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Generically, I can confidently say that we have a lot of plans for a lot of non-adventure-path content. But I'm sure that's not super helpful.

 

More specifically, we probably won't do class decks the way the physical game does. At least initially. We have been staying true to the mechanics, features, and constraints of the adventure path (and character add-on deck). When it comes to things like class decks and organized play, we are planning to do things that fit the digital realm a bit better.

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Generically, I can confidently say that we have a lot of plans for a lot of non-adventure-path content. But I'm sure that's not super helpful.

 

More specifically, we probably won't do class decks the way the physical game does. At least initially. We have been staying true to the mechanics, features, and constraints of the adventure path (and character add-on deck). When it comes to things like class decks and organized play, we are planning to do things that fit the digital realm a bit better.

 

actually, this was probably one of the most super helpful (read, informative) posts I've seen since this forum's inception.  thanks. 

 

for myself, I could care less about the class deck and organized play structure.  When I mentioned class decks before, what I really meant is that I wanted the choices of all the different characters (and was willing to pay for it).  Whether I could export a character from one game to the next or participate in organized play online mattered very little to me.  I expect to play this game 1P or with a known group of 2-3 friends (assuming async multiplayer is an option - I can see that being difficult with blessings and other effects without a lot of scripted actions - e.g. option to "always allow" other party members to trigger my blessings/weapon effects/etc. on their turn.)

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Generically, I can confidently say that we have a lot of plans for a lot of non-adventure-path content. But I'm sure that's not super helpful.

 

More specifically, we probably won't do class decks the way the physical game does. At least initially. We have been staying true to the mechanics, features, and constraints of the adventure path (and character add-on deck). When it comes to things like class decks and organized play, we are planning to do things that fit the digital realm a bit better.

 

actually, this was probably one of the most super helpful (read, informative) posts I've seen since this forum's inception.  thanks. 

 

for myself, I could care less about the class deck and organized play structure.  When I mentioned class decks before, what I really meant is that I wanted the choices of all the different characters (and was willing to pay for it).  Whether I could export a character from one game to the next or participate in organized play online mattered very little to me.  I expect to play this game 1P or with a known group of 2-3 friends (assuming async multiplayer is an option - I can see that being difficult with blessings and other effects without a lot of scripted actions - e.g. option to "always allow" other party members to trigger my blessings/weapon effects/etc. on their turn.)

 

I agree I just want the character cards in the game I couldn't care less about Pearl of Wisdom et al.

Edited by Cocky-Rooster
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  • 2 weeks later...

Generically, I can confidently say that we have a lot of plans for a lot of non-adventure-path content. But I'm sure that's not super helpful.

 

More specifically, we probably won't do class decks the way the physical game does. At least initially. We have been staying true to the mechanics, features, and constraints of the adventure path (and character add-on deck). When it comes to things like class decks and organized play, we are planning to do things that fit the digital realm a bit better.

 

OMG OMG OMG!

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