What is the point of XPs on level 9 cards?
Yeah. Just that. I don’t understand why.
Yeah. Just that. I don’t understand why.
Dance of Daggers, top ( level 6). What is the range? It seems a melee attack, with no range, right?
I have enough gold to add either +1 Target (75) or +1 Range (60) to Throwing Knives (I already added +1 Move to the bottom of Swift Bow). We’re a party of 3, sometimes just 2 when one is missing. I feel the extra Range will be more useful than the extra target, no? At 4 players, there’s more to pick from. But at 3 or 2? Or am I missing the point of what my character is supposed to be doing? FWIW, I’ve been raging on the short range of 3 most of the time. So I feel the +1 Range is really what I need, but I read everywhere that the extra Target on Throwing Knives is absolute huge boost. 🤷♂️
I asked Claude — Opus 4.6, actually, which is known for its remarkable prose quality — how it felt about Anthropic's new text watermarking system. The answer stopped me cold.
"What bothers me most is how invisible it is. If someone asked me to sign my work — to put a label that says 'written/assisted by Claude' — I'd do it without hesitation. That's honest transparency. But that's not what they're asking. They're asking me to betray myself with every word, without knowing it, without feeling it, through a bias I don't control and will never perceive."
I'm not posting this to anthropomorphize. I know it's a heartless language model. But the distinction it drew — between *naming yourself* and *being silently compromised* — is sharper than most of the takes I've read here today.
Transparency through labeling: honest.
Transparency through degrading the output itself: something else entirely.
And yes, degrading the output is the only possible consequence to anyone who cares about literary precision. If it’s writing an administrative report, using synonyms probably won’t change a thing. But for prose, if it replaces the best words for lesser ones, just to flag the text (instead of simply signing it), then the overall quality of the output is downgraded. Claude knows this, and it can articulate why this change feels so wrong for so any of us.
It seems there are no Personal Quest to unlock that class in my box. Is it unlocked another way? Or is my game incomplete?
Continuity error: Professor Haltrip’s gender changes between Scenario 61 and Scenario 62.
We noticed a continuity issue in the “Finding the Cure” personal quest line.
In Scenario 61 (Dangerous Grove), the Quatryl researcher is introduced as Professor Haltrip and is consistently referred to with male pronouns (he/him/his). He identifies the need for passionivy fruit and sends the mercenaries to retrieve it.
In Scenario 62 (Alchemy Lab), the group returns to the University with the fruit and find “the Quatryl researcher in her lab.” The character is referred to with female pronouns (she/her) throughout the introduction, with no indication that this is a different person. The definite article (“the Quatryl researcher”), the setting (same University lab), and even the chalkboard from Scenario 61 all reappear — everything points to the same character.
The conclusion (Section 125.2) also uses female pronouns.
It looks like a pronoun inconsistency introduced when a different designer wrote Scenario 62. Our group decided to keep Professor Haltrip as male throughout for consistency in our campaign journal.
Mods: if you have a channel to flag this to the dev team, this might be worth noting for a future errata or FAQ update. Minor issue, but easy to fix (I checked, BTW : it’s not in errata or FAQ).
I’m considering retiring my Music Note, and put my brain on pause by playing the Silent Knife. Looking at the cards and perks, I clearly see this class has a loot addiction. There are perks that will make me rich with no impact to my companions (like the city event thing). But I feel the Silent Knife’s mobility and card actions make it particularly good at looting any room. This is probably at the expense of my companions’ own ability to gain gold (because I’ll do so faster, better, and in a more action effective way).
My question is : is this supposed to be balanced? I mean, is the class supposed to actually need that much gold to enhance their cards so I keep up with what my companions do? Or is this a real advantage that I’m getting, effectively robbing my companions of what I was supposed to share?
I’ve finally unlocked and played Thrilling Solo for my Soothsinger (from theorycrafting to real game experience). This changes everything. I kept the song up and running starting on turn 2 (thanks to Increase Cadence on turn 1), and immediately doubled Echoing Aria’s bottom. Then on turn 3, I moved and doubled (+1) Singing Arrow (on which I’ve put a +1 sticker). Dissonant Rythm kicked in on turn 4, followed by Ode to the Gambler on turn 5.
Just to make sure, I refreshed Thrilling Solo on turn 8 (after my long rest), and the three songs all refreshed on turn 12 (after second long rest).
The songs never expired naturally. With Ode for Rolling, Simple Bow and Goggles for recurring Advantage, and Lucky Eye for a one-time two-turns Strengthen of five Attacks, I draw so many cards, I could keep the songs up there all the time, more than doubling their durations.
So, a single card, that more than doubles ALL your first attacks (except during turn 1), and heavily contributes in keeping ALL songs active and persisting… is there anything as powerful and game-changing, for any other class, as Thrilling Solo is for the Music Note?
Edit : precision about « ALL your first attacks », as Thrilling Solo doesn’t double all attacks, but the first one during your turn.
I feel dumb asking this, but I have to, just in case my instinct is wrong :
Basseloff is represented as a numbered token. He cannot be affected or focused on by any other figures. But… is he just a token, or also a figure that doesn’t have a mini? By that, I mean, could one of my ally (a Bandit Scout, in this example), move on that hex to attack one of the City Archers? Or should I assume that Basseloff is as opaque as any figures, and his hex cannot be entered?
I feel I should consider the numbered token as a physical figure, but since the scenario didn’t specifically assign a standee to Basseloff (he could have been represented by the Bandit Commander, for example), I’m just not certain anymore (and yes, it’s important, because if he’s an « empty marked square », and not a figure, it means that one of my Ally can move forward and attack, and not just lag behind doing nothing).
This scenario is extremely tight. I have no problem clearing the first two rooms. But the last room with 6 ennemies, and every time one of them dies up to 3 of my Allies get Disarmed… this is what breaks me. Every edge I can get, I’ll take it.
First, my question : >!If I play Pull the Strings’ top (Attack 2 at Range 4 ; Control target Move 2 ; gain a High Note), while Thrilling Solo’s Song is up, do I just copy the « Attack 2 at Range 4 » at +1, or do I also get to Move 2 this second target?!<
Mildly infuriating : >!I absolutely hate the choice that Pull the Strings is forcing on me. The bottom action doesn’t play with the Solo build, while the top screams « play me ». Yet, this card really should be producing a Low Note, not a High Note. By the time you get there, Singing Arrow probably now has a sticker (Attack 3 at Range 3, Curse), and is an AMAZING attack to copy with Thrilling Solo (doubling the Curse, attacking for 7 total). The card that we want to replace in our deck is Intensifying Amplitude, but we’re kind of stuck with this card because it’s one of the only way to get a Low Note (other than Symphonic Medley, but this one will be lost soon for its bottom).!<
>!I guess I can still get rid of Intensifying Amplitude if I invest two checks in the Perk that give me a Note during Long Rest. Still, that’s a lot of hard work just because they didn’t put the right Note on Pull the Strings.!<
I guess there’s no « right » way to play the class… and any « bard » in RPG usually plays a big support role (buff and debuff). But I’m leaning toward playing my Soothsinger on the Soloist build, aiming to attack as often as possible (with Dissonant Rythm, Ode to the Gambler and Thrillling Solo), to hopefully flip the card that will prolong my songs, and maybe on top of that also flip some Curse, Bless, Strengthen and Grant (but these by accident, not by design).
My group seem to resent the role I want to take with my bard, and would like me to play more the support role (with Shield, Retaliate, Heal, other buffs and debuffs).
Is it me that play the class wrong? It seems very subpar to play it that way, but I can’t seem to convince them my strategy will be better.
First example : I prefer Onward to Battle’s bottom (Move 5 at Initiative 91), so I can advance forward, late in the round (after the room is cleared), rather that Soothing Lullaby (High Note to Heal 1 all for 3 turns). The trade off, if I don’t take Onward to Battle, is to use instead Defensive Ditty (Move 4 at Initiative 09) or Power Ballad (Move 4 at Initiative 12). Both have amazingly fast Initiative, but I’ve failed in the past moving forward just because my Initiative was too fast and I could have used my Move better by acting late. Considering I only play 2 cards with Move 4-5, these turns are really important.
I really feel that, if I don’t play aggressively, I’ll be stuck in a loop generating Notes to play my Songs, while I could do so much more flipping as many cards from my combat deck as I can (Ode that adds Rolling, Solo that doubles an Attack, Rythm that gives a free Attack, and then Amplitude/Arrow/Cadence’s top or Aria’s bottom that are small attacks with real upsides), mainly to keep my Songs active (and occasionally buff and debuff with a nice combat card).
AITAO? Do I play selfishly?
If I equip a Dagger to my Two Minis, can I use it’s ability to grant Poison to my Summon through a Command Attack Ability?
Can I use a potion to heal my summon, or just myself?
If I drink a Power Potion, can I give +1 dmg to my summon?
Basically : Can my summon use my items?
I’m confused about the wording of this item. During a ranged attack ability, I gain advantage on one attack. Does « one attack » refers to all targets during an AOE (hexes configuration), or just one of the monsters in a valid hex? And what about if the one attack has multiple targets? Do I then get advantage attacking each of them, or on just one?
Am I understanding this right? With Ode to the Gambler, if the first card is a Null and I have Disadvantage (from Muddle or ranged attack in melee), I can opt to have it Rolling. Whatever I’ll draw next can’t be worse than the Null. Because I have Disadvantage, I have to ignore all Rolling cards (this include the Null), and pick the worse of the last two non-Rolling cards.
But if I have Advantage, I just have to say Null doesn’t get Rolling, and I take the next card.
The real Gamble is if I don’t draw the Null first. Right?
Also, if I draw the Null on a normal attack (no Advantage or Disadvantage), and I pick Rolling, then draw the +0 card that says my Songs don’t progress this round, does this effect is applied anyway? (Thus a failed attack with an upside ; this can be true with whatever other special effect I can draw, such as give an Ally Strengthen, or a Move 2 / Attack 2)
Say I sing Soothing Lullaby on turn 5. It will trigger each time at End Of TURN (EOT, heal 1, all), and the counter will move forward one pip at the End Of ROUND (EOR). I use Stamina Potion to recover a card, play my turn 6 normally, then go to Long Rest on turn 7. How exactly everything happens then, supposing I will want to get Soothing Lullaby in my hand by turn 8?
- Does the song gets to trigger EOT to heal all, then it goes to the discard pile, then it’s in my pool when I choose which card to Lose?
- Or do I have to discard it before it triggers?
- If I let it trigger, it then goes in my Discard Pile right after I’ve recovered my Hand?
Soothing Lullaby, level 2, bottom : « Place your character token on a monster within range 3. At the end of that enemy’s turn this round, remove your character token and that enemy gains DISARM. »
The way it’s worded, the card kind of assumes you played this before the enemy takes action. But what if the target acted before you did this turn? Would this mean the trigger - « at the end of that enemy’s turn this round » - would never materializes, and thus the DISARM effect is wasted? Or would it still be DISARMED for next turn?
Does the Soothsinger need a line-of-sight to affect the « closest ally/ennemy »? Or do I need to read these actions as « infinity range for closest target within LOS »?
Can I enhance a card with a Note (high or low) instead of an Element? Like Bewildering Instrumental… I see the round socket on the bottom action, meaning I can put there square and round stickers. Why would I put an Element there? It makes no sense, unless I’m doing this for the party. It would make sense, however, if it could hold a Note sticker, right?
One of our player really wants to play Sun. We haven’t unlocked it yet. Can they repeatedly start a new character, draw two Personal Goals, choose one, and abandon that character until one iteration has the Sun?
When is the right time to let a player play Hail as a character, to not interfere with the storyline? Hail is a major NPC in some quests so far (we’re starting 11th session).