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#Pathfinder ACG
jeremy-ken-anderson · 6 months
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Computer Card Game Options
Two aspects of computerized card games that interest me are how you can remove the inconvenience of some physical card game interactions to make them acceptable and how you can keep information controlled - both secret and verified - to enable certain options.
Suppose you liked the Pokemon TCG but you hated the Energy Cards with a fiery passion.
In a computer version you could let players pay energy costs for their Pokemon's attacks with other Pokemon of the same type.
Now, this gets into a weird situation regarding information, where if you're using cards with built-in purposes to power your other cards, your opponent is learning a lot about your deck with every card you play. Imagine if to play your Pikachu's 1-electric 1-anything Thundershock attack the opponent discarded a Charizard to pay the 1 generic energy needed. Prior to this you might not have known they were even running Fire-types!
If you want you could leave this alone, of course. Let the player see what the other player is discarding. But if it's a computer game you don't have to. You could just show that the other player discarded an electric type and something else.
Also, by "discard" we could mean the card just gets shuffled back into the deck. There's no reason it has to be removed from the game. And unlike the physical game, there's no wear and tear on the cards or break in the action to shuffle. You pay the cost, the animation just shows the card(s) going "into the deck somewhere," and the turn moves on.
If I were making these mechanics in a physical card game I would feel like I had to allow players to see each other's cost discards, just for basic verification that nobody's cheating, and I would feel like I had to have the cost either go into a discard pile, which might eventually be shuffled if the game allowed for a lot of cycling and I didn't want it to end based on decking, or it'd need to "recharge" as Pathfinder ACG calls it and have the expended card go on the bottom of your deck.
...Huh. Another weird interaction I've never seen but could be neat in a computer card game: Verified Cards. Basically, a rule that if cards in your deck have been seen, rather than a shuffle screwing up this knowledge the deck gets shuffled around them. So you could play a Future Sight attack like in Pokemon video game titles, setting the attack to your third card, and then if you used, I dunno, a Squirtle Squad ability where a Squirtle pulled another one out of the deck, and then the deck was shuffled... First of all you wouldn't need to shuffle, because you could pull the Squirtle from a random location in the deck without revealing any other cards to either player. But if you did shuffle you could do so in a way that left Future Sight at card slot 3 no matter what.
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amiriandfriends · 5 years
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Amiri & Friends #44 - Transmogrification Central
Artist: @sheastandefer
One of the loot rewards in Wrath of the Righteous is a spell called Transmogrify. It is intended to allow a caster to weaken a powerful monster (usually a henchman or villain) by reducing its difficulty to defeat by your Arcane or Divine skill +1d6, so it is easier to combat for the win. Sometimes, you don’t have any other options, though.
With the prevalence of demons and undead in Wrath, Kyra got a little too reliant on her laser powers (recharging any spell or blessing for a powerful attack...but only against those creature types), and encountered a monster with no conventional means of fighting. Rather than take it on the chin, she used Transmogrify on the middling Cultist archer.
The trouble is, by the time you earn this loot spell, though, you are so powerful that casting it is a fairly ridiculous bonus, even against beefy villains. Against a standard monster, it was messy. Thanks to skill feats, mythic charges, and the Black Robes, Kyra’s Divine static bonus was already +12. After rolling max on d12 + d6, the Combat 14 archer had its difficulty reduced by 30. Needless to say, Kyra had no trouble then rolling her base strength to defeat it. 
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sirrogue · 6 years
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Amiri and Friends #11 - Take Your Time
Artist: @sheastandefer
The downside of playing a melee fighter: small hand size and lots of weapons means not exploring very many times per turn. A few rounds and Seoni and Lem closed three locations between them (with help from the Academy text). Meanwhile, Amiri has been banging her head on one location, exploring once or twice a turn, still not closed...
(To be fair, it turned out the henchman was on the bottom of that location pile!)
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wanderingmoonsword · 6 years
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Red Wolf Wastrel
The scions of the Exile Lords and their hangers-on, Red Wolf wastrels are the young up-and-comers in the social elite of the Red Wolves’ alternate society and some of their most trusted agents when it comes to manipulating and influencing the borderlands and the nobility beyond. With their deadly blades and some of the finest chainmail made – or stolen – by the Red Wolves, wastrels frequently “blood their sword” as field leaders in various schemes that require more subtlety than steel.
Bearing cover stories and faked pedigrees, Red Wolf wastrels often infiltrate the courts of the new – and, according to the Exile Lords, illegitimate – Border Lords, sowing dissent and exacerbating the factions of a war-torn region. They also acquire information and secrets, feeding them to the “help”, their term for the thugs and lowlifes who do the dirty work of keeping the Red Wolves as a working criminal enterprise.
Most Red Wolf wastrels are consummate liars, skilled and manipulative when it comes to selling a lie, negotiating their way through a social situation, or intimidating someone asking too many questions with a charming smile. Where they often fall flat is their ability to read a situation. Though better than average, most of the Exile Lords’ children are selfish and short-sighted, with only a middling willingness to look beyond their expectations, and they tend to be bad at spotting when someone is manipulating them in turn, with a dangerous blind spot against certain types of spells. Worse, most of them refuse to acknowledge these short-comings, leading them to blunder into failures where a more self-aware person might be able to salvage the situation or avoid a faux pas.
Despite their ancestral opposition to the orcs, wastrels often appreciate the dedication and discipline of the steelguards, and sometimes take them as bodyguards even in civilization. These orcs are passed off as “throwbacks” to thick orcish blood or simply left unexplained, their protective, menacing presence serving to underscore the wastrel’s wealth and subtly threaten anyone who digs too far into their past. Wastrels also recruit steelguards for schemes as a counterweight, using them to help enhance their authority, a role the steelguards are happy to play.
Red Wolf Wastrel    CR 3 XP 800 Human swashbuckler 4 (Pathfinder RPG Advanced Class Guide 56) LE Medium humanoid (human) Init +5; Senses Perception +4
Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) hp 30 (4d10+4) Fort +2, Ref +7, Will +0 Defensive Abilities charmed life 3/day, nimble +1
Offense
Speed 30 ft. Melee mwk rapier +9 (1d6+3/18-20+4 Precision) Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3)
Statistics
Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 16 Base Atk +4; CMB +5; CMD 19 Feats Disarming Threat DeedACG, Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Acrobatics +7, Bluff +10, Diplomacy +10, Intimidate +10, Knowledge (local) +5, Knowledge (nobility) +5, Perception +5, Sense Motive +5 Languages Common SQ swashbuckler finesse Combat Gear potion of blur, potion of cure light wounds (2); Other Gear +1 chain shirt, mwk rapier, 430 gp
Special Abilities
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Disarming Threat Deed Even your threats are curiously charming. Prerequisites: Amateur Swashbuckler or panache class feature; Diplomacy 2 ranks, Intimidate 2 ranks. Benefit: When you succeed at an Intimidate check to force an opponent to act friendly t
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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midlifecalm · 6 years
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3 days of #momplaysgamez dungeons and dragons x 2 and pathfinder acg for the closer w/ a bubble tea chaser. #pathfinderacg #dungeonsanddragons #dnd #momplaysgamez
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officialpaizo · 8 years
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Pathfinder Adventure Card Game Class Decks return this August! ACG fans can also look forward to seeing new and old faces in future decks like Pathfinder Tales characters Count Varian Jaggare and Radovan Virholt and embracing the darkness with our evil iconic characters in a Hell's Vengeance Class Deck.
Get all the details about upcoming Class Decks on the Paizo blog!
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guvatara · 6 years
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Pathfinder ACG: Возвращение рунных властителей
Pathfinder ACG: Возвращение рунных властителей
Эту игру Pathfinder ACG: Возвращение рунных властителей у нас локализовали Hobby World на площадке Crowd Republic, а так же там были профинансированы дополнения к этой игре и продолжение ее. (more…)
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geekspren · 8 years
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con: has an endless supply of new and unique tabletop games I could try out and discover Me: books 3 dnd sessions and pathfinder ACG
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jeremy-ken-anderson · 2 years
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Heroes of Whitestone
The app’s official name is RPG Dice which is so generic as to be misleading - like, you’d expect that to just be a dice simulator app.
Anyway. It has the other as a subtitle and that will have to be good enough.
I have a lot of complaints, but few are usable to me as a developer. They’re things I would not do, and there’s decent odds the baseline developers also wouldn’t have done them but then some App Monetization Expert got handed the task of making the game more profitable. And as always with these games I’m uncertain where the point is between cupidity and “making sure everyone gets fed for doing their job.” If the writers, translators, artists, developers, and programmers actually got paid decently for this project, well...They deserve to. There’s a lot of good here. I just feel like it’s buried under piles of monetization bullshit.
So let’s ignore said bullshit for the nonce and have a look at the things I enjoy about it.
Dice! Dice, Everywhere!
There are three different explicitly dice-based systems in the game and I like all three of them.
The Aesthetic and core storytelling loop are both based around moving a piece around a game board in a very very retro style. Roll, move forward along the path. This is as retro as it gets; It is the style used by The Royal Game of Ur, believed to be tied with Mancala as the “first board game to exist.”
While this hooks into an energy-based time-gating system I find it less jarring than most time-gates because it feels like it needs something there. Since it is a one-player game, there needs to be a cost to taking a turn. I don’t think I prefer the Pathfinder ACG style here, where you’ve got a hard time limit (Actually they dabble with an idea like that in this game and I dislike it). And a “soft enrage” system where something awful happens more and more often the longer the quest goes could be thematic but could also be infuriating and/or discouraging.
...I may be wrong. It could be that there shouldn’t be a cost to taking a turn at all, and that your own time is enough expense if you miss your space and have to go around again.
Second dice are in the skill challenges. These use a d20 and a target of 20, with three chances to get +6 that are based in “do you have a hero of our preferred type leveled up to where we want?” There’s a lot to like here, with a 5% chance to succeed or fail that is untouched by the bonuses, a sense of value to diversifying your party and not just picking “The Meta” out of a forum somewhere, and bonuses or penalties that feel meaningful but not overwhelming. It’s well-considered!
The third dice are probably the defining feature of the game and there’s a bunch that’s cool here.
Your heroes have skills you use in battle and when you learn a skill it gets a slot where you can put a die. You can use the skill without an attached die! That’s allowed! It’s basically no different from being allowed to play an RPG like Diablo without filling in the slots in your armor, or without using a weapon. It’s expected, and there’s nothing gained by not doing it, but it’s technically not required.
The dice themselves have sides and every side is good. (again, there’s nothing gained by ignoring this mechanic) Looking at one of the basic starter dice, Weaken: 4 sides are 1 sword, granting +25 attack. One side is 2 swords, granting +50 attack. and one side is a hammer, granting “This inflicts a debuff (potentially resisted) that reduces all targets’ attack by 10% for 1 turn.”
You can also upgrade the dice. If I spend stuff to buff my Weaken to level 2 the 1 sword is now +26 and the 2 sword is +52. Oddly the weaken effect itself never rises above 10% or 1 turn. BUT! if I buff my Weaken die to level 10, not only does the attack buff per sword rise to 34, but it changes die type and becomes a d8! It gains a second hammer side and a second 2-sword side, dramatically increasing the odds of better stuff. This value is even more pronounced on more powerful dice, like ones that inflict Sleep, which causes enemies to lose turns!
Self-targeting skills also exist and use Support Dice, which work the same. Divine Plea lets the paladin give herself a shield (and taunt an enemy, and remove poison if she has it) and the size of that shield increases a bit if you roll a 1-shield on the support die, a bit more if you roll a 2-shield, and also you might roll a + and heal for 10% of your max hp instead. Or if you want to consistently use this as the paladin’s first move you might give her a Strength die, so if you roll a hammer instead of a shield you get +10% attack for a turn.
The system gives this huge range to improve any given die, eventually turning it into a d12 with six new sides as good as the best 2 sides of the original die or better!
It also looks like each skill ends up with three slots for dice, so you end up rolling 3 dice for potential buffs to go with every move. This might get really tedious with tabletop play and actual dice, but a computer can probably handle it cleanly; The worst-case is either that it goes Pokemon style and feels obligated to animate the addition of the debuff every time, causing combat to lag a bit, or that the player sometimes gets confused about how his dudes got poisoned when his opponent used Cleave, not realizing they had a Poison Die and invisibly rolled the poison effect on it. If I recall I think the game does the exact right thing here and lets you just toggle whether you want the die rolls animated or not.
Resource Bloat?
There’s a constant problem in f2p games where you come in and have gems, and gold, and elixir, and tickets, and moon tickets, and scrolls, and epic scrolls, and cloth, and bone, and onyx, and cobalt, and cadmium, and iron, and moltenite, and adamantite...
And you’re like, what the hell is all this shit? Here’s the thing: All of those things, all of them, are in this game. But there’s honestly only one or two where I feel like there’s a problem. Gems are the real-cash-to-everything conversion. Gold is the in-game thing you need more of than you can get in-game most of the time. Elixir is one of the problem things, where basically it’s xp? You use it to level up units along with gold.
The problem with elixir is you can’t grind for it and you feel like you should be able to, especially with the fact that the game includes an energy system limiting your time/rolls. It sometimes drops as a reward from combat, but not always? You don’t always get xp from combat? This bit feels very gamey in a way that is not fun like the retro board theming.
Tickets are the gating for events. You don’t so much “get tickets” as “have x attempts at events,” so there’s no real resource to keep track of. And you don’t get more tickets as treasure anywhere. They’re probably treated as things so the devs can sell them in a shop somewhere for gems?
Scrolls of either kind are just “how you get new units.” Nothing to it.
Moltenite is a counter that rises as you progress around the board and when it’s full at 100 you get a free piece of equipment. It’s basically less a resource and more the timer on a smith who’s passively working for you.
All the other resources are reagents for upgrading either dice or gear. And the game does a nice job of making them largely invisible. You only notice them when they’re being handed to you as treasure. It actually took me a while to realize you could use them for anything and they weren’t just, like, for clout?
If any of these become deeply obnoxious as some part of the game’s monetization, I haven’t hit that point yet. And more importantly for the starter experience, the game has all these resources but it’s not overwhelming and I want to give props to the devs for making that happen. That’s hard to pull off. And it’s nice to have this many resources overall, because then you can give out a variety of treasures. Sometimes when you get those skill challenges you get gold as a reward. But that’s not the only option. They can also give you a buff for your next fight. Or bone, or elixir, or cloth...
The variety is nice. Similarly for big events they aren’t pigeonholed - Sometimes they can give out Adamantite or Cadmium (endgame upgrade materials), or they can give out epic scrolls (give you high-power new characters) or they can give out big piles of gold/elixir (let you get your existing characters leveled up) or they can give out high-powered gear like a new sword or robe, or they can give you new high-powered dice. Those are all great options and a really impressive level of variety, and it’s a level that’s available because they included so many resources. It is often worth it, even for non-greedy reasons, to include a lot of different kinds of resources in a game! You just have to be careful how you go about it, and I feel like these folks did...okay at it.
I mean, they also do have a lot of the greedy stuff present, and all the cool things I’ve talked about here sometimes feel like they’ve been buried alive under the monetization mechanics and I hate that feeling with a burning passion.
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amiriandfriends · 5 years
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Amiri & Friends #45 - Middle of Nowhere
Artist: @sheastandefer
Adventure 5 of Wrath of the Righteous is pretty merciless with it’s labyrinth-themed movement confusion and restrictions. Even after getting through the two major maze scenarios, minotaurs are still popping up as henchmen, and a bad roll against them can land you...well, in the Middle of Nowhere,  a useless location that is very hard to leave!
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fic-dreamin · 8 years
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5.0 out of 5 stars The best yet!
5.0 out of 5 stars A Fantastic overview of the Pathfinder World with 270 Pages of information, maps, full-color illustrations, and commentary. This is a real "keeper" of a book! It is lavishly printed and Hard-bound, and well above the usual standards of "play guides". This is a superiority crafted guide that is a pleasure to read; a compendium of illustrations and cartography, and absolutely worth having in your gaming library.The Inner Sea World Guide is a detailed overview of the Pathfinder world setting, and it covers the Cultures, and Geography, as well as history and folklore of the regions surrounding the Inner Sea, as well as some specifics that can be incorporated into RPG play. Consider it the "Lonely Planet" Guide to central Golarion (the imaginary world that is the setting for the Pathfinder RPG and ACG). There are no spoilers, because the book does not address story threads, as much as the over-arching cultural fabric.Chapter one is the Inner Sea Races (actually 12 human ethnicities, and six non-human races), Chapter Two comprises most of the book and is the description of The Inner Sea Region, including a historical timeline, and a region by region description, aspects of the social situation in each land, and the points of interest. Chapter Two is 180 of the 318 total pages, and the real content of this book. If you read it cover to cover, you can practically put your finger on the included wall map and describe something about the area.The section on Religion is 30 pages long, and covers deities, philosophies and planes of existence. Faith and Religion in RPGs are very interesting because deities are so uniquely palpable! In an RPG, if you beat up too many of Baphomet's disciples, you're probably going to end up in a face to (goat) face meeting, and this potential is not overlooked.Read more › Go to Amazon
5.0 out of 5 stars The Goods This is more or less all you really need to play in the world of Golarion in the Pathfinder setting when it comes to general background.Unlike some books that only cover enough to get you to buy another book, this one has real meat to it.It covers all the major areas, in detailed summary fashion, of Golarion.It covers the same with the various gods and even quite a few other fringe divines that might be encountered.It covers the main races of the game world and organizations you might encounter and even some new feats, critters to deal with and some interesting unique items.We've played two major Paths in Pathfinder (that's a fair amount of levels) and I'm still finding this book useful. Go to Amazon
3.0 out of 5 stars Great content, poor construction As a number of customers have pointed out, the material in this book is very good, and it does a lot to create immersion, for players and DMs alike, if you run a lot of games set in the default Golarion setting for Pathfinder.My major complaint is the construction of the book itself. I don't abuse my gaming books, but within a few days of opening the book I noticed the binding was starting to come undone. I understand that Paizo is offering digital sales of all of their books, but it would be nice if the physical copies were held to a slightly higher standard. Go to Amazon
5.0 out of 5 stars one of my favorite game books and my absolute top favorite Golarion book The Inner Sea World Guide is one of my favorite game books and my absolute top favorite Golarion book for overall content, new content, design, and flat out beauty.The book is masterpiece of content as each race, region, religion, and detail of the world is covered in decent enough detail that this book is the only truly essential book needed to run a campaign in Golarion. This book does not only give a starting place to place a game in this world, it gives a truly solid foundation.New content includes fantastic artwork, new detail in maps, new, updated information in regions including previously unseen adventure hooks, a lot more detail on Gods, and updated pathfinder stats for firearms, prestige classes, feats, equipment, spells, and magic items. The book even had room for a bestiary!.As far as the art, I was afraid this new world guide would just use previously used artwork; I was wrong as their is tons of artwork peppering the book including awesome images giving a glimpse at the feel of each region. Just being able to see the fashions of a certain region is worth the cost of the book.To sum it up the Inner Sea world guide isn't just an update to the pathfinder system, it is an upgrade from an existing high quality book to one that puts every other campaign book I have ever read to complete shame. Paizo has raised the bar with the inner sea world guide; a bar that I know that their awesome team will be able to lift higher and higher. The sky is the limit! Go to Amazon
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dciskey · 7 years
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Starting our SeaFall game with a shoutout to our favorite place in the Pathfinder ACG. #bgg
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jeremy-ken-anderson · 3 years
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Stealth and Scouting
These are two concepts in video games that are both really cool and really really hard to do well. Trying to get better about putting essays under cuts so my friends don’t have to deal with a wall of my text if they aren’t interested.
In some games, Stealth ends up being its own game that circumvents or subverts the core gameplay loop, meaning you have to make a whole-ass extra game in your game.
Other times it’s irrelevant, or grossly overpowered, because of how it lets you control the pace and flow of interaction. In FFXIV stealth technically exists but is largely irrelevant. The actual purpose of the Stealth ability at higher levels ends up being that it instantly recharges your ninjutsu mudras. That’s useful, but doesn’t play into the stealth fantasy at all.
In City of Heroes you can’t be seen 99% of the time unless you want to be, allowing for silly speed-run strats and a very easy-mode feel to solo play, but also a very enjoyable expression of the super-ninja hero fantasy, which I think trumps the lack of “balance.” YMMV
As I ponder including stealth as a potential mechanic in a game, the foremost question to consider is whether I’m willing to let players say no to an entire encounter. Or how I can make the avoidance of that encounter into its own encounter of a slightly different flavor. Thea: The Awakening did a nice job of this, with a core skill challenge system that has Combat as just one of the potential challenges. The Pathfinder ACG does the same, though combat there has more modifiers than most of their other kinds of challenges. In both cases they make use of the abstraction involved in being card games. In more “physical” spaces - whether MMO or platformer - one struggles to make them feel the same. What stealth does is not the same as what beating someone’s ass does. You have to zoom all the way out and say, “Solves problem” to claim they’re “doing the same thing.” And that conceptual zooming-out isn’t possible when you’re watching a model of your character interact with others on screen.
The opposite side - the abstraction of “High Perception” - in video games ends up being tricky in an entirely different way. If it represents “treasure finding,” especially if you’re using a portion of your power on “treasure finding” (such as having maximum treasure-find gear in a Diablo title or PoE) it’s basically an investment; power you could have now being used to create a situation where you could have power later if you get a big haul; But will you use that big haul, or will you wear even higher-power treasure-finding gear? It’s a cool thing in party makeup in JRPGs, since “getting cool stuff for the party” can be the thief’s thing and it’s a nice incomparable power that benefits everyone. But in solo play it’s very strange. The other part is when that Perception can find larger secrets; When you can only find the mini-dungeon if your character spots the hidden lever, or what-have-you. This...This is neat to have as an idea but in practice making it happens requires creating a lot of loose ends that you know players won’t see. And from a writing standpoint you can’t make them important because it’s imperative that the game be capable of progressing without them. There’s no honest way to treat them as critical. Open World games are theoretically able to shine at this, being as they’re already designed around piles of potential content and their acceptance that you won’t see all of it in one run, but I personally haven’t seen one succeed. Maybe I haven’t played the right game yet.
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amiriandfriends · 5 years
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Amiri & Friends #43 - BEEFCAAAAKE!
Artist: @sheastandefer
Some names are forever associated with a specific celebrity, character, or song. Guys named Luke is always told to use the Force or complimented on their cool hand. Girls named Becky are always being told to look at that girl’s butt. Poor Michael Bolton in Office Space has to endure comparisons to that no-talent ass clown of a singer.
And I’d wager there is nary a game of PACG goes by where Master Cartman hits the table and the South Park jokes don’t start spilling out. MAAAAAHM!
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amiriandfriends · 5 years
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Amiri & Friends #42 - Unearthly OP
Artist: @sheastandefer
When we started playing through the old boxes, I thought adding in Ultimate Add-On decks would be a fun way to spice things up on a replay (for me) and see a variety of interesting cards for my new friends. However, we seem to keep finding little card combos that were likely unintentional.
In Wrath, our Hunter Adowyn had been having trouble recharging spells, so with the Riffle Scrolls came along (which lets you place spells on it instead of banishing them, and then bury the Riffle Scrolls to recharge all spells on it that could be recharged with a check of a skill you have), that seemed like a great solution to not always be losing her Cure.
Then we found Unearthly Aim, a (supposedly) one use card that banishes to add 10 + AD# to your Ranged combat check. A really powerful card, but it has no recharge check, so you just have to banish it to use, and hope it comes up to acquire again.
Except, if you place a spell on Riffle Scrolls, and then never bury it to recover those spells, all spells left on it are buried. Meaning, they go right back in your deck! It requires you to sink two cards to keep, you have to be a caster who also makes Ranged attacks, and you need to have the Riffle Scrolls out before you can play Unearthly Aim without losing it, but a once-per-game +13 (or +14 or +15 or +16) is pretty good insurance in the villain fight!
Despite his comedic objection in this comic, I feel like Mike Selinker would approve our ingenuity. :)
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amiriandfriends · 6 years
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Amiri & Friends #40 - A Phallus by Any Other Name
Artist: @sheastandefer​
You knew we’d be back with a dick joke, right? Kyra encountered a monster and inserted a strategic pause between syllables in announcing the identity of the Giant Cockaroach, and art was born! :D
We have to make light of the monsters because this box is BRUTAL early on. Let’s hope we survive to finally hear the call of our mythic paths!
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