awp832

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  1. Novella Speculation

    am I confused as to how "replacement" works? It was my impression you couldnt have the .38 and Mysteries Remain in the same deck.
  2. Lola Hayes & Stick to the Plan

    I am thinking it is 1. Stick to the Plan is incompatible with Lola. You could spend XP on it but other than draining 6 xp from you it can do nothing, not even slim your deck. Also I would definitely say that cards attached to Stick to the Plan are not in play.
  3. Questions

    Listen, double-or-nothing works like this: Any effects of the check, including cards you put into the check, are repeated. Resolve the check completely once, then resolve it again, exactly as if you had passed it a second time, having committed all the exact same cards to the check (besides the DoN, obviously).
  4. Questions

    ^ Sorry, I meant removed from the game. It feels that way, but realistically you need 3 specific cards in your hand, a 4th card out, and 6 resources to spare to even attempt such a thing. Then you need to pass the check. Then you still have to spend them. I doubt this is too strong. I sort of am skeptical that it's even good. Diane just sort of sits there, she can be annoying to stop you from interviewing people in the early game, but once you have cleared a person entirely of clues she's not so bad. Hakuro has no effect on backstab, backstab is an attack.
  5. Questions

    Painted world would still go to the victory display, leaving you with no real effect for copying bind monster. Burglary specifically states it is instead of gathering clues. Deduction doesn't help you. Burglary+Deduction+Double-or-nothing+watch this+perception: Burglary: resolves twice, gain 6. Perception would activate twice, netting two cards, Watch This has no int icons and cant be committed. Hiding spot doesnt work like that. Aloof enemies don't disengage you if already engaged. They simply don't engage you in the first place.
  6. Questions

    correct. only the intellect pip counts.
  7. Questions

    4. no, you do not.
  8. Suggestion is broken?

    hm, fair point. First time anyone has noticed as far as I'm aware. Shame to have this card likely be instant-errata'd since it's already probably gone to the printer... but probably that is what will happen. I sort of doubt it's intentional. We will see what happens.
  9. Mystics

    I'm not sure I'm really following that logic. So, let's take the Dunwich Legacy campaign, for an example. At the start of the campaign, there are 15 tokens in the bag (standard) and 16 tokens in the bag on hard. 2 of those are Skull tokens. So, let's presume for now that every time Jim draws the skull, ever, he passes a check he otherwise would have failed (a big IF, as I will get to later, but let's start there for now...). If that's the case, Jim's ability helps him 1 out of every 8 checks, more or less. Throughout the campaign you'll be adding more tokens to the bag, none of which are skulls, so it will help him a little less, maybe 1 out of 9 checks. Now let's look at just what having an extra willpower does for you. Now, disclaimer, this is only for willpower checks and doesn't affect non-wp checks, as Jim's ability does, so it's not a quite even comparison, but again, let's just start here. But essentially, you have to look at the tokens in the bag, check what you're going for, and see how many times where Akachi's extra point of Willpower will pass a check Jim will fail. If Jim needs -2 or better, Akachi only needs -1 or better. On Standard that's 3 times. On hard mode that's 2 times. If Jim needs -3 or better than Akachi needs -2 or better. Standard or hard mode, that is 2 times. You can make this comparison in every instance. You'll see that the extra point of WP means Akachi more than keeps pace with Jim's skull ability. Now, let's get back to the caveats I omitted at the beginning. Yes, Akachi's extra WP only works for WP tests, but that ought to be the vast majority of tests you are doing as a Mystic anyway. Incidentally, Akachi ALSO has 1 extra point of evade compared to Jim, which means all the above calculations are true for Evade checks as well as Willpower checks. Leaving Jim's ability only giving him any real advantage over Akachi in Combat checks and Intellect checks. Jim on the other hand, isn't going to be saved by his ability every time he draws a skull. That is to say, if skulls are -2 and Jim would have succeeded on a -2, than Jim's ability isn't helping him. So it only helps Jim if he otherwise would be failing. A very small minority of the time even when he draws the skull. Jim's ability is the most helpful when he draws a skull on those specific scenarios where the skull token gets to an outrageous negative modifier. It's least helpful when the skull token makes you draw another token, which happens several times in Carcosa scenarios. Then his ability is not helpful in any way whatsoever (his trumpet aside). You might think that after all this it seems that Jim and Akachi are pretty close to even, maybe Akachi a bit on top, but slightly. I agree with that assessment. The problem then is that Akachi has another character ability on top of all this. Ouch. This is why I saw Jim's only real advantage over Akachi is if you'd rather the Trumpet over Spirit Speaker, and those 5 out of class cards.
  10. Mystics

    You should be forewarned that Jim is probably the toughest of the Mystic nuts to crack. I play a lot of mystic, and by now I have enough of a feel for it that mystic decks sort of build themselves for me, but not so with Jim. Jim is a very, very tricky customer, and even when built well he doesn't shine as well as Akachi or Agnes IMO. He is a very different sort of mystic, but he can be strong in larger games as sort of a support character because his Trumpet is pretty good. Anyway, I hope you're in it for the long haul buddy, cause here we go! Jim has 1 less point of Willpower than Akachi does, so he needs to take full advantage of the 5 out-of-class cards he can pick. That's really all he's got that Akachi doesn't, so you need to bring the heat with those 5 cards. So... Aaargh, the entire 0 level card pool at my fingertips, what should I take?! Lone Wolf: Any way you slice it, Lone Wolf is a good card. It's so outrageously good, it's worth including in absolutely anybody who possibly can take it. It does have a bit of anti-synergy with Jim because as I mentioned Jim is better in higher player counts and Lone Wolf is better in lower player counts, but hey, what are you going to do? It's still jaw-dropping value. No Stone Unturned: This card is one that I recommend for Jim, and not too many other characters. You are searching for Jim's trumpet, and anything that helps you get it as fast as possible makes you that much stronger. I've had good success with this. Liquid Courage: This is a specific include if you are planning to use Level-5 shriveling in your campaign. Shriv-5 eats through your sanity like nobody's business, so trumpet or no, you might want a bit of back up, and Liquid Courage is very good sanity healing for a mystic and for dirt cheap, no slot. If you're planning to run lean on Shriv-3, then maybe you don't need this, otherwise, highly recommend. Lucky: I pretty much am never sorry to have this card in my hand. Lucky is just good and Jim can take it, so it's never a bad include. Dodge: This is just a good card. Fire Axe: Jim's non-spell weapon of choice I think. I prefer this over Machete for the larger potential combat bonus. ----- Hey? What about Leo de Luca or Peter Syvestre? They're pretty sweet, am I rite? Yes they are, but be careful. Arcane Initiate is pretty much required for any serious mystic, you want her as your ally. If you're planning to go the charisma route then either one of these is pretty killer, but if not you'd rather have Arcane Initiate. ---- Great, I'm all set for.... 5 cards. How about 25 more? Right then. Arcane Initiate: there's two. Delve too Deep: Four. Shriveling: Six. Rite of Seeking: eight. Holy Rosary: ten Ward of Protection: twelve. Cool, so you've made half your deck now and you haven't actually picked anything. Let's move right along with things that actually take a bit more thought. Uncage the Soul: Okay, this is probably almost an auto-include. Fourteen. Moonlight Ritual: You only really want this if you are doing a Blood Pact thing, but.... You ARE doing the blood pact thing because otherwise that's sad and get the heck out of purple. Sixteen. Fearless: This is my preferred skill card for mystics because hey, free sanity healing. Clarity of Mind: Definitely pick up if you didn't take Liquid Courage. Even if you did, you might still consider it. Drawn to the Flame: Pretty good. Knife: You'll replace this later, but not a bad starter card for Jim. since he does have 3 combat. Flashlight: Decent starter card, might be replaced. Make sure you're watching how many hand items you're including in your deck. So far I've mentioned Knife, this, fire axe, and don't forget Jim's trumpet too. All of these are good picks but Jim can have hand problems. Fine Clothes: Campaign specific, but again, not a bad starter card, to be replaced later. Emergency Cache: always worth a thought. Unexpected Courage: I prefer this over Guts just for the extra versatility. Forbidden Knowledge: Because who needs sanity when you can have money? Astral Travel: I think this is expensive, but if unbridled mobility is your thing, go nuts. Arcane Studies: Surprisingly, you *can* run without this if you need to. But it's still pretty good, and very useful if you're playing the Lone Wolf game. Hypnotic Gaze: An expensive version of Dodge, but hey, I said Dodge was pretty good right? I usually take this and fine it useful. Plus, dat art. Blinding Light: If you feel like it. Painkiller: This is really very handy for Jim. Ideally your sanity is under control and you can heal HP with this, beyond that it's cheap and slotless. Good pick. ------ Sweet, but I why aren't I picking.... Defiance? : You're physically hurting me right now. Ritual Candles? : Because it takes one of your hands and you need those. Besides that, it's not really that good. And somehow half the community has it in their heads that this is good for Jim because he wants to draw the skull. Ok, so to that point first, he does *want* to draw the skull, but wishing don't make it so. Second, doesn't that make it actually *worse* for Jim because skulls are 0? He doesn't need an extra +1 bonus at that point. Alyssa or Renfield? : I actually REALLY like Alyssa. I would take her if I'm planning on going Charisma. Otherwise watch your ally slots. Torrent of Power? : I doubt this is going to be good but I'm going to use it myself anyway, and I wouldn't blame you if if you do as well. Sometimes we have to do things in style. ------ Can I get an XP progression up in here? Absolutely. First you'll want to take anything that is required for your build, and also upgrading your 'core' cards. to that end: Charisma: if you're doing this. Blood Pact: Yep. Shriveling-3: Hold off on the level 5 version for now. Shriv-3 first, Shriv-5 later once you've got your other staples in place. Rite of Seeking-4: Pretty good too. Spirit Athame: This will replace your Knife. This card is oh, so good. An absolute STEAL for 1 xp. Grotesque Statue: One of the better picks for Jim. But watch your hands. Jim has hand problems. I've run Bandolier before but found it not worth it. Just be careful not to wreck yourself. Fearless-2: Handy to have around for insta-heals. After that it's pretty much whatever you like: That Recharge looks pretty handy. Maybe Grounded? I've never played it but maybe. Jewel is good but if you want it you probably want to pick up Relic Hunter too. Song of the Dead is nice for a 1 damage poke. ----- Got some ideas? I tried to tailor to Jim, but most of this can apply to all mystics. Hope it helps, happy deck building. Go get 'em, tiger.
  11. There are several reasons why I think Mano a Mano is just really weak. Let me explain a bit further. Play only as your first action: This is crippling. Costs 1 XP: Really sad. Not only do I have tons of things to spend my Guardian XP on, but this also prohibits non-guardian investigators from taking it as a way to defend themselves from weak enemies. Basic melee: You probably can just punch them. Combat is your high stat, so if you need to do an extra 1 damage for an action to conserve some ammo, why not just use basic melee instead? Takes deck space: At the end of the day, is this worth one of your 30 cards? I just really can't imagine a scenario where I would say that it is.
  12. La era olvidada

    Would it be fair to say that Ursula's secondary class is likely rogue? If so, she's going to be very solid, I think. The first investigator who looks like she can reliably do the clue/evasion game.
  13. I think you're very right to say that Skids has too many competing interests. I'm very strongly of the opinion that the only effective Skids deck is one that eliminates as many competing interests as possible and focuses as much energy into doing one thing very well. In short, he needs to be set up purely for combat. In the future if Rogues ever get access to any multi-clue potential, you could maybe make him into an Evasion/Clue Gatherer. A cool concept, but right now the cards don't exist to support this. Lockpicks is not good enough. Skids' access to the Guardian pool makes him a decent warrior though, and going all in on this concept is the only effective skids deck I have ever come across. I do mean all-in, don't include lockpicks, or flashlights, or Streetwise, etc... that isn't what you are there for. You're there to beat up monsters, full stop. Skids does have access to a lot of the good guardian cards, and combining them with Rogue cards is potent. Prepared for the Worst + Chicago Typewriter is pretty much a necessity. Leo is fine for your ally, or Beat Cop. Neck slot is Elder Sign amulet, no argument. He does want money so include Lone Wolf and Emergency Cache/ Hot Streak when possible. Don't be afraid to use extra actions to gain bonuses on the Typewriter, Skids' personal ability is good for that, as is Leo. Don't worry too much about skill cards that give you extra actions, they aren't worth it. The only skill cards I would take in Skids are Double-or-Nothing and Vicious Blow.
  14. Just picked up the Pallid Mask and was going through some of the cards. I havent actually played with these so I may change my tune later. Spoilers for player cards ahead. Oh, and I tend to be pretty critical. Inspiring Presence: The ready effect is the interesting one here. There aren't that many allies that exhaust, but we have enough now that this could be interesting. I'm still not able to think of anything too good to do with it, and I generally don't use skill cards unless they are really, really strong. Icons are good though, healing is ok. So... 2/5. Mano A Mano*: Basically a poke for 1 damage. Despite odd HP enemies being somewhat annoying, this isn't good enough. 1/5. First Aid***: During the later scenarios it's usually nice to have some healing around. Basic first aid is decent enough, but this is way better. Efficient healing for any investigator or Ally, with 4 supplies. I'm on board. 4/5. Eureka!: I don't use skill cards unless they're really good. But this does have some Minh-ergy, so maybe with her.... but I doubt it. 2/5. Shortcut**: Shortcut unleveled is already a pretty good card. This is going to be super strong if there is a mission with a "hub" in it. Less so in missions without one like Essex County. Still, this is worth the XP for me. 4/5. Watch This!: .... What can we say about this card? I guess the idea is that you pass a check and earn 3 resources, which is more efficient than say emergency cache. The check has to be a pretty low difficulty for you to pass without buffing yourself beyond the icons on Watch This! and if you do buff yourself you're sort of defeating the purpose of this card. Still, I can see a place for it, especially if you're feeling lucky. Problem is mostly that Rogues lack the high stats to pull this off as easily as others. But there are ways, like throwing this on a check against a 2 shroud location with Flashlight. 3/5. Not great, but good. .41 Derringer**: Do you want to be even more all in on smashing a check that you're only mediocre at? No? 2/5. Torrent of Power: I give this one the award for being very interesting. Really weird card, which I sort of like. You can chalk up some impressive bonuses on this for some investment in charge, which Akachi can get easily with Scrying or Alch. Transmutation. combo piece with potential for good bonuses. Definitely cool. Effective? Not sure. 3/5. I'll at least try it. And I appreciate that it's weird. Scrying***: Much better than the original scrying. Akachi can definitely put the mythos deck on Lockdown if that's what she wants to do. 3/5. Probably worth it, if control is your thing. Waylay: I was happy to see another Tactic for Mark to maybe play with, but then I actually read this and realized that like most of the other Tactics that aren't in Guardian... it isn't good for him. In Survivor though it's a decent, though expensive event. Good on Broods. 3/5 just for that. A Chance Encounter**: Seems good I guess but who runs this? Pete for sure. Great for Pete, probably a must-have. 4/5 for him, 3/5 for anyone else. Emergency Cache***: So, while I appreciate being able to load up on supplies... just not a whole lot that makes me really want to use it for that purpose. 2/5 now. Maybe 3/5 if we get some cards with Supplies on them that make it worth it.