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D&D Lair Assault: Spiderkiller
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<blockquote data-quote="hoshisabi" data-source="post: 5934959" data-attributes="member: 6676668"><p>The best Fortune card is about on par with the power of a feat, usually even less powerful than that.</p><p></p><p>The deck construction rules are that you have to have an equal number of each of the three categories of card, and the rules for how you use them guarantees that you're rarely going to have the right card at the right time.</p><p></p><p>So, at BEST, you're looking at a once-maybe-twice-a-dungeon HALF a feat worth of power.</p><p></p><p>I admit, one time the fortune card was EXACTLY what the doctor ordered... but to tell the you truth, that one time that I had that card, I got it too early for it to be useful, so I stopped drawing new cards because, "Hey at least I know I'll use this one."</p><p></p><p>Having both run and played past Lair Assaults, the team working as a group and characters that dovetailed into each other were the key to victory. Lair Assault is one of those things where those people who scour through the optimization board and then SHARE the information have an advantage.</p><p></p><p>Despite saying all of that, we've had well optimized groups with good sets of cards fail quickly -- it has a good amount of random chance mixed with at-the-table-strategy that rules everything.</p><p></p><p>The first one, I think we could have beaten everything just by playing once or twice with the expectation of failure, and then optimize expressly for the last encounter and a method to bypass all of the encounters leading up to that. I suspect that a group could have beaten it in two or three turns with a well tuned group. Not enough time for you to fish for the right card. </p><p></p><p>I haven't read the newest one, but, trust me... you'll not gain much, if any, advantage by getting fortune cards. (And most of the fortune cards I've seen people play with were from buying a couple of packs, at most. The rest of them came from the free promos given out for playing D&D Encounters. I try my hardest to give those promos away, since they do no good sitting in a box, and they get people excited about playing. Something about cards with pictures makes people happy.)</p></blockquote><p></p>
[QUOTE="hoshisabi, post: 5934959, member: 6676668"] The best Fortune card is about on par with the power of a feat, usually even less powerful than that. The deck construction rules are that you have to have an equal number of each of the three categories of card, and the rules for how you use them guarantees that you're rarely going to have the right card at the right time. So, at BEST, you're looking at a once-maybe-twice-a-dungeon HALF a feat worth of power. I admit, one time the fortune card was EXACTLY what the doctor ordered... but to tell the you truth, that one time that I had that card, I got it too early for it to be useful, so I stopped drawing new cards because, "Hey at least I know I'll use this one." Having both run and played past Lair Assaults, the team working as a group and characters that dovetailed into each other were the key to victory. Lair Assault is one of those things where those people who scour through the optimization board and then SHARE the information have an advantage. Despite saying all of that, we've had well optimized groups with good sets of cards fail quickly -- it has a good amount of random chance mixed with at-the-table-strategy that rules everything. The first one, I think we could have beaten everything just by playing once or twice with the expectation of failure, and then optimize expressly for the last encounter and a method to bypass all of the encounters leading up to that. I suspect that a group could have beaten it in two or three turns with a well tuned group. Not enough time for you to fish for the right card. I haven't read the newest one, but, trust me... you'll not gain much, if any, advantage by getting fortune cards. (And most of the fortune cards I've seen people play with were from buying a couple of packs, at most. The rest of them came from the free promos given out for playing D&D Encounters. I try my hardest to give those promos away, since they do no good sitting in a box, and they get people excited about playing. Something about cards with pictures makes people happy.) [/QUOTE]
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