1 Dagger Deathbane Light Crossbow +1 Glaive Greatsword Icy Longspear +1 Light Crossbow Longbow Scimitar Shortbow Superior Shortsword Warhammer Spells: Acid Arrow x2 Aid Augury Cure x2 Detect Evil Find Traps Inflict Lightning Touch Mending Sanctuary Strength Armour: Battered Wooden Shield Half-plate Leather Armour Magic Chain Mail Magic Half-plate Magic Leather Armour Magic Shield Superior Chain Mail Superior Half-plate Superior Wooden Shield Items: Amulet of Mighty Fists Crown of Charisma Eyes of the Eagle Masterwork Tools Mattock Potion of Fortitude Potion of Glibness Potion of Healing Potion of Hiding Potion of Vision Sage's Journal Spyglass Allies: Acolyte Burglar Crow Dog x2 Saber-toothed Tiger Snake x2 Soldier Troubadour Blessings: Blessing of Calistria Blessing of Desna Blessing of Erastil Blessing of Gorum Blessing of Iomedae Blessing of Irori Blessing of Pharasma Blessing of Sarenrae Blessing of Shelyn Blessing of the Gods x4 Blessing of Torag == Whether that's worth it is up to you.
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