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Go to magic shop in city.
Buy scroll for one gold.
Alchemist magic object for three gold.
Repeat until you have all the gold and two rings and two spell books.
Completely legal by the rules.
Limit of thirty gold normally, but with city revealed ending its infinite gold.
Either way, just send the alchemist to magic shop and its heal all life, fate, spells, full gold, gain spell at start of turn, plus two craft and strength, and attack in psychic combat. Totally dominant!
Our group's nerf to the Alchemist - ITEMS THAT ARE DISCARDED BY ALCHEMIST ABILITY DO NOT RETURN TO THE PURCHASE DECK UNTIL THE END OF THE TURN.
This means the Alchemist can rush for the magic emporium, with his starting 5 gold purchase two scrolls, alchemise them to go from 5 --> 3 --> 9, then purchase two 2 gold items, to go from 9 --> 5 --> 11, then purchase a spell book. And the alchemist has a spell book and his starting 5 gold back.
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Kallabecca said:
How is the Alchemist getting so many buy actions on a turn?
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I would argue that you can only encouter the space/shop once. That means only one purchasing transaction.
You must then leave the shop on the next turn. I guess if you rolled a "1" you would only go out onto the street and could therefore
drop back into the shop on the next turn, you are never allowed to double-back on yourself in any single movement .
It adds a strategy for all other players that if the see the Alchemist heading towards the City you might want to get over the PDQ.
A point that has not been raised as far as I can see it that you are more vulnerable to attack in a shop - you do not have to roll the exact number to enter the one you want. Therefore a stronger character can much more easily track you down and attack.
If you hang around too long you may find someone coming to getcha!
Characters that rely of PvP might want to hang near the City as they will find it much easier to land on their targets.
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With the City exp characters like Leprechaun and Alchemist can quickly buy all the powerful items. Having 2 Spellbooks can give 2 spells every turn or riding on a 3 or 4 Warehorses make easy to kill LoD in Dungeon. It will be very hard to stop those 2 especially Alchemist who can buy Scroll or potion in Apothecary and alchemise it for 3 gold. He can make 3 or 4 rounds in City and easily win the game or heal Life endlessly even if someone else reached CoC first. I think trinkets should not be able to alchemise. There are many other strong characters like Ogre Cheftain or Fire Wizard but they don't auto-win. I think this is the first time when Alchemist have a overpowered combo in hand and he can lose only by fickle finger of fate… (like Reaper)
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Yeh run around the city the whole game Alchimist! Then suddenly someone else is taking the crown and all you have is a bunch of gold! ha ha sucker!
BanthaFodder said:
There are 20 spaces you have to navigate to get back to the same shop.
You can't double back on yourself in a single move, but you can still choose which direction to walk in on each new turn, right? As long as you follow the arrows, of course.
Go to the magic shop, do your Alchemist thing. First turn after, go to the Soothsayer (or the street if you only roll a 1.) Second turn, back to the magic shop.
Unless you roll abysmally and keep getting 1's for movement, it's an every-other-turn cycle. And since you're making so much money at the magic shop, keeping your Fate topped up through the Soothsayer shouldn't be too hard, while you're at it.
MP3 killed the radio star
BanthaFodder said:
Of course I tried. Alchemist starts in City with 5G.
1st City round - buy 3 potions in Apothecary and alchemise for 9G, so totally 11G, next Magic Emporium buy 3x Scrolls and 3x Psychic Crystal (cos of 9G) alchemise them for 18G, totally 20G (so he can get +15G per one round), then he can buy powerful items in Armoury and Stabels and go for the second City round. He can make 3 or 4 City rounds end easily win for example by defeating LoD in Dungeon on a few Warehorses. I think no one can reach CoC quicker. This is first major playtesting bug and it should be clarify soon because mistakes like that dicourage playing…
Croonos said:
Of course I tried. Alchemist starts in City with 5G.
1st City round - buy 3 potions in Apothecary and alchemise for 9G, so totally 11G, next Magic Emporium buy 3x Scrolls and 3x Psychic Crystal (cos of 9G) alchemise them for 18G, totally 20G (so he can get +15G per one round), then he can buy powerful items in Armoury and Stabels and go for the second City round. He can make 3 or 4 City rounds end easily win for example by defeating LoD in Dungeon on a few Warehorses. I think no one can reach CoC quicker. This is first major playtesting bug and it should be clarify soon because mistakes like that dicourage playing…
Aha. As I had said, not had an opportunity to play or even examine yet. The Apothecary makes the difference.
That does sound like it needs fixing but difficult, Alchemist was introduced at the same time as Trinkets and they are specifically ruled to be the same as Objects in all regards apart from carrying limits.
The difference before was you could not reliably acquire Magic Objects, this has now changed and then some.
That said, special abilities always override so legitimate I think to overrule there.
I think my preferred houserule would be to amend the Alchemist's abilities slightly
I think the Alchemist is strong enough as he is as so not nerfing him at all by this restriction.
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Hi,
This is from FFG:
Two Spellbooks would indeed give you two spell per turn if your Craft allows.
If you have two Warhorses you can indeed use both of them in Battle to grant your Craft Value twice. Remember that the term "Craft Value" means the Craft listed on your Character Card, so only the starting amount; not any added through Trophy trade-ins or Objects.
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I guess we're not really that competive, my wife/co-player and me. I wouldn't have thought of having 2 spell books or warhorses. She was angry when I cast a spell on her the other day. We're both evil characters, hun…
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Thernand said:
Hi,
This is from FFG:
Two Spellbooks would indeed give you two spell per turn if your Craft allows.
If you have two Warhorses you can indeed use both of them in Battle to grant your Craft Value twice. Remember that the term "Craft Value" means the Craft listed on your Character Card, so only the starting amount; not any added through Trophy trade-ins or Objects.
We have put a House Rule in place - you cannot stack the effects from the same object/ spell unless your ability states otherwise. It just seems silly and stops the exploits of the Alchemist. We allow the Magic Ring (trinket) and the Magic Ring from the original board to stack.
Why is that silly? If you have two different spellbooks, they could have entirely different contents, inspiring you with arcane insight, or whatever. This also doesn't stop another arguably "silly" form of powerstacking, namely the bonuses from the Warhorses (how can I get the effect from multiple warhorses if I can ride only one?). The point is, it's a game, with abstratctions representing different aspects of the fantasy world it's simulating, and they can be justified whichever way you choose, but mechanically, I personally, I believe in "inherent additivity" i.e. an effect or trait is additive unless it's inherently not, e.g. the Flail, also from the City. That way, cases like stacking rings and spellboks and warhorses are allowed, for fun and profit, while keeping an internal consistency. Sure, you could make it so that each instance of an effect only counts once, but it's more fun to say "yes" than "no". ![]()
The only fix the requires is a house rule - Any object that is purchasable cannot be alchimized for more then it was purchased for. Seems Simple to me.
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