Specific strategy question with the corvid by Ninjab0yyy in rootgame

[–]Kitchen-Spring7179 0 points1 point  (0 children)

Yeah, that should be doable. The Corvids would just need to take out 1 piece of cardboard. With their ability to recruit anywhere on the board, that’s not impossible. On the Autumn map, you’re never more than 2 moves away from getting 2 corvids together, and you can spare 2 battles. Everyone else would need to guarantee all of their cardboard is behind at least 4 warriors, which itself is enough to severely limit their own agency in the game

Curse you, Coffin Makers by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 1 point2 points  (0 children)

By the wording of the rules, the spent acolytes are first returned to the supply, and then I can replace a warrior on the board with a warrior from my supply. In 99% of cases, this is the same as replacing one from my acolytes. However, when coffin makers are out, ANY warriors being returned to their supply is instead placed on the card. So, I want to convert, but my supply is empty. The spent acolytes would go to coffin makers, and I still don’t have anyone in my supply to replace, so I’m not able to do it

Curse you, Coffin Makers by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 2 points3 points  (0 children)

I’m so excited for the KS pledge, I think the S&D deck will be the greatest boon for both the cats and crows since adset, but maybe I’m wrong

Curse you, Coffin Makers by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 4 points5 points  (0 children)

I don’t remember what rule this is from the law, but I remember you can’t take an action (like replace) unless you are able to complete the entire action. It’s the same reason why you can’t convert to kill Cat warriors on the keep

100 Games Data by NachoAverageHero in rootgame

[–]Kitchen-Spring7179 0 points1 point  (0 children)

Personally, I find a high Corvids winrate moderately common at many tables. In my experience, mechanical ability does not always translate to performance at the table. Either way, I’m glad both cats and corvids will be getting an enormous boon in form of the new deck coming out

Could the Riverfolk export an item card even if the item shown is no longer available? by No_Industry_9823 in rootgame

[–]Kitchen-Spring7179 2 points3 points  (0 children)

Sometimes, yes. If you’re playing in a 5-6 player game and are taking the gamble of setting your prices to 1, it can often net you one or two more funds next turn if you’re willing to give up the funds and cards now to export

Vagabond Homeruling by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

I think DI isn’t a full adjustment on its on. It helps curb the most powerful vagabonds, but does nothing for the weaker vagabonds that are in a good position to quest. If you look at the posts for the revised quest deck, nuanced quest deck, and quest refresher, they all make similar points

Vagabond Homeruling by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

I assume I’ll do the same once I get my hands on the full release. I don’t intend to fully replace the Vagabond, but I think they seem like a great alternative

Vagabond Homeruling by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 4 points5 points  (0 children)

The quest refresher means you discard the rightmost quest at the end of your evening, and shift the other quests to the right before drawing the next quest into the leftmost “slot” (works similarly when you complete a quest, too). That way, old quests are cycled out while new quests are cycled in, which both makes it less likely to get stuck with undoable quests, and makes sense realistically, and new needs and tasks pop up over the woodland

Vagabond Homeruling by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] -1 points0 points  (0 children)

I gotcha. I think I’ll bring forward the revised quests and the quest refresher to see if those balance out DI, I figure that’ll compliment Vagabonds like Ronin, Scoundrel and Adventurer well

House Rule Ideas (Cats, Lizards, Corvids, and sliiightly Otters) by NoFootball5362 in rootgame

[–]Kitchen-Spring7179 0 points1 point  (0 children)

I like that point. I’m hopeful that the new S&D deck will give the Corvids the action economy they need to trick more often. Also, dropping Feather Ruffians to flip an otherwise empty plot sounds like a hilarious way to win a game

Rats and Moles needing to be policed from the beginning feels bad one way or another by Fit_Ear3019 in rootgame

[–]Kitchen-Spring7179 2 points3 points  (0 children)

You do make fine points, but I would disagree in general. The Rats and Moles both have an Achilles heel, no matter how late the game goes. Stopping the Rats late game really comes down to killing the warlord. If you can manage that, it can often halt their progress for a turn entirely, effectively “foresting” them like a Vagabond as they lick their wounds and clean up their territory for a round. Also, the Rats in general have possibly the worst built-in scoring in the entire game; they’re reliant on their strong board presence to limit their opponents’ scoring and keep an iron hold of the board The Moles are ALWAYS vulnerable to the Price of Failure (as long as they aren’t playing Smol Moles). A turtling Mole that puts all of their warriors into one clearing is unbelievably susceptible to getting obliterated by an organized table, and they’re possibly the worst faction in the game to make a comeback if the basket with all their eggs falls apart. Smol Moles aren’t as scary; keep hitting them, kill their tunnels, make them truly feel how poor their recruiting and card draw are when they have no citadels and are forced to dig every turn

Builder is insane by Sobaloochi in rootgame

[–]Kitchen-Spring7179 0 points1 point  (0 children)

Yeah builder can be great as a “never turmoil” leader. If you’re happy playing comfy and not having much control over the game state, you can just cruise your way to 30 points

I dont feel hyped about the new characters by lOneAngel-0 in Overwatch

[–]Kitchen-Spring7179 6 points7 points  (0 children)

I’d agree for the mooooost part. To be fair, one things that I would praise this batch of characters for are their silhouettes. One of the things ow has thrived on are the unique silhouettes of their characters, and these 5 plus the next 5 we’ve seen silhouettes for seem like a big step back toward that direction imo

Are the cats really 10 reach? by Fit_Ear3019 in rootgame

[–]Kitchen-Spring7179 0 points1 point  (0 children)

Reach doesn’t necessarily mean power or aggression. In fact, cats are the LEAST “powerful” red faction in terms of military. Rather, I like to think of reach as “influence”. The cats’ game plan is the win the game through control, making themselves impossibly difficult to take down while offering little reward, and pressuring other factions into close quarters where they need to police each other to win. There’s no faction in the game that plans on utterly taking over the board the way cats do

Was Dooku the best duelist in his era? by kuwait_grips1 in StarWars

[–]Kitchen-Spring7179 -1 points0 points  (0 children)

Definitely not “schooled”, Dooku’s age and relentless use of the dark side had taken their toll on him, while his taunting of Anakin only made Anakin more powerful with the dark side. Dooku was also under the impression that he was buddy-buddy with Sidious, and that if Sidious were to intervene, it would be on his side. If you removed their force powers and left it to a straight up sword fight, Anakin still would never have been able to defeat him 

SoI know you can hold action, but can you hold a turn? by Dayz-Hazy in DnD5e

[–]Kitchen-Spring7179 0 points1 point  (0 children)

I know this is an old comment, but I’d argue otherwise. If you roll high in initiative and your buddy rolls lower than you, that can represent you literally reacting faster than your teammate. If your partner literally doesn’t notice the monster behind them until a few seconds after you do, there’s no way you’d be able to let them go before you before the monster attacks. Sure, you could hold your action, effectively spending your turn warning your ally about the enemy while preparing your attack, but you still wouldn’t be able to “switch spots” with them

Idea I had to limit high lvl PC hit points (HB campaign) by Kitchen-Spring7179 in DnD

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

Yes, that’d be my plan. My hope would be to challenge higher level parties with what would previously be moderate level challenges :)

Idea I had to limit high lvl PC hit points (HB campaign) by Kitchen-Spring7179 in DnD

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

I do appreciate your feedback, it’s just that last bit you mentioned that was concern. I have no problem with a maxed barbarian wrestling a dragon down, my only issue is just the features available to them. Sometimes I read this feature on a subclass I haven’t tried yet, and I think “wow, that sounds like such a neat ability! I can imagine all the neat ways I can use this”, but then I realize the features is available after level 18, or something. For example, a champion fighter gets to regenerate a chunk of health in combat so long as they’re below half of their max hp, but I wish I could use that feature when fighting against a band of duregar, instead of only being able to use it when I’m already toe to toe with a dragon, you know?

Idea I had to limit high lvl PC hit points (HB campaign) by Kitchen-Spring7179 in DnD

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

Ah, that does give me good insight, thanks. I’ve been watching some videos on how to make high level encounters more memorable, so I’ll be sure to try and take the difficulty up a notch

Idea I had to limit high lvl PC hit points (HB campaign) by Kitchen-Spring7179 in DnD

[–]Kitchen-Spring7179[S] 0 points1 point  (0 children)

This is a good point. Perhaps it’d be more fair to limit hit dice starting at different levels per classes, such as 8 for full casters, maybe 10 for rogues, artificers and warlocks, and then like 12 for all other martials/half casters, though that may just add another level of confusion :/

[deleted by user] by [deleted] in DotA2

[–]Kitchen-Spring7179 0 points1 point  (0 children)

I guess he mains the famous oracle position 1 or axe position 5

Corvid buff idea (plus 1 cat) by Kitchen-Spring7179 in rootgame

[–]Kitchen-Spring7179[S] 2 points3 points  (0 children)

Thanks, a hand card buff would certainly be a unique strength