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Tips & Strategies (5)
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It seems obvious but this is a lot more relevant in S&S then it was in RotR. Due to the more variety needed in skill checks in S&S you’ll shuffle banes back into a location much more often and take more damage. We have played halfway through Tempest Rising and we’ve already twice given up on an adventure due to everyone having only a couple of cards left in their deck.
By giving up I mean we’ve litereally stopped exploring locations due to the dangers of killing a character.
I’ve mentioned this in passing conversation, but I guess I will cement it down in an official tip form.
With Pathfinder ACG:Skullckles Paizo said to themselves ‘You know what golems, I think we’re on to something here…’ If you are a big fan of the card-driven RPG flavor Pathfinder:ACG brings to the tabletop, there are some additional tides one can sail off on to expand their gaming experience.
You can join the Pathfinder Adventure Card Guild and set off on new adventures.
The Guild uses Class Decks and pdf Scenarios: Season of the Shacklesto create new scenario opportunities and while meant for FLGS league play, they can just as easily be used by Home Guilds.
The Class Decks expand on the archetypes in the Pathfinder universe, giving you a new incarnation of the Iconic Heroes from Rise of the Runelords and those that returned to hit the decks in Skullckles and 3 additional ‘Advanced Class’ characters. Now you can try you hand at adventuring with the likes of Warmages, Mesmerists, and Assassins. The Class Decks are meant to give players their own individualized decks to draw and construct from in league play, but in the home give you new adventurer options and a diverse and individualized assortment of spells and items to use in core game and expanded scenarios. Most characters can even be utilized in Rise of the Runelords.
Season of the Shackles league play scenarios are available as pdf downloads for Home Guilds at the cost of a handful of ducats after the League month concludes. The pdf packs provide new scenarios with richer storytelling elements and interesting alternate rules and set ups beyond what can fit on the cards of the base mechanic.
For a few shekels one can cast off the shackles and set sail on new and interesting adventures with an expanded selection of cards and scenarios to explore.
Oloch is a great character to have in your party, especially after gaining the second power feat. Due to the high variety of skill checks needed in S&S compared to RotR Oloch has often been the difference between a success and fail by adding +2-8 to checks of other characters.
That he is a beast in fighting and can heal as well isn’t to bad either.
I recommend using blessings mostly to add to other characters checks and sometimes heal when you do not have an armour in hand instead of exploring. Leave that job to others.
We play both the Pathfinder Adventure Card Game and Pathfinder RPG in our home. We have picked up several Pathfinder Pawns sets to use for our RPG nights. The Codex Pawn boxes have all of the Iconic heroes featured in the PACG: The original 11 in the NPC Codex and the rest in the Inner Sea Box. We use these to easily Identify which character is where while conserving table space by not using the character cards. Even if you don’t have Pathfinder Pawns available any miniatures or tokens eases play and makes gameplay quicker, at least in our experience.
Once you get a few adventures in you begin picking up all sorts of fun stuff for your character, When you die however a lot of that swag gets put back into the box. We have instituted the following rule: If your character dies, but any other characters survive and complete the scenario, they haul you and your gear back to town to recuperate. We only rebuild characters in the event of a full party death (which has happened). This rule might not be for everyone, but it does take the sting out of death and make it more fun for us, and in the end if you’re not having fun, what’s the point of playing?