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I thought there was a "Whoo Hoo!" smilie. But I came up empty. Hopefully those are sufficient to get across the sentiment.
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Moderators: The Preacher, $iljanus, Zaxxon
We did have dynamite. It was less than successful. And I'm playing the priest in our campaign game, this one we were trying different characters.Zarathud wrote:Need dynamite and someone like the Priest to do swarm control.
Zarathud, I've been puzzling over this statement all night. How does the priest do swarm control exactly? My priest has the default healing blessing, a blessing that can zap a single creature pretty hard, and a shield blessing. His skill lets him re-roll one die for his "healing" blessings.Zarathud wrote:Need dynamite and someone like the Priest to do swarm control.
I played a priest with Shockwave as one of the starter...spells or whatever. I also picked the skill that allowed a reroll on that spell category, as opposed to blessings. I got swarmed and fired off a shockwave and pretty much killed everything (all the 1 HD spider things) within 2 squares. And then punched faces of the remaining non-spider beasties.hentzau wrote:Zarathud, I've been puzzling over this statement all night. How does the priest do swarm control exactly? My priest has the default healing blessing, a blessing that can zap a single creature pretty hard, and a shield blessing. His skill lets him re-roll one die for his "healing" blessings.Zarathud wrote:Need dynamite and someone like the Priest to do swarm control.
Did I miss something with him?
I recall we had some issues with that. Like if a scavenge card starts combat. Does that end the turn and start a new one? Insert combat in the middle of the turn? And yeah, like hentzau we didn't roll against the Darkness every time.TheMix wrote:
But there are some things that I'd love to get a better explanation of. Like the whole switch from regular turn to combat and back. That doesn't always seem to flow as well as I'd like.
hentzau wrote:I had assumed (incorrectly, according to the BGG created FAQ) that combat turns were different than standard turns, and you do not do a "Hold back the Darkness" roll at the start of each of those turns. That is incorrect. Doesn't matter what kind of turn you're taking, standard or combat, you start each turn with a Hold Back the Darkness roll.
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I think this game just got WAY harder.
Apparently I'm not the only one.TheMix wrote:hentzau wrote:I had assumed (incorrectly, according to the BGG created FAQ) that combat turns were different than standard turns, and you do not do a "Hold back the Darkness" roll at the start of each of those turns. That is incorrect. Doesn't matter what kind of turn you're taking, standard or combat, you start each turn with a Hold Back the Darkness roll.
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I think this game just got WAY harder.![]()
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Yikes!
When you use a revive token, you do not roll on the injury chart. But now that I'm thinking back, we did roll for injury the last time he was knocked out, so he would not be missing a combat.baelthazar wrote:I have decided that knowing when to "cut and run" in a mission is almost as important a strategy as knowing how to win a battle. When things look dire, it just does not pay to try to get a party wipe (with all the injury and madness rolls).
One question, do you roll on the injury chart when you use your revive token? I have not been, because I viewed the revive token as an "extra life." But I am likely doing this wrong.
That's sad. It takes the best role playing elements out of the game. Continuity is a good thing. I mean I guess the game should be about having fun and if he's not having fun he should reboot but having a glow-in-the-dark rancher bitching about how his collarbone hurts every time it rains seems so excellent.hentzau wrote: That last one was the last straw, and he's decided to abandon the Rancher.
Now, our question is, do we start him out at 1st level with the indian scout, or should we raise him up to 3rd level so he can stay competitive?
Yeah, I get it, but he's been getting more and more frustrated falling behind and having every last bad thing happen to him and watch the preacher and marshall skate through everything. I personally wish he would continue with the rancher, just to see what would happen to him next.LawBeefaroni wrote:That's sad. It takes the best role playing elements out of the game. Continuity is a good thing. I mean I guess the game should be about having fun and if he's not having fun he should reboot but having a glow-in-the-dark rancher bitching about how his collarbone hurts every time it rains seems so excellent.hentzau wrote: That last one was the last straw, and he's decided to abandon the Rancher.
Now, our question is, do we start him out at 1st level with the indian scout, or should we raise him up to 3rd level so he can stay competitive?
Yeah, this is certainly a way to slow down progression. I knew this rule from the get go, but I wonder if it might be a bit better to play one-off scenarios at a variety of levels. Some classes really open up when you get up that tree.Zarathud wrote:Yep, that's how hepcat made us play. Second level was easy, but it took twice as many missions to get close to making third level.
This isn't a general Kickstarter discussion, so you really should have posted over in the existing Prison Architect discussion. And it wasn't Kickstarted so not really sure what bonus you are asking about... the actual 'name in the game' part? Since it's still in Alpha, I would imagine it's not too late for that.Donniecut wrote:So recently I bought Prison Architect on Steam, specifically the "Name in Game" edition. Do I still get the Kickstarter bonus or am I too late?