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Everything posted by Doppelschwert
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Extra card feat in story mode.
Doppelschwert replied to Doc Mage's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
Same thing happened to me. Is it safe to go on with another scenario? -
Those are all valid points. I think a lot comes down to playstyle and party size. In larger parties, blessings are certainly more important, and since you can split sequential checks, it suffices to use all the blessings on a single combat check. However, I use sajan in parties of at most 3 characters, and often solo. The amulets are nice, but I'm playing with treasure cards off, so the box contains a single fiery amulet, which I put in my deck in addition to the crossbow. I'm bound to get damaged at some point from something like the enchantress, so its nice to have a backup weapon. All I can really say is that I played through the (physical) game once without ranged weapons, but now that I'm playing with a ranged weapon, I feel like I'm having an easier time - mostly because whenever a villain demands sequential checks, my average combat is a little higher than with the amulet, and I don't need to care for resistances against fire. (Note that I would happily prefer feeling that the amulet is stronger, since I don't like the ranged weapons for a monk conceptually, but from my experience so far, I can't). The bonus against warchanter enemies stays, I just don't use the weapon in that case. Once you hit AD6, there is also the force sling +3, which gives 1d6+3, so 2 points above the expected roll of an amulet and less variance.
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Thanks for the write-up! I agree with most of your analysis, except for seoni and sajan. Seoni becomes much better with an additional spell slot. More rechargable cards make the deck recycling much smoother, so this really helps her a lot. Another copy of haste lets you explore just like the blessing she is losing, but she can use it multiple times during a scenario due to the recharge without the need of healing. Apart from that, you might as well choose any other spell for added versatility. You're really only losing a potential one-time buff for one check, which is not her primary role anyway. When I play her aggressively, I always end up with her decked thinned to the point of only consisting of rechargable cards, and this change helps a lot. Sajans weapon slot is actually very useful. Playing a heavy crossbow (a B card!) is essentially the same as playing a blessing for his combat check, with the potential downside that it lacks the magic trait, but the advantage that it stays in his hand. This helps a lot in the number of combat checks he can succesfully deal with in a single turn. For combat purposes, a weapon slot is more or less superior to a blessing, so he traded an ally [exploration] for an superior combat tool, which frees up a blessing you don't need for combat and can use for other things [exploration, buff]. In a way, you get to use a blessing for that ally he loses, which is an upgrade IMHO. I think the intention of adding craft was to give his drunken master role an easier time with acquiring potions, at the disadvantage of making it harder to keep them around. I'm not a fan of potions in RotR besides the healing potion, so I'm not so interested in this role either, but I guess it was meant as a sidegrade rather than downgrade of that role for certain playstyles. In particular, he now has an easier time to allocate some potions before actually getting to his role. I'd personally agree that the fortitutde is more important for this role, but I can see a playstyle where its helpful.
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I think everyone is slightly better balanced in the alternate roles, except for valeros and sajan. The skill changes mostly turn the characters from min-maxed to more balanced - personally, I think one of the biggest issues is to be able to cope with checks that characters are not good at, and a single raise from d4 to d6 makes multiple blessings scale up much much faster. They also improve survival, which is crucial for the later ADs of RotR, so thats important as well. I don't like the change for sajan here, since monks are all about wisdom in the rpg, and wisdom is much more important than charisma for the banes in RotR. The card feats mostly reduce high weapons or armor counts in favor for cards that grant explorations and may be recharged, resulting in a more active deck that doesn't clog your hand, which is also positive in my book. I don't like valeros here, since he's the only one where its the other way around. Overall, its mostly little buffs that either patch up weaknesses of the characters from todays point of view (3 base sets later) or just improve them in general. I think they did a very good job overall! However, I would have prefered a more drastically changed sajan. Don't get me wrong, apart from the wisdom/charisma change, the changes certainly help with both of his roles, so they are well designed. However, as a monk player, I thematically never liked his roles much to begin with. Classically, monks are martial artists in melee, and sajan is even depicted with his temple sword that he uses in the rpg. However, in RotR, it's strictly better to use ranged dexterity weapons, and that never sat well with me. I would've liked more support for melee weapons in some way, granting him the melee: dexterity skill for weapons with the finesse trait for example. Class deck sajan is one of my favourite characters, as he is all about using swords, but the RotR version is just too far away conceptually I guess.
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-F: Are from me. Based on this quote from the thread belonging to flounders blog, can we get a little bit more information about the upcoming alts? I mostly want to know if the alts are characters that have been published before from paizo (so a mix of class deck versions and versions from other APs) or if they are exclusive to the app? While it is mentioned that they have different skills and powers, the preview image of valeros does not, so I'm a little confused here.
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I don't know why no one is suggesting this, but wouldn't it make much more sense to expand the content of the game by offering the season of the runelords and/or the season of the goblins APs? They use the same cards most of the time and just change the rules around, so it would probably be much better in terms of cost / scenario (although there are some very heavy modifications at times, so it's not so clear cut). I don't think they'd consider mummies mask to be available as a free to play app next, since that would probably cut the sales of the set. Using the APs in chronological order makes more sense to me, since the sales they can have with those sets is probably saturated by the time they hit the app.
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How do you get gold?
Doppelschwert replied to Rubarack's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
It works for me - I tested it today. Made a new party, added a new Merisiel. All modes of Brigandoom were unlocked, Poison Pill was locked. However, my game did not indicate that normal and heroic of Brigandoom have been completed. The reward screen showed I would get 100 Gold for completion on normal and I did afterwards. -
How do you get gold?
Doppelschwert replied to Rubarack's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Replaying in story mode only gets you gold on legendary. However, if you make a new party from scratch, you will get gold for the first time you beat the scenarios on normal and heroic again. -
Harpy Monk
Doppelschwert replied to Doppelschwert's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
1) Ah, I see. The game also lets me choose between Combat and Melee, but after choosing one of the two, the description is 'Combat Check', so I never know whether I changed between the two or not. I changed back to the tablet UI on my phone since it is big enough to read everything at once, but it is too small to be sure which of the two options I pressed with my finger. 2) That explains it, I probably played an improved sage's book on that check. In the physical card game, I almost never use items for damage reduction, so I didn't pay attention to that rule. -
Harpy Monk
Doppelschwert posted a question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
My Seoni just died a terrible death against a harpy monk because of two bugs: 1) I lost the wisdom check so I had to rely on my strength check for combat. I played a blessing of gorum, but was not able to choose an option that would grant me 2d4. Or maybe there was, but the interface doesn't distinguish between combat-melee and combat-strength, so I never knew what I picked. Strength should give me 2d4, while only melee would've given me 1d4. That was 1d4 additional damage that was not mitigated. 2) Luckily, I still had a sihedron medallion - or so I thought. But I was not able to play it, although the harpy monk doesn't deny it. 3 additional damage that was not mitigated by the medallion. Endresult: 3+d4 additional damage that should not have been dealt and killed her. I'm not on hardcore mode so she is still around, but if I was, I would be really pissed right now. -
One excellent card that was not mentioned is the crown of charisma, which either gives you additional dice to diplomacy checks by revealing or lets you automatically succeed at a diplomacy check by recharging. The following link gives you a complete card list of the physical character add-on deck on paizos homepage: http://paizo.com/include/PZO6001-CardList.zip It's kind of a mixed thing since the additional boons dilute the ratio of better boons in the later adventures while also adding some of the more annoying monsters in the early adventures (another siren and a satyr, which is basically the same as a siren but with acrobatics instead of wisdom), especially if you play with small parties. IMHO, in the physical game, it's a good guideline to only use the additional cards when you play with a party of 5+ people (where its also necessary). Since I play with a party of 3, I did not bother to buy it in the app, especially since I assume there is no way to choose whether the additional cards are used or not (in contrast to the cards from treasure chests).
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The concept he alluded to is actually quite easy: If you play in the card guild, your character deck does not consist of cards from the game box, but instead consists exclusively of cards from your corresponding class deck. While playing the game, you acquire and use cards from the location decks as normal, but between games, you replace the cards you acquired from the base game with corresponding cards from your class deck, according to some predefined rules. Between games, this cleanly separates all cards into cards from the base set and cards that belong to your characters deck. The idea is that you can go to different people who host a game with their base set, play the game, and go home with your character without the need for taking their cards with you. Since the rules are freely available, you can in principal play any scenario with the class deck progression variant at home as well by tweeking some scenario rewards - there is no need for the society, actually.
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it's not a bug. Instead, you looked in the wrong place: the medallion is loot, so when you removed it from your deck, it went into the loot tab instead of the item tab (although it is an item, but loot takes priority for this). the loot tab only comes up in rare cases like this, so it is easy to miss. the game will probably communicate this better in some future point in time.
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Playing scenarios on normal difficulty in quest mode up to character level 7, my impression is the following: I think the scenario-level refers to the scenario rules. In quest mode, you basically get a scenario card from the physical game where the locations and henchman/villains are replaced by random locations and random henchman/villains. As far as I remember, in the first 10 character-levels, the scenario rules have always been either 'Brigandoom', 'Poison Pill' or 'Blackfangs Dungeon', which should translate to: whenever a monster forces you to recharge a card, draw a card / +2 on getting allies / encounter a skeleton henchman after any henchman While the henchman and villains seem to be drawn from any unlocked deck, I think the locations, boons, monsters and traps are drawn from a box where the assumed adventure number is (character-level / 10) rounded down, following the trend Hannibal_PJV already explained.
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I'm sorry to hear that. Are you sure your characters are really lost? Did you check the experienced tab at the top to search for your characters when starting a new party? Unfortunately, this does not work. I have two parties stranded at this scenario at this time and haven't been able to progress past it once. I deleted a party, put the experienced characters in a new one but still had to start from the first scenario with the others locked. I'm hoping for a fix. I paid for the full bundle but have not been able to play any further than Local Heroes because the game locked up after it on two seperate occasions. Really disappointed with that because the game is so much fun! I was not claiming that making a new party with your old characters would fix the locking down in general, but rather that you can get those characters back into a game which works, which seems to be the case? While it's unfortunate that the scenario progress is not carried over, your characters, their unlocked progression and their decks should be, which is, at least imho, the most precious part. I was not actually checking if the scenarios themselves would be unlocked, but I'm sure that on the character tab, the scenarios you completed are still marked correctly. Sure, it sucks to be forced to replay some scenarios, but it should be easy when your characters advanced a bit already, so I hope my suggestion can mitigate the damage somehow. I tend to have no problems with scenario 1-2 as long as I stay on normal difficulty.
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Unarmed Strike Active?
Doppelschwert replied to CovertDad's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
You raise a good point - that's the only reasonable conclusion. On the matter of always on, I think it would be nice to have a toggle on the character sheet that governs these settings. I love playing monks, but its actually pretty tedious to manually activate unarmed strike every_single_time on sajan. If you go for the drunken master role, I think there is not enough incentive to ever use weapons on sajan, so the option to automatically using unarmed strike would be pretty convenient. On the flip side, I see that this may not be very convenient for the KI archer, so a toggle would be a great solution. I guess that is not easy to implement since it seems to clash with the way the game handles playing modifiers, but it would be nice nevertheless. Having the traits activated by default is a big help already in reducing tedium. -
I think I found a workaround - as far as I understand character management, characters are stored independently from parties. You can just delete the current party, so that the locked characters are freely available, and then build a new party with them. Since the game stores the completed scenario on a character basis, this should also immediately unlock all scenarios on all difficulties you had before. Try it at your own risk I guess, but I was able to free up my sajan this way and make him into a new party. I replayed local hero on normal difficulty and just moved on like before.
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Unarmed Strike Active?
Doppelschwert replied to CovertDad's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
Yeah, I just unlocked the magic trait and it being always on was a pleasent surprise (I feared I had to toogle it on every time). Argument for default on: Incorporeal creatures can only be destroyed by attacks with the magic trait, and several of them are already in the basic box (ghost, spectre, shadow). They are the worst in early game for martial characters, since you just can't kill them without magic weapons. Argument for default off: Any enemy immune to magic. But even though I played through RotR, I can not even remember a single one (I know of those golems in WotR, but thats it). Some enemies prevent you from casting spells if you fail a check, but that doesn't interfere with this magic trait. For the fire trait (or any element for that matter), I can't really remember any particular enemy that is resistant against them, although sometimes they add bonus dice. So in the majority of cases, you will want these traits to be automatically on since they are either beneficial or don't change anything. Them being on by default is the right call imho. -
This occured to me as well, but you can still play the game with all the characters not present in the bugged party - instead of 'continue', choose 'story' in the main menu and make a new party with the old characters. Does not solve the problem, but might be mitigating the damage. I have the same issue on the same mission on the same difficulty, but only with sajan. Mission: Local Heroes Completed: 2nd Tier Difficulty Completed with: Sajan I've never completed Local Heroes on the second difficulty before, was my first attempt. Seems like this scenario should be evaded on the higher difficulties, or has this happened to anyone on another scenario as well?