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BD Flory

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  1. BD Flory

    New players: doing something wrong?

    If this was your first play, 3 cultists is not a bad number. 4 is a reasonable target for success, and sets you up fairly well for the next scenario. It's really a push-your-luck scenario, where you try to get as many cultists as you can before midnight, but aren't necessarily expected to get them all. It can be done, but generally by more experienced players with tuned decks. People have definitely done worse on their first time out. (Although looking again, I saw you got the last one very late, so I'm not sure if you actually put that one -- or any of them? -- in the victory display.) It's also worth noting that the scenario has more clues available than you actually need. It's supposed to be a difficult location to clear (thus the VP). Not all VP locations are created equal. Miskatonic has a beneficial ability; Meanwhile, Graveyard has the same number of clues with only 1 shroud, but a harmful Forced ability. Remember also that you can commit intellect icons to investigate tests to increase your odds of success, and Flashlights drop the shroud to only 2. You'll find as you play more scenarios that there are many scenarios that allow for varying degrees of success like Midnight Masks does, in various ways. Some of the game's replay value comes from trying to better your performance.
  2. BD Flory

    Historical Museum

    The final total that you compare to the difficulty to determine success is called your "modified skill value." As such, anything that increases that (noting that Duke and Red-Gloved Man each give you a new base stat, and so are fine to use) does not apply (even if something else is reducing your intellect). No Dr. Milan Christopher, no Magnifying Glass, no Committed Cards, no Lucky, no Lockpicks, no +1 chaos token, no nothing. You may, however, modify the shroud, or modify a non-intellect skill (such as willpower for Rite of Seeking). And any negative modifiers apply normally. (Poster above is correct that the erratum was to correct the issue that, as written, negative chaos token modifiers did nothing.)
  3. That still allows you to use the action at any point during that turn, rather than immediately. Which is really just to point out that we could imagine a lot of little tweaks, but rephrasing it while having it produce the actual desired effect, while still fitting it in the limited space of a card is all easier said than done. On the other hand, the subtle difference here between Leo and Ursula has been confusing for a lot of people, so I'm sure it's something they'll bear in mind in the future. It's all kind of a moving target. It does make me wonder, though, if a lot of people have been taking the Quick Thinking action without provoking attacks of opportunity, or if they've been playing that correctly (and if so, why?). I imagine it does come up a lot less often though, as I would assume that if you succeed by 2 for Quick Thinking, you've *probably* gotten yourself out of trouble (or you're just going to attack again).
  4. "Additional action" comes freighted with some rules baggage that isn't appropriate for Ursula, in particular that you have some flexibility in when you use additional actions that Ursula does not enjoy. "Take an action," like Quick Thinking (which also uses "take an action" rather than "additional action," indicates that the action is to be used immediately, and there is no free trigger window between the move and the investigate action granted by her react.
  5. You don't take additional AoOs from Ever Vigilant. It is giving you the effects of the "play a card," basic action from the RRG, but you're not paying the cost (use an action) or taking the play a card action. This is also, fundamentally, why Leo and Ursula behave differently. Leo's react gives you the effect of an action, without using an action (the cost is, instead, triggering a react). Ursula prompts you to take an entire action. While you don't have to spend one of your actions (the normal formulation of a basic action in the RRG is that you "use an action" to gain an effect; Ursula's ability covers the whole process, so she grants the action you use), you are still "taking an action," which is explicitly what provokes an attack of opportunity: "Each time an investigator is engaged with one or more ready enemies and takes an action..." ("Attacks of Opportunty," RRG).
  6. As established above, you can't Yorick the Bat on the same attack you lose it. The Beat Cops, if they are discarded or defeated when you initiate their ability (or in other words, pay the cost of discarding Beat Cop 0 or damaging and possibly defeating Beat Cop 2) can be salvaged by Yorick immediately, because you pay costs to initiate abilities before you resolve their effects. Guard Dog is a little more complicated, because it's a "when" trigger, which means that it goes off before the damage dealt to the guard dog affects the game state. So the enemy attacks, you assign damage to the guard dog, but before you actually place the damage on the dog, you trigger its ability. The enemy defeated (if appropriate). *After* the enemy has taken the damage and been defeated, you finish damaging the guard dog, which may defeat it, but by then it's too late to trigger Yorick.
  7. BD Flory

    Fewer Novellas, More Side Adventures!

    And there were also promos that people backed decks with. The problem with promos is that they aren't necessarily chase cards by design -- many companies tried to make powerful promos easy to get by keeping them in print for the life of the game or the expansion with which they were associated, and made promos with short runs exceedingly narrow use. Many companies tried to do the same thing with rares. I worked for one of them during the exact period we're discussing. But demand is unpredictable, and the play value of cards in relationship to other cards changes over the life of the game. What you "needed to chase," as a player or collector, was unpredictable. This is like arguing that you don't want to buy bad fiction to get cards (if you're on the con side) or that it's buying good fiction with that comes with bonus cards (if you're pro). Whether the fiction is good or bad is immaterial. Just like whether the promos or rares are good or bad, vital or coasters, is likewise immaterial, in part because it's both unpredictable and subjective. Even with the best intentions, it's inevitable that a power card will slip through. The only thing we can say is true for all (primary market) purchasers is that they had to buy fiction that made up the bulk of the cost of production to get the cards. Many companies *tried* to make promos and rares without making chase promos and rares. That wasn't a new thing, and wouldn't have been worthy of announcement. The whole point of the promise wasn't that LCGs were supposed to be a stupid investment. It's that they weren't supposed to be a financial investment at all. You buy a game at a reasonable price, for its value as a game, not an investment. So of course the promise makes LCGs sound like a stupid investment. They were supposed to be. The far more important point, though, as I've said multiple times, is that FFG's business practice following the introduction of the format was 100% consistent with my interpretation. You know a tree by its fruit, and the fruit of this announcement was no mechanically distinct promos or rares, no matter how innocuous. Yes. And it was known it would be a collectible game from the jump. What's your point? FFG never said they wouldn't do promos for any of their games, or that they would never do collectible games with rarity. Only that they wouldn't do either of those things in the LCG format. Destiny is as advertised, and everything you described is a predictable consequence of a successful collectible game. This is another false equivalence. They also do exclusive promos cards for the other Arkham Files board games at Arkham Nights. I would be happier if they were widely available, of course, but FFG never promoted those games as a response to the proliferation of promotional items in the board game market. Yes, and they did so not by presuming they could predict which promos or rares would be "chase" items, but by entirely foregoing promos and rares for gameplay, and marketing the format based in part on that decision.
  8. BD Flory

    Fewer Novellas, More Side Adventures!

    This is twisting the language into absurdity. No cards ever need to be chased, whether you emphasize the need or the chase. You could say exactly the same thing about hundreds of ccg promos, maybe thousands, from the 90s to now. FFG could release an Arkham Nights only neutral promo was a 0 cast fast card that removed a doom from the agenda and drew a card. Ridiculously powerful in the context of the game, but no one "needs" to "chase" it, even if there are only 100 out there. Just like no one ever needed to chase Black Lotuses or Moxes. The meaning is quite clear in the context of the ccg market to which the LCG market was a direct response, and FFG's business practices were firm supporting evidence for that interpretation. Again, anyone familiar with the C/LCG market knows what rarity means in the context of card games, and it isn't that there are fewer copies of one card than another in circulation. Yes, the change is exactly the point, and exactly why it is very different doing this with mechanically distinct cards versus doing it with alt-arts: It isn't a change for alt-arts. If you care about alt-arts, for whatever reason, they have always been chase items to varying degrees. There was never a time when this was not the case in LCGs. If that's a strike against the format for you, it obviously doesn't bother you that much, if you've played and purchased every single LCG to date as you claim. Don't be a child. Businesses, marketing and PR don't work on pinkie-swears. They work on creating and managing expectations, and fulfilling those expectations. The expectation FFG created, regardless of whether through explicit marketing, through a consistent business model, or by any other means, was that mechanically distinct cards would be available in LCG game products, while promotions and tie-ins would alt-arts. Whether or not you agree with that is, frankly, immaterial. If you're tired of seeing the complaints, don't read the threads, or put people on ignore.
  9. BD Flory

    Fewer Novellas, More Side Adventures!

    A promo card doesn't need to be limited edition, at least no more so than anything else that will one day go out of print. The defining point is that it's promotional, thus the name. It appears in a non-game item to promote the game (such as cards appearing in magazines, or at conventions, for example), or to promote the non-game item, such as books and other tie-ins. Regardless, the precise definition is beside the point. It's not like there's an LCG/CCG authority who standardizes terms. Nonetheless, when FFG promised no rares, no promos, when they launched the LCG format, they went on to produce no mechanically distinct promo or tie-in exclusives for LCG-originated game products for a decade. That in itself is indicator enough; what FFG meant by no promos was quite clear from their actions. Even had they made no promise whatsoever, following a model for 10 years creates entirely reasonable expectations -- particularly when it was a practice that cut very much against the type of product from which FFG was trying to distinguish itself, the CCG. Has the model changed over that time? Sure. To date, it's always been for the better. They've pushed down the number of core boxes people need for a playset. They stopped producing monthly packs with 3x of 10 cards and 1x of 10 other cards. I applauded them when they did those things, and since they've gone to every expansion offering a playset of each card, I've played every LCG they've produced because I supported the model. I haven't stuck with all of them, because I like some more than others, but so it goes. When the model goes the other way, I'm going to be no less vocal. I really don't care if people have a difference of opinion; everyone's entitled to their own preferences. If you love that they're doing novellas with exclusive cards, great! Knock yourself out, buy all 57 or whatever. If you want to complain about alt-art promos, that's fine, too. Go for it. But claiming that nothing has changed, or that it's the same as alt-arts, or that people who are expressing displeasure in a change in the model have no grounds to do so, is silly.
  10. BD Flory

    Fewer Novellas, More Side Adventures!

    I'm not sure why you think, "FFG said they wouldn't do mechanically distinct promos for LCGs and did not, in fact, do mechanically distinct promos for almost a decade, until they started doing them in arkham, which came as a surprise to everyone who bought the game a year and half previous," is the same as, "FFG never said they wouldn't do alt-arts, and have, in fact, been doing them for as long as the LCG format has existed, and no one should be surprised they did them for Arkham too," is the same thing. They're not. I also didn't say alt-arts didn't matter. I literally said I'm sorry that you have a hard time getting them right in the post. I said it wasn't the same thing, for the reasons listed above. They are not a surprise. FFG never said they wouldn't do them; they have been doing them for every LCG they make for a decade; and when you bought Arkham, a trivial amount of research would have told you that (if you didn't know already). There was every reason in the world to expect alt-arts. The difference is in what was reasonable to expect from the game line. When it comes to our differing preference, I can literally say I began to support the LCG format over other card game formats because they weren't doing, and promised not to do, mechanically distinct promos. You can't say the same of alt-arts, because they have always been part of the format.
  11. BD Flory

    Fewer Novellas, More Side Adventures!

    FFG has been doing alt-arts for years. They were entirely predictable, and if they really bothered you as a business model, you didn't need to buy in in the first place. They also don't change the way the game plays. Mechanically distinct promos are a new introduction, in contravention to both the explicit description of the LCG model on FFG's web page and FFG's LCG promo card practices for a decade. They also an impact on the way the game actually plays. I'm sorry alt-arts are hard for you to get, but this is a false equivalence.
  12. BD Flory

    New card from Dim Carcosa

    You're thinking of Delve too Deep. Although Drawn to the Flame works well with it, too -- just on a smaller scale.
  13. BD Flory

    Silas Marsh Announced (New Novella)

    How good he is is really going to depend on how many, which and what level of skill cards he has access to. There are some great ones out there, and if you stock your discard appropriately, the Elder Sign could be really clutch for Silas. Hard to say for sure without knowing his build restrictions.
  14. BD Flory

    Speculation - New Product Type

    I'm pretty sure @CSerpent meant instead of the novellas. Which, speaking for myself, would be a vast improvement. Although I think it would be silly to make these scenarios completely unplayable by other gators, as proposed by OP. Instead, just seed them with some specific interactions for the featured gator (similar to the way Lola begins Curtain Call backstage, but with more or more impactful examples).
  15. BD Flory

    Suggestion is broken?

    This is really the main point some keep ignoring. Level 4 cards are powerful, generally class-locked effects. Up to 3 dodges and an indefinite once per turn giant evade (which, remember, does not by itself actually take anything off the board), really isn't unreasonable. There are level 0 cards that give you +1 to an ability on as many tests as you can muster actions, and give other benefits besides. A card that gives a +3 or +4 to a single test in a turn, even when it's out of uses, is petty on-curve at 4xp. Except for the fact that it's spell-traited, I might even suggest it isn't good enough (but spell gives it a lot of powerful interactions). Something else to consider: It's a rogue card granting evade bonuses. To some degree, it's a hat on a hat. It would be much more remarkable in, say, seeker.
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