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Tav's implementation was to include the player character from BG3 into this set with some intentionality. With Tav being the highly customizable character, the Tav of Arkham Horror is designed as a sandbox multiclasser in mind, and not necessarily a customizable monoclass. In other words, I would only take Tav when I wanted to play a deckbuilding / D&D class combination that was not possible anywhere else.
In the example you provided a Arkham Class Survivor with the D&D Paladin class would have not be able to take any of the "Paladin deck only" cards. Both Arkham deckbuilding and D&D classes must be met for a card to be taken.
The one thing I'm finding myself struggling with balancewise though is Tav Deckbuilding and Classes - even when I disallow Classes for named characters, Tav basically necessitates using the classes. Which, on it's front is fine; but not all classes are created equal. With Tav having access to two classes off the bat, even if you want to play mostly around one class, there's no reason why you shouldn't dip into another class as well. Specifically, Barbarian, Fighter, Ranger, and Monk offer widespread benefits that don't change how you play at all. 1/2
@Techno Maestro Thank you for your interest and warm reception. The campaign side of things have sorta been halted for the time being, and if you would like to give me balancing feedback, I'm happy to hear it. I might not iterate on it because I would rather keep cards where I am enjoying playing them myself, but I absolutely do not see any reason for players to not home rule how they want to play the cards and what not.
Regarding Conjuration, School of Conjuration Wizard can do it, also the Neutral spell Create Water let's you convert tests into conjuration skill tests (a complicated way of saying you conjured wetness and doused everything).
Also, I've got a question regarding "Conjuration" - is the only way to make something a Conjuration check via the School of Conjuration Wizard subclass? It's the only way I can see to cause something to be that for a lot of card effects.
The returning pike question is twofold. 1) Spacing limitations make it so I don't have space to say something like "paying its cost". 2) Card precedence for cards with resource costs using this syntax like Winds of Power. But, yes you are correct in your conclusion that playing the Returning Pike via the reaction ability still requires you to pay the resource cost of the card.
Also, with Returning Pike, are we supposed to be paying for it again? If so putting some reminder text on it would be awesome.
Honestly most of this is fantastic, even with some things being horrendously broken (looking at you Eldritch Knight) lol.
Thematically, a conjuration skill test is like basically you applying the wet condition to an enemy.
Mechanically, a conjuration skill test is just a new skill test type.
Basically
- Damage placed on Infernal Engine becomes heat, no longer being damage.
- So you can place damage on Infernal Engine letting it convert to heat.
- But the inverse is not true, and you cannot heal the "damage" from Infernal Engine, bc its heat.
I can monitor the clarity of that ability and see if I have to reword. Thanks for bringing this issue up.
However, for Infernal Engine, it is counting the number of heat but not damage.
Should it be "After you take damage: Move 1 of that damage from Karlach to Infernal Engine ,INSTEAD."?