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awp832

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  1. awp832

    Thoughts on TSN player cards

    Something Worth Fighting For: Seems real good. 3 sanity soak is nice, since it is slotless. I have played with True Grit and found it to be very useful, especially on teams, and I can see this being useful also. Only issue is the cost, but still quite nice. 4/5 Crack the Case: Seems pretty good, a very fair replacement for Emergency Cache, or simply a supplement to it. I like it. 3.5/5 Intel Report: Yeah, there are lots of rogues who are going to want this something awful. 2 clues, testless, for something as cheap as money. Leans in to exactly what rogues are wanting to do. 4/5 Sign Magic: You're on the money when you say this would have been a staple a year ago. Now.... Hard to say. Hard to say. I definitely see it fitting in some builds, and will continue to improve as we see more nice arcane slot spells (or items!) 3/5. Banish: Sorry, while I do agree it's probably better than Blinding Light... I don't like Blinding Light, and I dont like this. Pricey, costs a card slot, and an XP. I'm not really a huge fan of this one. 2/5 Meat Cleaver: Got a little dark on this one, but seems ok. It's a complicated Machete. Not sure who loves this, but it's fine. 3/5 .45 Thompson: I will go ahead and say that I seem to like this card a lot more than the general camp feels is appropriate. Lots of ammo, good bonuses, and decent damage. Yes, you will likely replace it with "leveled" weapons, but fantastic in a starter deck, especially one where you do not have a lot of hand competition. Price is high, but considering the bonuses you gain and the generous amount of ammo... well worth it. 4/5 Scroll of Secrets: Not as big of a fan here. Even Daisy I don't think takes this, since Book of Old Lore seems so much better for her. Really having a hard time seeing why I would want to include this. My 30 cards are precious. 1.5/5 Tennessee Sour Mash: I love the idea here but the execution isnt impressing me. For only 2 uses, it's just too pricey, plain and simple. 1.5/5 Enchanted Blade: Eh... I wish it had one more charge, even at a higher cost. 3 charges is just not quite enough in my opinion, even if the bonuses are decent. 2.5/5 Grisly Totem: I think this looks really good on certain investigators, especially Minh. Very decent on others too. 3/5 Overall a lot of decent cards and some gems, the stars being Something Worth Fighting For, Intel Report, and .45 Thompson. A few cards missed the mark IMO, but most are very playable. Seems like a good pack.
  2. shotgun has the highest potential damage output. I have used it on hard and it is quite serviceable, even though you sort of need to build your deck around it to take care of ammo problems. Still, with flamethrower the shotgun has started to feel a bit outclassed, but it is 1 xp cheaper. I like the shotgun because I think it's stylish (more so that lit gun or flamethrower), but I admit it's starting to fall behind. I expect a L-5 shotgun will show up sooner or later.
  3. awp832

    Help with social play

    When I introduced my friends to the game, I pre-generated 4 decks. They were of different classes, they were (I believe, and these are just examples, I'm not saying that it was the best possible learning team, for example I picked Mark because I knew he is one of my friends' favorite Arkham Files characters...) Mark, Jenny, Ursula, Akachi. So, basically all single-classes, some with a little bit of splash. I explained the ideas behind each deck briefly, for example: Mark: Ok, so he's *very* good at combat, but he's not that great at finding clues. He might be able to do it in a pinch if he has to though, he can take damage to make himself a little stronger temporarily. Ursula: She's super mobile, and awesome at finding clues. She can maybe evade some enemies, but she might need somebody to protect her against the stronger ones. Jenny: Her stats aren't great but she will get a lot of resources and can use those resources to help her out of any jam. She's a generalist and can help out wherever the team is lacking. Akachi: She's super-strong against most things the Mythos is going to throw at her. She can find clues and help in combat as well... but only if she gets the right spell cards, which are somewhat limited. She can be powerful but she might take a bit of setup time. After that I let them pick which decks they wanted with the most experienced players (me and my wife) picking last. They had a nice first game and were keen to play again. I let them upgrade their decks on their own, offering suggestion if they asked for it, but otherwise letting them choose their cards to upgrade (or replace). I thought this worked well, they weren't overwhelmed with choices they werent prepared for because I constructed the original decks and ensured they were going to work. But once we were a mission or two in to the campaign, they still got to feel like it was *their* deck, because they were the ones who upgraded and customized each card.
  4. well... I have tried those things, and was still unimpressed. William Yorrick's recursion is nice, but his reaction is only used after you defeat an enemy, so probably you don't have very many actions left to make use of the RGM. You get to keep him for the mythos phase, but you still have to pay for him. At best you get 2 actions with RGM and a mythos phase. It's just not very useful. If absorbing damage is the idea, Cherished Keepsake or Leather Coats are cheaper, don't cost XP, and provide lasting staying power. Police badge is a nice combo, allowing for a slight boost in efficiency, but you'll still have to set this combo up again every few turns, and that's really pretty dependent on having another 2XP, 3 cost card, so I don't think it's fair to give all the credit to the RGM. Police badge is good though. Wendy is a little stronger, but again, Chance Encounter is not fast, so you have 2 actions and a mythos phase if you are doing any sort of recursion, and playing Chance Encounter provokes an AoO if you happen to be engaged. In general the survivor inability to get multiple clues/damage easily makes the 6 stats of RGM a bit less useful. He could be handy in Calvin. But I dont play much of Calvin. Also I find it hard to believe that arkham db is flooded with Calvin RGM decks. Maybe it is, I havent checked, but something tells me this isnt where RGM popularity is coming from.
  5. I'm surprised at the Red Gloved Man. While he looks undeniably fun, I have yet to be able to include him in any deck, with any character, where I felt he was worth his price. Armor isn't bad, but as OP mentioned, comes in the wrong faction. Guardians typically have high HP scores, and might want their body slot open for the flamethrower. They have access to a lot of allies that can soak hp damage as well, plus some other available healing. They would also probably rather spend XP on a Key of Ys or Elder Sign Amulet to protect their sanity, rather than their health. Topping it all off, Guardian XP is simply tight, as Guardians need (want) to buy a lot of high XP cards, and often simply dont have enough xp to spend on a 5xp card that is of questionable value.
  6. colt vest pocket is pretty great too. A nice early game combo with Sleight of Hand, and a wonderful weapon to have around if you are trying to do Sleight of Hand/Lupara tricks later down the line, gives you something to use SoH on before you gain XP.
  7. A good question. I mean, mystics can still deal damage/get multi-clues without it treading on Seeker/guardian identity, so why couldn't survivors? As to what they could do.... Well, IMO, it would have been a good idea to make Survivors the medic characters rather than Guardians. Guardians' role is to deal damage, Survivors could have been to help the team absorb damage. Cards like First Aid, If It Bleeds..., and I've Had Worse, really ought to have been Survivor cards. Then Guardians would have been offensive, and Survivors defensive. Making Guardians both of these things and giving Survivors nothing was a huge mistake as far as I'm concerned. It's hard on Survivors, and it does no favors for Guardians either who typically end up ignoring most of these cards in favor of their offensive options. But that ship is very, very much sailed. So what could Survivors get now that would help them out? Well, let me talk about On Your Own first. This was a great idea with an execution that makes you want to bang your head against the wall. On the surface, a buff for your character that prevents you from use of the powerful ally slot is a nicely thematic idea. The problem is that the buff they chose is -2 cost for Survivor events. This has two problems. 1) Survivors are the "cheap" class anyway, and they really dont particularly need to play their events cheaper. So, this doesnt help them nearly as much as it would any other class. 2) There simply arent that many 2+ cost survivor events. We could mitigate problem 2) by adding a lot more survivor event cards that cost 2 or more. Strong events. Events that are non-exile and cost XP, preferably, so they can be retrieved with Resourceful (which can be retrieved with True Survivor. And you have a Thing going). I think this would go a long way towards helping survivors out. A different idea would be a buff based on cards in your discard pile. Perhaps a XP-costed, Exceptional (raising XP cost, and restricting to 1/deck) Permanent card that says something like "When you discover a clue at your location: If you have 10 or more cards in your discard pile, exhaust this card to discover 1 additional clue at your location". You could do something similar for damage. This would make Survivor class about managing their discard pile, which ties in very nicely already to many of the cards that they already have.
  8. Well, I agree with the OP's conclusions for the most part. In fact, I think they presented a fairly compelling case. The results of the poll seem to indicate that Survivors are the least preferred class. That seems fairly clear and the only way to argue against this is to say that the results of the poll are not representative of the general attitude towards Survivors. It is possible, but I think that it is likely that the numbers in the poll do in fact give us an accurate representation. So if you are with me on that front, then the only question left to answer is: why? Before I move on, one more thing is to say that I think the OP's intention -as well as my own when I discuss this- was to talk about characters who are Survivors as their primary class. Not as a secondary class, or as "splash" cards in the case of the Dunwich set, or other investigators who can take a few Survivor cards. The OP presents several compelling arguments. So, as far as I can tell, the possibilities are twofold. Either it's because of the investigators themselves, or it's because of the card pool (saying "the playstyle" is pretty similar to saying the card pool again). The first possibility: It's at least possible that the Survivor investigators just happen to not be good. I'm trying to say that we can at least conceive of a scenario where it just so happens to be that all the printed Survivor investigators have bad stats, mediocre abilities, or crippling weaknesses. So I'm going to go ahead and say this is not the case. Rita being excepted as I really havent gotten to do anything with her yet: Wendy's ability is possibly the best in the game. William Yorrick's ability is very solid. Pete's is reasonable, and so I think the only real dud is Calvin. Signature cards: Wendy's again is fantastic, William Yorrick's is very very good, Pete's is great, and the only real dud is Calvin (it's not bad. It's not great either). Signature weaknesses: Wendy's is manageable, William Yorrick's should be no problem as long as you dont draw it too early, Pete's is tame, and the only real dud is Calvin. So the card pool? I think this was sort of the OP's conclusion, and I can't say that they're wrong. Maybe we disagree on the specifics of why, but I generally agree with the sentiment that it's the card pool that is the problem, and pretty much any Survivor character who had access to a different card pool (instead of Survivor) would be a stronger character. -Lack of Level 4+ cards: Actually I'm fine with this. I don't think it makes a whole lot of sense, but I'm fine with it. You're not exactly getting less XP, you're just spreading it around more. I don't generally agree with the designer's sentiment that this in any way shape or form makes Survivors feel more scrappy, or more like they are just diving in making the best of it, than if they had level 4 and 5 cards. Would having a level 5 shovel pull you out of theme? It wouldn't for me. Theme is about the style of a card, not about how much XP it costs. But again, whatever, if that's how it is, I have no real complaints from a gameplay perspective. -Exile cards as stated are generally more powerful than a similarly costed non-exile card, so I'm ok with them too. -What I don't like about the survivor pool specifically is that it's too hard to get multiple damage or multi-clue access. I thought that some of the cards of the last cycle like Winging It and Improvised Weapon were going to solve the issue, but now I can confidently say that they don't. Their multi-damage/clue function is only single-use (until you draw them again), and to top it off they are too slow: as first you have to get the card into your discard pile (harder than expected because they have no icons!) and then you have to play it from your discard pile. Meaning after playing say, Winging It, twice, assuming you succeed both times, you've snagged 3 clues for 2 actions, 2 cards, and 2 resources. Not great!! Baseball Bat and Old Hunting Rifle help with the damage, but they are both two handed and have significant downsides on the skull draw. Essentially, where a guardian can pick up a 2 handed weapon and go ham and just concede that they aren't getting many clues this game (relying on auto-clues like Evidence!, etc..) , a Survivor character really can't do this without also admitting that they should have just played a Guardian. The Survivors that can succeed tend to be the survivors who have big access to other card pools (Wendy and Yorrick), where the ones that are stuck with the lions share of Survivor cards struggle mightily, IMO.
  9. awp832

    Character player stands

    If you like, you can cut out a small scrap piece of cardboard and glue it to the bottom of the investigator cards, with a little added thickness they will fit in the stands.
  10. Yeah... I wonder just how common tales like this really are. There's really no way of knowing. I just hear that the game is "too hard" a lot, and I usually ask something to the effect of "are you sure you are doing everything right?" to which the answer is always "of course we are". And there isn't much else you can do at that point. Well, good luck with the rest of your games anyway. I imagine they will go better. Just out of curiosity, why do you feel you missed this rule? Was it in a place that you felt was hard to find? Did you just gloss over it? I tend to feel the rulebook is pretty explicit and it even bolds the words "important note" for you in the Learn to Play Guide, and puts a similar rule in italics in the main rulebook. But sometimes I personally find things in italics easier to miss than if it were in regular font. I think this is because I've been conditioned by games that italics is flavortext, and not gameplay related. But I often miss things in bold too =p.
  11. awp832

    Please fix "Heart of the Elders" scenario A

    I think the idea is that the longer you stay in HotE-A the more chance you have of getting poisoned. If you have to replay it you stand a very good chance of acquiring this weakness or trauma. In fact we just replayed this scenario last night, and I'd never done a pillar re-start in it before. Obviously a lot depends on how your campaign went so far. For us, we needed 1 pillar on our second time through. We could have easily snagged it and moved on to part B, but would have gotten no VPs if we did that. So we played for XP. We had the Serpent hounding us the whole time through, and we found it difficult to get away from him as many of the locations are connected, and we couldnt exhaust him by placing a pillar token since that would end the scenario immediately. We also had run out of gas and were unable to mulligan, my starting hand as Rex was very poor, and even though the serpent doesnt AoO you, it is still difficult to get set up with him around dealing you damage every round in the monster phase as you spend your actions getting your gear out, and that's only made worse if you have to draw in to all your gear first. We didn't have the map, and we were never able to find the Ancient location in the exploration deck, and while we still had doom on the clock, we had to finish the scenario before we found it, because of concerns over our remaining HP and sanity. In the end we managed to pick up 3 VPs, 2 from locations and 1 from an Apex Strangleweed. Ok, but not great. I think it's fine to have a scenario where the main goal is to amass XP and not get poisoned. Especially if it's only half a scenario. Really I enjoyed my time, and didn't find it to be annoying or poorly designed at all. I like this scenario quite a bit and consider it far, far superior to say, City of Archives.
  12. Hey, Mateo has put on a few pounds but there's no need to be hurtful. =p. In answer to your question, if you pull 2 tokens that auto-fail off of McBride (because of scenario special tokens or something like that) then the check automatically fails, as you will have to resolve one of them. Even with Mateo's Elder Sign ability, Auto-failure trumps Auto-success I'm afraid.
  13. Certainly my experiences color what I write. So yes, guilty as charged. I do tend to play on hard mode, so when you are typically pulling a -3 or -4 from the chaos bag, it can be a struggle just to pass the check, and succeeding by 2... or 5 seems like too much to hope for. So you're probably putting this into an Investigation check where you can use lockpicks or Streetwise or both, and hoping for the best. But then you have to leverage the resources you are spending against the card draw you are getting. As I mentioned it is sort of a way to turn resources in to cards. Useful for rogues, for sure. But I think less useful than its 5xp price tag. Seal of the 7th sign I would have rated higher if not for the fact that Pnakotic Manuscripts appeared in the very same pack. And I do realize that the investigators who can take Seal of the 7th Sign probably can't take Pnakotic, so it's a control option in Mystic instead of in Seeker. However.... If you do comparison of the two I think Pnakotic comes out on top. While Seal of the 7th Sign is cheaper by a resource, Pnakotic has some serious advantages. Firstly and maybe most importantly, you get to decide where/when/and how to use it. Seal could be around for several turns, or you could get unlucky and draw a cultist which prompts you to draw from the chaos bag again and draw another cultist and draw from the chaos bag again and draw a skull, wiping out a good chunk of your seal on 1 action. Maybe that's being paranoid. In terms of possible shenanigans.... Seal's wording is less vulnerable. While you can use Akachi to get a bonus charge, or boost it with a recharge, Pnakotic can be scavenged... I also feel that an arcane slot is particularly valuable for Mystics, and hard to give up, even for this. Also note that Pnakotic can be searched for with Research Librarian, which seems like a huge plus. Arcane Initiate can get you your seal (albeit less quickly), so Seal doesnt fall behind too much in that category, but it does a little bit. Seal is tough because it's an invisible card, it's really hard to say at any point how much benefit you are getting out of it. It's hard to go high-five your mystic friend and tell them how clutch their seal was, when you don't know if it made any difference or not. All you can do is fall back on statistics. Statistically you probably prevent 1-2 auto-fail pulls before you run out of charges, but you don't get to decide on when. Great to drop before doing something important or risky though... I still prefer Pnakotic.
  14. First look at the SA player cards, starting now! Kerosene (1xp): A slotless card here, which is nice to see. With 3 supplies on it this represents 6 horror healing, which is quite a good return. It's also possible to restock this with Venturer or Emergency Cache if desired. 3 resource is a little pricey, but still shy of prohibitive. It does take actions to use, much like First Aid, and only if an enemy was defeated this round, which can be difficult seeing as how you'll have to dispatch an enemy by your 2nd action to have an opportunity to use Kerosene on your 3rd. Granted other players could theoretically kill an enemy at your location for you first before your turn begins, but that's probably not happening much. Who likes this? Maybe Zoey and Leo? I have a hard time deciding on this card. The bonuses are good but... are they needed? Would I rather just spend a few more XP on an Elder Sign Amulet, or Key of Ys, if I want sanity soak? This is definitely the cheaper option, but it's slow. That said I often have previously included Liquid Courage in Leo and Zoey, and this might be a suitable replacement. 3/5 Has potential. Flamethrower (5xp): This weapon is pretty boss. While the XP cost is high, the resource cost is less than other big guardian weapons at 4. The bonuses on this are nuts. Great attack bonus, amazing damage, the ability to split damage over multiple targets, and 4 ammo capacity. The supreme weapon for taking on hordes of little monsters, but it's certainly no joke against a big critter either. To be honest, this makes it really hard to justify continuing to run the Shotgun, with its meager 2 ammo (but slightly reduced XP cost....) or lightning gun, whose only real advantage over the new flamethrower is a measly +1 attack. Well, there is one thing, that the flamethrower also takes your body slot in addition to your hands. But the fact of the matter is, there is not a lot of body slot competition going on. Until we get some amazing cards that compete for the body slot, the flamethrower is the ultimate weapon. There might still be some argument for Lightning Gun or Shotgun with a Marksmanship setup, but that's only twice per game unless you can recur it somehow... Amazing card. 5/5 Smells like... victory. Vantage Point: This is... a weird one. I mean, it could be useful but... eeeeeeh. I dont know if I'm spending 1 of my 30 card slots on this. 1/5 A miss for me. Pnakotic Manuscripts (5xp): Handy. A tool for beating the chaos bag is definitely nice. Daisy has another helpful book, making her a nice team player. 3 secrets on this one, tough to get only such limited use out of such a high xp card... but that's 3 tests you can completely control, which means a lot if the game is on the line. And remember Truth from Fiction? Yuuuup. 4/5 because nobody likes the chaos bag. Borrowed Time (3xp Exceptional) : I talked about this a bit when it was spoiled a while back. I'm just annoyed that it's a huge thematic fail IMO. This card is the exact opposite of Borrowed Time. Borrowing means you get something now and pay it back later. This card makes you pay now and benefit later. It's Investing Time. So I guess if you have nothing better to do with an action on your turn and you want to invest in an explosive turn later it's... allright. I'm not paying 6 xp for it though. 1/5 a thematic and pragmatic disaster. All In (5xp) : Well... Rogues definitely did not have a lot of card draw, and this gives them an option here. But on the other hand, you also have to succeed a skill check by a lot. Granted you get 2 wild icons on your test, but you will still probably have to spend some resources to pass by a lot. So it's sort of a way to turn resources in to cards. It's strange, but maybe useful. 5 XP seems steep though. 2/5 I'm definitely drawing the Auto-fail. Shards of the Void (3xp) : ok, ok, when all is said and done... it's BASICALLY +2 brains for 2 damage. That seems very reasonable. Compared to the very similar Shriveling(3), No drawback on special tokens like Shriveling has, but comes with 1 less charge (although you can spend your 0...) and seals the 0. 4/5 A bit wordy and confusing, but still might be nice to have another good attack spell besides Shriveling. Seal of the Seventh Sign (5xp) : Wow. What a card. Interesting. Like the Pnakotic Manuscripts, this is chaos bag control. So the thing is, if you know you can't pull the auto-fail, you can plan for everything else. This could be absolutely incredible to drop just before a boss battle, or if you have managed to keep your Chaos bag relatively clean of special tokens, as some campaigns let you do. Looks good though, love the control. 3.5/5 Good, but I think I prefer Pnakotic. Impromptu Barrier: What can I say... probably just not a card that's worth running. 1.5/5 At least they're rounding out the trio with Winging It and Improvised Weapon. Alter Fate (3xp) : Nice for weakening Broods of Yog Sothtoh I guess. Can also get rid of locked doors, Spires of Carcosa, Frozen in Fear, and the like. It's blessed for mateo. A useful card, but is it 3 xp useful? 3/5 I mean, probably. That about wraps it up for Shattered Aeons! Good cycle! What do you think of these player cards?
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