Thanks again for the quick answers. We have another game tonight, so these will be put to good use.
Fiver_The_Great
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I'm back with more questions!
This is such a quick game to set up and play that it's become a big hit, and as a result I've been getting a match in just about every night. I've ran enough fights at this point that my players and I are finding the balance we like, but there are still things we aren't sure about.
In Zen stance. When you gain a new shield and choose to replace your current shield, does it go into reserve, or do you discard it? The level 7 Zen ability gives you a 2 shield, then a 4. Half my players think that means you take the 2 and keep the 4 in reserve, or you willingly give up your 2 to have the 4 active immediately. the other think it means you can replace the 2 with the 4 and put the 2 in reserve.
Are teachers able to spend Inspired tokens on themselves if they hoard them till their next turn?
Do copies replace fog tokens and vice versa? We've been playing it that copies/walls/traps can't normally exist together, but that fog can exist on anything.
This is more of a balance observation with a related question. Vigilance Form is really good. A heal or token drop, a 1+-4+ for weakness tokens, and a 1+-4+ line of sight heal has made it probably the most disruptive form in our group. We've been talking about different ways to tone it down, including limiting the heal to range, having fog block line of sight to friendlies, or making it a smaller heal, like a flat 1 or 2. I was curious if you find it to be that strong in your games, and if so, what you might propose. Or, if maybe there is something obvious we might be missing.
And finally, my second and last balance thought. Wild style is hard to use on bosses. At a glance I thought it would let them sneak in extra turns for healing themselves or spreading around damage. In practice it doesn't trigger extra dice very often, and when it does it can't quite seem to make up the difference in damage, healing, or action economy other forms manage. The group has proposed having bosses gain the bonus dice differently, with 1d6 after their first health bar is gone, and an additional 1d6 after half or more of their health bars are gone, with the bonus die for special tokens remaining unchanged. I'm curious for your thoughts here as well. Do you find solo bosses should avoid Wild form? Do you have a fix you prefer?
Looking forward to the Erata, and happy battling.
I've been having a lot of fun playing this game. Great job on this, it really is very cool. Below are some of the questions we've had at the table that we weren't quite able to suss out on our own:
The rules for traps contradict one another, with one version saying trap damage is triggered at the start of every turn, and another that it triggers at the end. Which should we use? If the former, would it happen before you pick your new stance?
Does armor apply to trap damage? If so does it apply to both instances of stepping into a trap, and lingering on a trap? Can Iron Tokens be spent on trap damage? There is a note about this under Volcanic, but I can't tell if that's a specific edge case or not.
There's a note under Puppet's Style about being able to spend actions to gain speed tokens if you are walked off of an edge at the start of your turn. Is that a special exception to how Puppet's Style works, or a more general rule that you can always spend actions on your turn to gain speed tokens and avoid falls? If the latter, does that mean someone in a Patient/Reversal stance can do the same off turn with their one action? And in a related question, could you use an action to save someone else from going over an edge with a pull mechanic if you have an action handy? The former seems like it might be specific to Puppet's, but the latter we've been back and forth about in my group.
When a character with Wild Form is Taken Out, do they get their extra dice while rolling up numbers for another player using the Heroic Spirit rule? Under Judgment Style it states that abilities turn off while unconscious, so we were unsure.
Can Volcanic Dancer generate a bunch of speed tokens, then just zoom across the field creating a line of fire behind them and dragging a person through it for tons of trap damage? We ruled yes, but this one also brought up the question of whether armor should protect universally from trap damage. We had been playing that it didn't up until then, when Volcanic Dancer was turning numbers on the die into 1 to 1 speed tokens, that were then 1 to 1 damage.
(Edited to add one more)
Trickster style allows you to spend any basic tokens as iron tokens. Does that include for paying the token cost of abilities, or only for reducing damage? Does the focused version of the Trickster ability let you spend tokens like Burning and Weak to do the same?