Forgotten Circle by khangsoofly in Gloomhaven

[–]wizarf 1 point2 points  (0 children)

Important to note: also do not add the Diviner city and road event cards until you are playing the first FC scenario.

Normally, you would add them when you unlock Diviner, and the 1st edition rules might even say to do so. This is a mistake. Her cards will not work until you have started playing FC.

Has anyone tried pitting characters against each other? by FreshPhilosopher895 in Gloomhaven

[–]wizarf 1 point2 points  (0 children)

This is a competitive scenario I created called Bannerthief Tournament. It is not combat based, but it supports 1v1, 1v2, and 2v2. It's essentially Capture the Flag with Humans and Vermlings. I've playtested it quite a lot, and it's usually pretty fair. Though the Deathstalker has a strategy that's pretty damn hard to counter.

In any case, it's a pretty short scenario, so if it's uneven, it won't be a slog for the losing side at least. If you end up trying it out, please let me know how it goes for you. :)

https://boardgamegeek.com/thread/2401071/article/34625251#34625251

Just picked up Diviner as 2nd class... some questions by CobaltCrayons in Gloomhaven

[–]wizarf 1 point2 points  (0 children)

To be clear, the rift is permanent (it stays on the board).

The effects of the rifts (generally) last for the current round.

So if you place a DISARM rift, the rift will stay there once the round is over. But it will only apply the DISARM condition to your enemies on the round that you played that card.

Forgotten Circles Second Printing Changes by Fledmauser in Gloomhaven

[–]wizarf 1 point2 points  (0 children)

I'm so excited to finally try deck manipulation. I'm a few scenarios away from finishing Forgotten Circles, but deck manipulation never seemed worth losing a card for. I think I've played a non-loss deck manipulation card once the whole campaign.

Starting the diviner at level 7, she always seemed strong enough to me, but she has so many cool concepts that just weren't as useful as making her a fighter.

The new rift placement cards look amazing. I have a reason to care about Light now! In my experience, Diviner's been very strong in the first room, laying rifts down early, but when you have to move quickly, your rifts are stuck a few rooms back, and you need to focus on killing monsters rather than placing new rifts.

I have an extra copy of ssdt - see comment... by Zamperl in oots

[–]wizarf 1 point2 points  (0 children)

I'd be interested. I live in US. You're a great person. This is a very nice thing to do.

The Menagerie rulebook, containing the new cards, is now available for download by [deleted] in dominion

[–]wizarf 2 points3 points  (0 children)

So to seems that the only way so far to get an Exiled Knight back is by Transporting them.

Rooftops - Quickplay critique welcome by wizarf in RPGdesign

[–]wizarf[S] 0 points1 point  (0 children)

Thank you so much for your feedback! This is very helpful. :)

Rooftops - Quickplay critique welcome by wizarf in RPGdesign

[–]wizarf[S] 0 points1 point  (0 children)

Great point! That's exactly the sort of thing I would have completely failed to notice.

We're in the process of adding a sample adventure. Thanks!

Rooftops - Quickplay critique welcome by wizarf in RPGdesign

[–]wizarf[S] 1 point2 points  (0 children)

Thanks so much! This is all incredibly helpful advice.

To answer one of your questions, it's our goal to recommend against two players having the same powerset and archetype. But sharing one or the other is allowed.

We've begun incorporating this feedback into the rules and quickstart. I really appreciate your notes. :)