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[D&D/d20 Discussion] The Everything Game

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Posts

  • VyolynceVyolynce Registered User regular
    edited May 7
    texasheat wrote: »
    Side note on the gloomhaven helper app. We were trying to use it. But we came across a strange "bug"? Everything was setup for scenario 9. We added our chars and put our first init in. Then i hit "Draw" in the bottom left for the monster cards right? They pulled up a refresh card. Which i thought was wierd, so i tested it again just to confirm we hit that 1 in 8 chance. Set init draw round 2. Same exact card for the monsters. We tried this NUMEROUS times. Always the exact same card for the monsters. Something like Move -1 Attack +2 with refresh symbol. This happened over and over.

    So i tested with the other monsters on that adventure, each had a different first card, but they were all a version of the refresh. And each time i hit draw, they kept getting the exact same card out of their set.

    So i assumed it was the monsters, i tried a different scenario, 1. Same thing. Each monster pulls only 1 card, it's a refresh card from their set, but it's the only card they draw...

    After googleing a bit, i didn't find any support. I am assuming i'm missing a "shuffle" option, but can't find one. I did find some forums that say you specifically DON'T shuffle, the app handles it.

    We even tried a second phone, same thing.

    Anyone got any hot tips on what we did wrong?

    Weird. The only problem I have with the app is occasionally having the monster stats not be displayed (usually when we clear out a given type). Side note that some monsters have multiple reshuffle actions but yeah there's something odd going on with your RNG somewhere.


    My group and I did Scenario 13 tonight, still on difficulty 3 despite my freshly-minted level 2 character.
    Thanks to a healthy amount of pierce and other shield-ignoring damage, we cleared the first room in a handful of rounds and followed that up with a group Long Rest. Then I opened the door to the big room and plugged it up while invisible, forcing most of the monsters to advance and form a three-hex-wide conga line. I executed my five-hex Attack 4, then moved back so the Cragheart could move up and hit his massive five-hex blast in a fortunate bit of timing (literally initiatives 28 and 29). That cleared out a lot of things and made the mop-up fairly simple. We were helped by the Drakes wasting a couple of turns with their shield/heal/advantage action instead of actually hitting us, but never really felt like it was out of our grasp. Those scaled jerks did burn two of the Curses I planted with their advantaged attacks, though.

    Along the way, our Brute fulfilled his personal mission by killing 20 different types of monster. He retired just shy of Level 6, unlocking the two-mini class.
    Nice to have a Vermling back in the group, although we're pretty sure his little friend will be the more valuable member of the party! Let's go Beast Tyrant!

    The scenario we unlocked will let our Cragheart retire next week. Unfortunately, the Scoundrel's quest is a huge pain in the ass so they'll be sticking with the party for quite a bit longer. We also got Gloomhaven up to Prosperity 3, so things are moving along quite nicely.

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Fry wrote: »
    And Prosperity 3 means a free levelup for your "freshly-minted level 2 character," right?

    Sadly no. We needed his starting gold for the last nudge.

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Fry wrote: »
    Vyolynce wrote: »
    Fry wrote: »
    And Prosperity 3 means a free levelup for your "freshly-minted level 2 character," right?

    Sadly no. We needed his starting gold for the last nudge.

    Per the explanation of prosperity on page 48: "Likewise, any character with a level lower than the prosperity level may immediately advance their level to match."

    Iiiiinteresting.

    Does that waste the XP my Eclipse picked up this week though?

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    I just bought this game on Saturday but I was wondering if it's possible to play the game with two different groups. I know the game uses a map board and stickers to track your progress for one campaign. Is it possible to "share" the campaign?

    Chairman Meow on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    Riokenn wrote: »
    I just bought this game on Saturday but I was wondering if it's possible to play the game with two different groups. I know the game uses a map board and stickers to track your progress for one campaign. Is it possible to "share" the campaign?

    I find this website to be very helpful for keeping track of multiple campaigns: https://ninjalooter.de/gloomhaven/scenarios

    But I've found that keeping a running diary of your campaigns is very useful, too. Just note the important points- Scenarios cleared, enemies fought, equipment bought and sold, changes made to Hero decks.

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    The Faded Legacy retirement train continues, as today we bid adieu to our Cragheart. His ability to create, remove, and relocate obstacles will be sorely missed, but in his wake he leaves behind a shiny new Triangles.
    We were all highly amused that the player has traded one Savvas for another. The Elementalist is a technicolor nightmare and is going to require some careful planning, but should be a blast — literally.

    Our one remaining founding member, the Scoundrel, is still miles away from retirement and currently sitting just shy of level 7. We get to enjoy a couple of scenarios at difficulty 2 before returning to 3 at least.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    Thanks for the tips! Gonna be playing Gloomhaven for the first time with my friends tonight. I noticed in the rulebook it states that the campaign can be shared with multiple parties but whnever a scenario is cleared with one party, the other party can't play it for the single campaign. Since I have two parties to play this game with would it be better to play the campaigns seperatly? That way we can experience everything instead of some parties missing out.

    Any drawbacks to this method? It's basically just 2 Campaigns with 1 GloomHaven. I have extra character sheets and sleeves for our cards, am I missing anything else to keep fresh for the other party? As for the gameboard we won't be sticking anything to it and use a scenario tracker sheet instead.

    Chairman Meow on
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  • RiokennRiokenn Registered User regular
    edited May 7
    Right, I was asking if there were any drawbacks for doing 2 seperate campaigns instead of both parties sharing one.

    Like for example, is there a scenario that would need two parties playing the same campaign to unlock?

    Chairman Meow on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    . It is a big timesaver to be able to stick your modifier deck in your character's box and not worry about it. With multiple campaigns, maybe you'd want to print out and sleeve up attack modifier decks #5 through #8 just so you don't have to mess with all that.

    Same goes for item cards and the city's shop inventory, for that matter.

    Agreed. I keep a diary of the two campaigns that I'm running-- one solo, one with a friend-- so that I can assemble the appropriate skill, item, and event decks as needed.

    Chairman Meow on
  • DashuiDashui Registered User regular
    edited May 7
    I may just cave for a wooden insert, too. I'm looking for one that will hold sleeved cards well, though. I wouldn't mind sleeving the whole game - and I wouldn't do it with premiums - but finding an insert to support that might be a challenge.

    Chairman Meow on
    Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    RickRude wrote: »
    So is this game just brutal and are you expected to lose at times? I've been toying with it in TTS, and the fkrsg few times I lost track of hp sone how but was losing, and the third time I'm pretty sure I fudged somewhere and only completed it because I fudged up my upkeep I'm pretty sure. Also realized monsters are supposed to determine who they attack by initiative when there's a tie, so I'm pretty sure I should have lost!

    Is that normal? I was playing by myself with 2 characters and didn't even up the monster difficulty like I was supposed to. Are you expected to possibly fail at first, and is failure going to be a common occurrence ? Spell weaver specific stuff as I'm not sure of spoiler rules on starting classes
    With the 8 card limit it seems easy to get exhausted as the spell weaver. Didn't help using the cards to get them back from the lost pile I had 2 cards still active. Was also playing as the brute for a meat shield

    Yes, especially at Level 1 before some classes get their strong Level 2 skills. I would say that playing with the Brute is a must in your first couple of games until you get a sense how the initiative system works and how Mooks prioritize their targets. That first room in the first dungeon with all of those archers waiting for you is meant to teach some harsh lessons.

    Once you get the combat down, however, and learn how combos work, failure should not be that common, so make sure you are playing against the right Mook level. You may have it set too high.
    I'm not a huge fan of the Spellweaver, but if you're set on using her, I'd recommend holding off on that "Regain all of your Lost cards" card as long as possible. Once you play it, the timer starts on how much longer she will be standing upright.

    Chairman Meow on
  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    edited May 7
    Yeah, there should definitely be a couple of scenarios between 1 and 2, because 2 can swing into impossible real fast with a couple of bad monster action draws.

    Also yes, you should play it like Souls, where getting hit is a last resort. You can tank to a degree with certain builds, but you need to go all-in on it, or even the chip damage will wear you down. Hordes of weak, ranged enemies are basically the devil, and have ruined our missions faster than any boss ever could.

    Chairman Meow on
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  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    edited May 7
    If I recall, the relevant cards say something like "all adjacent enemies and allies to the target suffer X damage" or the like. Allies can't be targeted by attacks normally; even area attacks just "target" all enemies within that area.

    Chairman Meow on
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  • RiokennRiokenn Registered User regular
    edited May 7
    So we failed the first scenario on Friday since we used up a bunch of our lost card abilities from the get-go, whoops!

    So I had a question about failing the scenario the rule book didn't really specify, do we get insta transported back to gloomhaven or can we just try the scenario all over again from Room 1?

    Chairman Meow on
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  • RiokennRiokenn Registered User regular
    edited May 7
    2nd group played last night and we failed the first Scenario. (2 losses for me :L )
    Not sure what I am doing wrong or we are just getting awful Monster modifiers. Is it possible to make a new guy and play a different class? Do I keep the same Personal Quest as my previous class or get a new PQ for him?

    Also had a question about ability cards. Say you wanted to move your guy with one card and attack with the other. If another player kills a Monster before your turn and there is nothing to attack do you just move to the intended hex and do nothing? To add to this question, say you have two cards left in your hand and they both say lost, so you just opt to do standard move and attack but there is nothing to attack after you move, is that a valid play or do you HAVE to play the ability that loses a card. (For example if it said at the top part go invisible with the Lost icon)

    Chairman Meow on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    Should probably draw a new personal quest, and if you don't plan on ever playing the old character again, I'd shuffle the old character's quest back into the deck.

    Since you're going to be stuck with the Personal Quest for a long time, I would suggest trying to find one that is in keeping with the character. So my Scoundrel had a quest that involved inventing the Perfect Poison; Brute had to fight lots of different monsters; Gadget had to visit many different locations.

    If you're really not liking the six starter classes, I would suggest trying one of the others. Do a little research online to read the basics of each class, you are bound to find one that you like. I found Cthulhu to be very, very powerful if you're looking for a character with more oomph.

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Fairchild wrote: »
    Should probably draw a new personal quest, and if you don't plan on ever playing the old character again, I'd shuffle the old character's quest back into the deck.

    Since you're going to be stuck with the Personal Quest for a long time, I would suggest trying to find one that is in keeping with the character. So my Scoundrel had a quest that involved inventing the Perfect Poison; Brute had to fight lots of different monsters; Gadget had to visit many different locations.

    Those are the exact PQs my group's Brute and Scoundrel had/have (respectively), and our Cragheart had your Tinkerer's. Weird.

    Chairman Meow on
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    Something tells me those are the PQ's that are on top of the deck if you forget to shuffle it...

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Not likely. I assume they'd be in numerical order. Plus everyone gets a choice of two.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    Had a question about this Mindtheif Card

    So if you use the bottom ability to control an archer to smack another archer right next to it, is it using melee or do archers always and forever use range? If the latter the controlled enemy has disadvantage for Monster Modifier right?

    Chairman Meow on
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  • RiokennRiokenn Registered User regular
    edited May 7
    Madpoet wrote: »
    Hedgethorn wrote: »
    Riokenn wrote: »
    Had a question about this Mindtheif Card

    So if you use the bottom ability to control an archer to smack another archer right next to it, is it using melee or do archers always and forever use range? If the latter the controlled enemy has disadvantage for Monster Modifier right?

    Correct. The Mindthief card in question says Range +0, so it uses whatever is the default attack style of the enemy in question. Archers, for instance, will use ranged attack up to the maximum range listed on the enemy class card, and so if attacking an adjacent enemy they will draw disadvantage.

    That card seems odd... Per the FAQ, if the attack has a ranged symbol in it, it is a ranged attack. So, no matter who the target is this card makes them perform a ranged attack.

    So then probably isn't a good idea to use it on a Bandit Guard then since they have no range but are range attacking and gaining disadvantage?

    Chairman Meow on
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  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    edited May 7
    Submissive Affliction just causes the enemy to make their normal attack, but at Attack 2 instead of their usual damage. Melee attacks are technically attacks at range 1, anyway. From the FAQ:
    For the bottom action, note that there is no plus on the attack line, but there is a plus in the range. This means that the enemy performs an "Attack 2" on another enemy within its base range. Any added effects from the monster's stat card are also applied to the attack, and the monster uses the monster attack modifier deck. This is not a targeted ability.

    Chairman Meow on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    If it's any consolation, I think that the Scoundrel has the best set of starter cards of any of the basic six classes.

    Well, second-best, the Spellweaver's cards are awesome but they are all one use and out.

    You're right, tho, I kinda wish that GLOOMHAVEN's devs had taken a longer look at making the level-up cards more meaningful for many classes. Two-Boxes has the same problem.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    Last minute Gloomhaven question.
    I have a game starting up in 2 hours and our 4th Player can't make it. But we have a 5th player who wants to play the game.
    1) Can he create a new character and join the existing campaign party?
    2) I notice in the rules we can play casually instead of Campaign. If he loots the Treasure Chest in casual mode would it still appear in Campaign Mode? (Says in the rules you can still loot chest in casual mode)
    3)Can we bring our Campaign characters into casual mode with the 5th player and save EXP/Monies/anything else for our Campaign guys?
    Edit 4) Our party hasn't even beaten the first scenario, can we even bring our guys to casual and try it out there?

    Chairman Meow on
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  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    edited May 7
    Riokenn wrote: »
    Last minute Gloomhaven question.
    I have a game starting up in 2 hours and our 4th Player can't make it. But we have a 5th player who wants to play the game.
    1) Can he create a new character and join the existing campaign party?
    2) I notice in the rules we can play casually instead of Campaign. If he loots the Treasure Chest in casual mode would it still appear in Campaign Mode? (Says in the rules you can still loot chest in casual mode)
    3)Can we bring our Campaign characters into casual mode with the 5th player and save EXP/Monies/anything else for our Campaign guys?
    Edit 4) Our party hasn't even beaten the first scenario, can we even bring our guys to casual and try it out there?

    Doing scenarios in casual mode that you haven't already beaten in campaign mode is discouraged; it's really just so you can replay missions and grab any missed chests, or if someone wants to see a neat scenario that was played while they were away or something. Just play in campaign mode; the game balances itself around whatever party members you've got.

    Chairman Meow on
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  • VyolynceVyolynce Registered User regular
    edited May 7
    Fry wrote: »
    I'm sure the Scoundrel's starter cards would feel better if I could ever trigger the "you have an ally next to the target" conditions. I am able to do that maybe once per mission. In a four player team. It's maddening, it seems like this should be a piece of cake, but it's not. The problems I think are threefold:

    - two of the characters in the party have no incentive to move close to the enemies (Tinkerer, Spellweaver)
    - the other character (Brute) is a melee-ish character, but he's very slow both on initiative and movement speed
    - Scoundrel's initiatives are all extremely high or extremely low

    It's very hard to coordinate a joint movement with the Brute, so generally an enemy has to end the round adjacent to one of my allies and then I can maybe go first and stab it the next round. In practice that's a pretty rare occurrence.

    Shouldn't have to coordinate joint movement in the same turn. Brute moves one turn, then you move at the start of the next turn (literally on init 3 or 4 if my party's Scoundrel is any indication) and plan around where everything has wound up. Then everything else moves again.

    If anything, the harder part of the Scoundrel's flanking attacks is getting a monster away from its allies, not getting your allies adjacent to them.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    Played again last night and again, one enemy short of completing the Scenario. :( But hey atleast we are getting better.
    Though I had one question about the Tinkerer's Net Shooter:
    egz9h69zb5h4.png

    I know we have to go top to bottom and do as much as we can when doing abilities. So since I have no enemy next to me I can't Move 2 right? (I know it's the bottom half of the card for a natural Move 2 but ignore that for the sake of the question)

    Chairman Meow on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    I'd say that you can move 2. If there's no enemy that qualifies for the Immobilize condition, you don't execute the Immobilize and proceed to the Move 2.

    Chairman Meow on
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited May 7
    If she's not taking damage, and she shouldn't be, then the Cloak of Many Pockets is pretty handy. I also like the speedy boots, which will allow her to more easily keep up with the party's movement, or the boots that allow her to modify her activation number, always very useful for rear-rank ranged fighters like her and Gadget.

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Bluecyan wrote: »
    they've been at 1/3 Lurker kills for their life goal since night one.

    Could be worse.

    Could be using 1st edition, where that quest demands 4 of each.

    Like my party's Scoundrel...

    Chairman Meow on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    edited May 7
    RickRude wrote: »
    Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?

    I'm level 2.

    I'm extremely interested in this, how fequently are you guys playing and any possibility to play a little earlier?

    Chairman Meow on
    I am in the business of saving lives.
  • VyolynceVyolynce Registered User regular
    edited May 7
    RickRude wrote: »
    Hit level 3, bought the bow, first time I used it, cursed! Lol!

    Level 3 spell weaver talk

    So I got rid of the -1's, I thought about doing the get rid of 4 0's, and think I should have. Picked the card that has an aoe with + attack and a stun if it consumes elements.

    So I did the +2 and create ice.

    But to use it I have to get rid of my summon or frost armor, and they're both paying dividends.

    We haven't started the next scenario yet and just finished upkeep at the end...

    I think I want to switch to the remove 0''s and grab the card, but not use it yet. It seems good but I can't reliably consume fire or frost.

    Thoughts ?

    Are you playing the summon correctly?

    They are AI that move independently, exactly like monsters that flip a +0/+0. You have zero control over them unless there is a tie or another effect says so.

    If so, then it's your call. If not, maybe re-evaluate that card.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    Yay! We finished the first scenario! 3rd times the charm.

    Had a question on Leather Armor item though. If I activate it and waltz in a room with 4 archers, do all 4 gain disadvantage when attacking me? Or Just the first one attacking me? OR can I choose which one of the 4 archers will gain disadvantage when attacking me?

    Chairman Meow on
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  • VyolynceVyolynce Registered User regular
    edited May 7
    Riokenn wrote: »
    Yay! We finished the first scenario! 3rd times the charm.

    Had a question on Leather Armor item though. If I activate it and waltz in a room with 4 archers, do all 4 gain disadvantage when attacking me? Or Just the first one attacking me? OR can I choose which one of the 4 archers will gain disadvantage when attacking me?

    You can coose which one (and only one) but you have to activate the armor before you flip the modifier card.

    Chairman Meow on
  • RiokennRiokenn Registered User regular
    edited May 7
    So about my personal quest 515:
    It says Kill 20 Bandits and Cultists. Is that 20 each? Total together? (Bandits and Cultists) Or Total Separate? (20 Bandits or 20 Cultists)

    I killed 19 Bandits and more than 1 Cultist.
    Seems wild to me if total since my Scoundrel is only Lv.2. What an early retirement. (Then again I did play 9 scenarios with her and apparently failed scenarios still count towards your PQ progress)

    Chairman Meow on
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  • VyolynceVyolynce Registered User regular
    edited May 7
    Riokenn wrote: »
    So about my personal quest 515:
    It says Kill 20 Bandits and Cultists. Is that 20 each? Total together? (Bandits and Cultists) Or Total Separate? (20 Bandits or 20 Cultists)

    I killed 19 Bandits and more than 1 Cultist.
    Seems wild to me if total since my Scoundrel is only Lv.2. What an early retirement. (Then again I did play 9 scenarios with her and apparently failed scenarios still count towards your PQ progress)

    According to the FAQ, welcome to retirement.

    Speaking of retirement, we finally encountered some Lurkers! Out of 7 possible in the scneario, our Scoundrel picked off... 3. Leaving that personal quest 1 shy on each required monster. So we could either let that player twist in the wind until we come across more of them, replay the scenario in "casual mode" since Lurkers are insanely rare (not helping the other two slightly more common targets), or say "screw this" and use the R2 version of the quest that only demands 3 each and is thus completed.

    We went with the latter and have a shiny new Chtulhu Face for next week. Our Scoundrel will be missed, but she was level 7 and a little long in the tooth.

    Re: Cthulhu Face
    Oh man this thing looks insane. And super dangerous. It's also kind of fragile, which actually applies to our entire party except Two-Mini's pet — now our de facto tank.

    Chairman Meow on
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited May 7
    New party incoming. Unlocked a couple of classes last play session. Now they are painted and ready to go. Really excited to see how this pair does. Hoping I don't like Cthulhu Face more than Sun, since we should be unlocking that early next session.

    Sun:
    Sunkeeper:
    kgDGcHj.jpg?2
    Two-Mini
    The Beast Tyrant and his Vermling companion:
    stHgPCY.jpg?1
    cAWtjsw.png?2

    Chairman Meow on
  • VyolynceVyolynce Registered User regular
    edited May 7
    Aether wrote: »
    Kasyn wrote: »
    Had our second scenario end immediately when, the first time I'd been hit the entire run, I got x2'd and one-shot. I happened to be just about to rest, so I couldn't even drop cards without exhausting.

    Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.

    Still, got through it easily the second time. Unfortunately, didn't have an opportunity to get my battle goal completed on the successful run.

    You can drop one from your hand, OR two from discard. So, if you were about to rest you can still prevent the damage, but a larger cost.

    Yeah but if you were about to rest you're also going to lose a card anyway. Losing 3 cards of an 8-card hand might as well be a KO for anyone but the Spellweaver (and any locked class with a similar ability).

    Chairman Meow on
  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    edited May 7
    And if you long rest, the card you get rid of isn't random at all. We just realized that one of our players had been playing this way for quite some time.

    Chairman Meow on
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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited May 7
    Aether wrote: »
    Kasyn wrote: »
    Fry wrote: »
    Kasyn wrote: »
    Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.

    What do you mean by this? The spellweaver's lost card recovery is not random.

    (Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)

    What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.

    As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.

    What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?

    @Kasyn if you've been playing spellweaver randomly drawing cards I'd love to see some game reports. That sounds so damn challenging.

    Chairman Meow on
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