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Posts posted by Garoath
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Just my two zeni, but I don't have a problem with putting players on track to complete an arc of some kind. For my friends and I we can only gather for 3 to 4 hours once a week. If we look at that as 1 XP per hour it would be a little over a year to hit rank 6, and that is only if every point of XP is put into curriculum advances. Advancing rings is important and only counts half toward rank increases since it is not part of the curriculum. So, with a few ring increases thrown in it can increase the time to rank up significantly.
More importantly, I feel like it is okay to set an end point for a character. The last of the 20 questions is how will your character die, and that is an important consideration. I feel like characters are meant to meet their end at some point, and then a new story can begin. I know it can be difficult to lose a character that you've grown attached to, but I'd rather meet a meaningful conclusion (even if it does mean death) than have a game that fades away from real life interfering at some point (as it inevitably will).
Bottom line, I deeply respect your dedication to reaching a consensus with your group about how they would like to play and progress. However, I would encourage you all not to think "am I too powerful" but rather "to what purpose will my power be put?"
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If a card simply said "repair 1 hull damage" would I be able to discard one damage card of my choice, or would it have to be a face down damage card? i.e. could an effect worded thusly allow me to repair "critical" or face-up damage cards? I don't see why I couldn't, but my opponent argued with me. So, I thought I would ask.
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It has been over a month since the announcement showed up here at the FFG website. I know its bit early to expect too much, but I would love to see another card preview or two. Anything new would be nice. I am practically salivating in anticipation.
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The Dwarf card Demolition is very useful. If you are going for a heavy development strategy then Wake the Mountain can be your best friend. It has a pretty high loyalty cost, so only include it if you are planning to run a goodly mix of Dwarf and Empire cards. Also, don't forget to bring along Innovate. If you are planning on generating a large number of resources then don't overlook my good friend the Runesmith. Oh, and Dwarf Rangers are one of my absolute favorite cards. If I'm trying to play Dwarf/Empire I always try to include them and Free Company. Nothing makes your opponent cry like getting rid of RANDOM cards from his hand. Oh, I'm sorry, was that YOUR Waaagh!?
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Dormouse you are right. So far, I've been able to win my fair share of games versus order, but greenskins are a rougher proposition. My brother plays an orc deck that is fairly resilient. I've found that my key card against him is actually Slaanesh's Dominance. With that I can get the Waaagh! he might be holding out of his hand.
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I'm currently working on a Chaos Control Deck. In most games I've played so far it seems like building the kingdom zone first is generally the way to go. However, I've been building up my quest zone first with Chaos and have had some success. My current deck is mostly Chaos with a splash of Orc for Troll Vomit, support destruction, and their quest.
Chaos is really weird right now because unit for unit they are the weaker than the other factions. I think if you were to try and make a deck consisting only Chaos and neutral cards it would loose to any of the other factions by themselves. You can forget winning against the crazy Empire/Dwarf decks that seem popular right now.
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It does not, to the best of my knowledge, affect forced effects that target your units (e.g Dwarf Ranger, Shrine to Nurgle), because "Forced effects always occur immediately whenever their trigger is met, and they cannot be cancelled or interrupted by other actions."
Forced effects that use the word "target" would be effected by Church of Sigmar just like other types of effects.
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According to page 15 of the rulebook there are four types of card effects: actions, forced effects, constant effects, and keywords. Of these four types Church of Sigmar will most frequently protect your units from the first two. Constant effects rarely target a specific unit so they will hardly ever be effected by Church of Sigmar. Keywords might seem like a grey area, but there are currently no keywords that target a specific unit. Counterstike may seem like an exception to this, but if you read carefully you'll note that this simply give you extra damage to assign and damage assignment is definitely not covered by the Church of Sigmar's effect.
In short, look at what the effect on the card says. If the description uses the word "target" then it is safe to assume that the Church of Sigmar applies. If the effect does not use the word target then it doesn't. For example: Seduced by Darkness would cost one more to target your units if you control Church of Sigmar, but Troll Vomit will still wipe out everyone's units for the same price. The difference is that one uses the word "target" and the other doesn't.
Finally, to answer your specific question. The extra damage dealt by Savage Gors is not subject to the Church of Sigmar. Savage Gors was a bit confusing to me at first as well. After all, there are other cards that raise and lower a unit's power, but the Savage Gor effect is a little bit different. The damage dealt by Savage Gors is assigned and applied along with its regular combat damage, but its actual power never changes.
Hope this helped.
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Unfortunately there is currently no way to send a unit that is already in play on a quest. The closest possible way would be to somehow return a unit to your hand and then play it on the quest. Forced march wouldn't work for the reasons mentioned above. Moving a unit from one zone to another is not the same as playing a unit to that zone.

Moving the dice values around to ease roll20 playing.
in Legend of the Five Rings: The Roleplaying Game
Posted
Just out of curiosity, are you using a Rollable Table to create customer results? I would assume so, but thought I'd ask. That seems to be the preferred way to do custom dice.a