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Ripe

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About Ripe

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    (4) Theurgist
  1. I don't think anything like that exist for digital version, but it does for physical version. Here is a complete card list for entire Rise of the Runelords set which you used to be able to find for free on Paizo's page (maybe you still can, but since there their last "redesign" I can't find it anymore). PZO6000-CardLists.pdf
  2. 1. Chests? No, mini-transactions like that are entirely online gaming invention 2. Multiplayer? Yes, and one that actually work, unlike this version whose multiplayer never came to life 3. Gold coins? No, that's another online gaming invention 4. 3 difficulties? No, but by this point there are 4 different adventure paths and 4 different multiplayer "Season of..." adventure sets. 5. Scenario rewards? Yes, those are original rewards from tabletop. 6. Stash? No, but that's very recent addition. And one that received differing opinions (just like treasure chests) 7. Character variants? Yes, there are class decks available 8. Promos? Yes, if you subscribed to the game from Paizo you'd get a exclusive promo card with each deck. As for game departing from tabletop version... I'm not sure Obsidian can do that. At the end of the day, Pathfinder is still Paizo's intellectual property that Obsidian only adapted for online playing. Changes that were introduced to game are all approved by Paizo.
  3. Which is what is supposed to happen... you don't defeat that barrier, it stays with you for the rest of the scenario (in tabletop version, you'd display it next to your character) giving you both a benefit (reducing a difficulty of and Intelligence or Knowledge check by 4) and penalty (increasing the difficulty of check to acquire allies by 4).
  4. Is that the one from 2nd part of Valeros story? If it is, then it's because check to defeat is Strength, not Combat.
  5. Yes, playing without treasure cards does make the game a bit more challenging. Take note that you'd still get Promo cards (Poog, Horsechopper, etc.) since they are not considered treasure cards. Only stuff you get from chest will be excluded. Another way to make game challenging is to play "unballanced parties"... all females, all males, all spellcasters, all human, all non-human, etc.
  6. That's not a bug and everything work as it's supposed to. Ezren's power say following: "If you aquire a card with Magic trait during an exploration, you may immediately explore again." Detect Magic say following: "If the card is a blessing or have a Magic trait, you may immediately encounter it." Detect Magic allows you to encounter a card from deck, but that doesn't count as exploration so any power that work of exploration (like Ezren's) will not trigger.
  7. I don't have the game with me, but what is the wording on the Mask... does it say to put the card back on "top of the location deck" or on "top of the original location deck"?
  8. Don't forget about Amulet of Fortitude... that one can be used to beat first check on Barl Breakbones, making it a lot easier for spellcasters to defeat him. As for Crown and Iesha... I'm not sure if it's still true but using Crown used to count as defeating Iesha so you'd also get to check a location to find Skinsaw Man.
  9. I don't have a rulebook at hand, but if I remember correctly using Divine check to defeat Selevar/Zaelsar is not considered a "combat" check (even if you will take damage if you fail) since it doesn't have a Combat trait, so Djezet Skin worked as it should and B. of Iomedae adding 2 dies to it would work as it's supposed on a Divine check. It shouldn't work if you played Fire/Force Bolt (since then you're attempting Arcane and Combat check), but are you sure game didn't cancel your combat spell and chose to use Divine check instead since that would be more beneficial to you?
  10. I think the concern is not about damage that happens before you do anything. It's because you roll damage for each character, then it becomes the first character's turn to act. If you don't pay attention, you may think you're just rolling damage again, and not play the appropriate boons to improve the die roll Which make failing a roll your fault and your fault alone... but in any case, doesn't that game roll for damage by itselt? You get to roll for checks to see if you take damage, but as far as I remember, damage, level increase and like is automatically rolled.
  11. Of the ones mentioned, Ceoptera should work since innitial action is "bury"... all other probably will not.
  12. Runewell-induced bury action also counts towards the daily challenge and is in fact the fastest way of achieving it, along with using Amiri. So the initiator of the bury action doesn't seem to be an issue. But with Runewell, the action you take with the card is still "bury"... at Farm location, the action you take is "discard".
  13. Yup, sometimes I have a feeling development would go much smoother and with a lot less bugs if they decided to follow the tabletop guidelines: no party members change during adventure, no repeating completed scenarios, no saving individual characters (only complete parties)
  14. The only reason I can think of is that the game only count it if it's done "from hand". In this case, your action "from hand" is to discard and card only get buried after reaching discard. I wonder if the game would count cards buried after facing that one monster with ability to bury everything with magic trait used against it since your original action there would also not be bury, it would be reveal or discard.
  15. Wisdom since both it and Survival (which Amiri have) came quite ofter as check to close locations. Also, you shouldn't skip on damage reduction feats... there is way too many monsters/henchman/villains that deal befor/after you act damage in later sets to rely simply on having an armor or ring in hand so anything that help you ignore that damage is great.
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