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player1552943

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Posts posted by player1552943


  1. James McMurray said:

    Licensing issues maybe? They might be the intellectual property of Edge, not FFG.

    Or maybe they're just artificially inflating the rice through international hype. :)

     

    For some reason I doubt that FFG would produce minis for something where they didn't have rights to sell them if they wished. My guess is that they don't want to sell them outside of conventions so that they can entice people to visit their booth with promotional figures.


  2. Necromanced monsters aren't familiars for one.  I haven't been able to find anything that describes familiar movement between dungeons (In the FAQ, Rulebook, or GLOAQ), so the only reason I think that they do is because the familiar itself is a skill, and heroes always have their skills available in dungeon (I can't think of a situation where they don't), while the monster isn't the skill necromancy, just the effect of using the necromancy spell.


  3. Antistone said:

    And your position assumes that it can easily be changed in a way that will increase the enjoyment of all parties, an equally dubious assumption.  Firstly because, based on this thread, a lot of people don't understand probability and don't have any idea how to change it without making it significantly stronger or weaker.  Secondly because there are a lot of upsides to the way it works currently, and which may not be foremost in the mind of someone motivated to make a change.

    The point isn't that suffering through RAW is somehow morally superior to playing an objectively better game, it's that Ispher and Edroz (and others, I'm sure) believe that leaving the rule unchanged is the most satisfying option in the long run for most players, even if it doesn't look that way right after you've been burned by it.

    +1

    **** skippy!


  4. Place any rumors you get along your intended path of travel, and then go to them in preference of a normal dungeon. Otherwise, you'll just end up with a rumor in a random area of the map you aren't going to be headed to.

     

    Always have a back-up for your weapons, or armor if you are a tank as soon as the OL buys event treachery.

     

    Get Wind Pact, Leadership. Shadow Soul, and Boggs the Rat.

     

    Consider Pickpocket, but only at the beginning of the campaign (ie, copper level).

     

    Never underestimate blast weapons and Battle


  5. Seboss said:

    In my experience, cards offer more control and strategic depth than rolling dice around so I'm glad they're out.

    Depends on how the cards are utilized. If you get a "hand" of card, then yes. Possibly, depending on what the card effects are. If you just draw from a combat deck randomly, then it isn't a lot different. Though if the cards aren't shuffled back in, then there is a default memory system which could possibly be exploited, but if they are then it's just as random as dice. On the other hand, a dice system doesn't necessarily mean a lack of control, depending on what the mechanics behind the system. Sure, dice are random and so are card draws, but dice coupled with triggerable abilities, or card hands, or some combination thereof, and then the randomness gets mitigated a bit. It really depends on the specific mechanics of the game. All dice systems are not equal, nor are all card systems. We'll just have to wait and see.


  6. Now I know that in a LT. encounter you can trade in one point of treachery for two cards of the same type from the regular deck. Now here comes my question, one of our players contends that it doesn't state that you (OL) can choose these non-treachery cards, but that you just keep drawing until you get two of the matching type. I know this is wrong, but I can't find anything that specifically says that you get to choose. Is there any official, clearly written explanation of this, and where is it?

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