Thank you so much for trying--sadly, this doesn't seem to be working. Fortunately, I just killed the process and left it there, so I seem to be able to continue to get back to that screen every time. I actually have a three-layered problem, with the dwarf ranger picking up a card (but no one else), then the fighter picking up something (but no one else). Tapping on someone else, then him, causes the card to appear, but then it starts shining from off the screen, and I can't tap it to collect.The problem is solvable! I ran into that problem last night and the solution is this:
Make sure you highlight one of the characters that did NOT get the card reward before selecting the character that did get the card. Apparently the problem relates to characters leveling up at different rates and thus receiving rewards at different times.
Example: Fighter gets a card reward and he has an ! on his portrait but rogue elf got nothing so she has a red circle dash symbol thing (eg like over No Smoking signs). Tap the rogue's portrait, then tap on fighter for the reward.
Success! You directed me to the idea that highlighting characters before tapping the blue triangle might matter, and it did. The procedure I needed to do was let my ranger collect his stuff, then highlight the fighter, then tap the triangle. After that, it worked perfectly.Oh no that's too bad. See this thread on the Obsidian forums: http://forums.obsidian.net/topic/86659- ... eward-bug/
That's where I found my afforementioned workaround.
I think I missed a step in my solution...try making sure the non collecting character is highlighted before you press the blue arrow to continue to the next reward screen.
But it's limited, and it makes sense in my opinion. They are usually only able to help by using blessings, which makes sense, it's a blessing of the gods, and a god can help you, no matter where you are. They can't help with melee weapons and the like, though there are (as far as I can remember from the paper version) some ranged stuff that can be used, which is strange, when the other champ is in a cave or something, but I can imagine that the locations are close and he/she found a cave opening so the other character can shoot inside or something. If there was some magic that can be used in another location, well that's magic, but even simple stuff, like healing require them to be at the same place, so imho it all makes sense (most of the time).
I also found odd at first seeing how the characters can aid each other at distance...I'm now just pretending I'm reading story tidbits chronologically messed up and the party went together in each location....makes more sense to me.
I have to be honest, I don't understand how that's coherent. If the point is that we should work hard to imagine alternative ways the story could accommodate the cards, okay. It's a mutant bunyip, or the caltrop lodged in the foot of a skeleton and caused it to trip and fall to its death--hey, we've all suffered critical fumbles which took the narrative in an unexpected direction, it happens. But what story that makes any sense can the cards tell me in which a pistol can affect a combat a mile away? I'd much rather they said, "Look, any card-based DM replacement is bound to do some stuff you can't make sense of. Do what you can, but don't overthink it. There isn't always a story worth telling.".Don't force the cards to fit your story; let the cards tell you their stories."
Why, yes. Good analogy, and I like your thoughts about building the tactical situation into the card availability! It makes hand management seem more like situational awareness and tactical acumen, which is very abstract indeed, but not totally nuts. Heck, sometimes you want to take a hit in order to set up something great later, so that makes sense even of some of the more problematic relationships between theme and mechanics.Have you ever played Yomi?
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