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Rovin

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  1. Been gone a couple of weeks from here with a death in the family, and I seem to remember mentioning the Aklo CDs in here before, but in case that memory's false, that stuff is fantastic. www.aklo.net I also quite enjoy his sister project Tillinghast Laboratories Incorporated, which I believe is available on the same site. The Unquiet Void has two albums worth of ambient sound effects heavy Lovecraft inspired material, Poisoned Dreams and The Shadow-Haunted Outside. Those more into straightforward metal - death metal in particular - would likely enjoy the Yyrkoon album Unhealthy Opera. I can't imagine playing to it, but I like the album, and it's all pretty much Lovecraft-based.
  2. Tibs said: Cthulhu's ability is simply that everyone's maximum sanity and stamina are reduced by 1 for the whole game. This means that instead of being 4/6 sanity/stamina, Diana Stanley is 3/5. So she can't go above 3 sanity or 5 stamina in the same way that she can't go above 4/6 in non-Cthulhu games. Ah, okay, I was playing that on a round per round basis. Thanks a ton for the help, Tibs.
  3. Here's a question I've got for ye forumite powers that be... We have the ex-cultist girl in our game (I want to say her name's Diana, but I'm not totally certain) and one of her abilities is to regain either one stamina or one sanity per doom token applied to the A.O. card. One of Cthulhu's innate abilities is to knock down investigator sanity and stamina both by one constantly throughout the game, so everyone is essentially one less in stamina and sanity as a max. I've played this with the ex-cultist that, in the Upkeep phase her doom token ability allows her then to take either a sanity or stamina token, allowing one of her stats to be able to max. Is this the correct interpretation of how to handle this character's ability given Cthulhu's penalty during Mythos Phase?
  4. Dam said: Roland is very nice I agree, but his Clue-regeneration never gets him to seal-level (barring Noden's Favor Mythos). No, but it gets him CLOSE, so when a gate opened at Innsmouth he'd kicked around there long enough between locations and encounters to deal with monsters and hop in the gate with enough clue tokens for a seal if he made it out alright. To REBUILD 5 would take too long, so he's basically being used now to keep monsters in check and try to keep the terror/deep one rising track down.
  5. Dam said: That's still quite a few Clues you need to collect (5 seals = 25 Clues), unless everyone starts with 3+, which they probably didn't (looking at you Dexter "Douchebag" Drake). There is also mention of LiTaS/bouncing for a couple of investigators, meaning even more time would be needed. But mainly a Clue issue, which multiple Elder Signs of course would take care of. Gravedigger has monster trophies function interchangably with clue tokens, and I accomplished the Fed's personal story, so he regenerates clue tokens if he goes under 4. The Fed got a lucky encounter at Esoteric Order of Dagon and made a check that gave him... three or four?... CTs, whatever fulfilled his personal story quota, and he closed and sealed a gate in Innsmouth.
  6. Dam said: Rovin said: We're about to start round 8 tonight - each round takes forever - and at this point it seems as if the high number of investigators has really hammered the game resources as well. Investigators are no longer able to get clue token from locations hardly, they're getting them mainly through encounter cards and such. We're currently at four seals with one that'll top off the Arkham Encounter phase on round 8 so we've nearly won via seal, though. We WOULD have sealed for win a couple of rounds earlier had a couple of our investigators not ended up Lost in Time and Space or bounced out in circumstances that stopped them from doing so (experimentation/memory loss for one). 5 seals in 8 turns ? Dam(n), that pretty darn effective. A few Elder Signs mean no need to collect Clues, so you can seal earlier, but still, takes 3 turns normally just to go through an OW. Hmmm, enter on turn 1, exit on 3 (seal #1), enter turn 2, exit turn 4 (#2), 3 and 5 (#3), 4 and 6 (#4), finally 5 and 7 (#5). Doable I suppose, though need a lot of breaks to go your way. Guess you're not playing vs Hastur and his 8 Clues to seal ? Nah, good ol' Cthulhu. The Shaman only requires four clue tokens to seal, and we focused the first couple of rounds on token gathering for two or three characters that started the game with a bit higher CT ratio - say, 3 or 4 - while I sent the Fed to Innsmouth to control that board and had the gravedigger guy keeping initial monsters busy. It was a focused attempt from the beginning, and on top of that we've had at least one "Hey, you drew a card that, if you pass the check, lets you go back to town so you can close and seal in the next round" card.
  7. Avi_dreader said: Rovin said: Avi_dreader said: Rovin said: Vazanar said: Guess my group is still rather new to the game. We have normally 3-5 players each with one investigator. Do you all find the game better with 6 or so investigators instead of 3? Right now we have only the Innsmouth and Pharoah expansions. In our previous games we've used 2 investigators per player, and I think we'll be going back to that. Two is my favorite number, but I can't manage the game with only 2 investigators when I solitaire. Too many extra boards to cover. In your experience would four investigators be the base effective group for big-box board expansions? I can do three, but I remember *needing* four when I first started playing Kingsport and Dunwich together, for a while. Then I was able to bump it back to three. I've been able to manage with three investigators (but keep in mind, that's after three years of playing Arkham almost exclusively in my gaming time). So yeah, four investigator's probably a good idea if you're playing three or four boards. Three if you're only playing two boards. Or more if you need it. But I really think three investigators are enough to handle two boards. We're about to start round 8 tonight - each round takes forever - and at this point it seems as if the high number of investigators has really hammered the game resources as well. Investigators are no longer able to get clue token from locations hardly, they're getting them mainly through encounter cards and such. We're currently at four seals with one that'll top off the Arkham Encounter phase on round 8 so we've nearly won via seal, though. We WOULD have sealed for win a couple of rounds earlier had a couple of our investigators not ended up Lost in Time and Space or bounced out in circumstances that stopped them from doing so (experimentation/memory loss for one).
  8. Avi_dreader said: Rovin said: Vazanar said: Guess my group is still rather new to the game. We have normally 3-5 players each with one investigator. Do you all find the game better with 6 or so investigators instead of 3? Right now we have only the Innsmouth and Pharoah expansions. In our previous games we've used 2 investigators per player, and I think we'll be going back to that. Two is my favorite number, but I can't manage the game with only 2 investigators when I solitaire. Too many extra boards to cover. In your experience would four investigators be the base effective group for big-box board expansions?
  9. Vazanar said: Guess my group is still rather new to the game. We have normally 3-5 players each with one investigator. Do you all find the game better with 6 or so investigators instead of 3? Right now we have only the Innsmouth and Pharoah expansions. In our previous games we've used 2 investigators per player, and I think we'll be going back to that.
  10. Avi_dreader said: Rovin said: Tibs said: This means that with all three board expansions, you need to have 6 investigators in order to stand a decent chance at sealing, but still have a little breathing room. Most of my games are solo, and I prefer to play with all expansions, so that means I usually play alone controlling 6 investigators. It can be overwhelming at times. With Cthulhu as A.O. and running dual avatars of Dagon and Hydra, sealing in our current game is the major goal, and it's the first game we've actually sat down and strategized any such gameplay plan as opposed to just setting it up and having fun. ::Laughter:: you're playing Dagon and Hydra? Good luck. I can't manage them (of course, I always tried playing them with three random investigators— probably a mistake). Hydra's pretty easy, but Dagon's a pain. With three characters I can't manage to prevent terror from rising, so it ends up costing too many clues over the course of the game, and it usually also makes the doom track too short— oh sure, I could probably win by gearing up from the beginning— definitely really, but premeditated gearing up seems a bit sleazy ;') it's one thing to do it more than mid-way through the game, in a desperate attempt at self-defence once failure is obvious, but planning it from the beginning? Not for me. Except against Atlach. Hate... We've been lucky so far in that the first four rounds didn't activate the Innsmouth board (where I'm keeping the Fed mostly stationed in readiness collecting clue tokens, save a quick trip back to Arkham proper to deal with a Shoggoth) and we've worked hard to keep the monsters under strict control. We had a lucky break early on in that in the first round one of my wife's characters got a card that allowed all the players to roll for a chance at blessing, and consequently five of the eight characters earned blessed status. We had a bad break just in round 4 when the shaman woman, who was in another world, drew a card stating that alien experimentation on her either took two sanity or two spells and dumped her out of the other world without the sealing we were trying for.
  11. Tibs said: This means that with all three board expansions, you need to have 6 investigators in order to stand a decent chance at sealing, but still have a little breathing room. Most of my games are solo, and I prefer to play with all expansions, so that means I usually play alone controlling 6 investigators. It can be overwhelming at times. With Cthulhu as A.O. and running dual avatars of Dagon and Hydra, sealing in our current game is the major goal, and it's the first game we've actually sat down and strategized any such gameplay plan as opposed to just setting it up and having fun.
  12. Avi_dreader said: I find that four players is the maximum number of investigators I can enjoy controlling (but keep in mind, I've been playing this game for four years now). I prefer to control two players, but I typically control three for solo games. I think controlling one or two investigators is the ideal number (and obviously if you're essentially playing for your child you should count his as investigators you're controlling). I'd also strongly advise against weeding the monster cup until you've been playing this game for a *long* time and have a very good understanding of how it's balanced (but it seems like you're already figuring that out). If you're too impatient to wait a long time, I'd suggest what you do is tilt the monster ratios a little (if there are multiple monsters of some types, you can cut them— but if you're going to do this, spend a few hours studying the various monsters and classifying them by difficulty— you should try to keep a similar difficulty level ratio in your monster cup— particularly if you're going for a Cthulhu themed game since the deep ones are pushovers unless you play with the custom herald Basatan). I also don't like playing games with more than five humans (since they tend to get bogged down with socializing), but that's another story. Good suggestion on comparing overall game difficulty ratios. That hadn't occurred to me at all. We're only four rounds in so I'll restore the regular monster cup for the rest of the game and keep your ideas in mind for my next attempt at a themed expansion game.
  13. My wife and I started an Innsmouth game tonight - bordering on scenario, really, since I essentially cut out all the monsters that aren't Cthulhu/Deep One/Innsmouth connected, save for cultists and witches and such because, of course, Cthulhu needs its worshippers, and Ghouls and a couple of undead beasties because the Gravedigger character is in the game - and, with eight characters on the board (we were going to go with six, but my 6 year old was insistent on playing, so we set him up with a couple of characters he chose when, in fact, we basically tell him how to play them), we're finding it hard to appreciate all of them that we DO have. Typically we're finding ourselves mainly focusing on a couple with the other two feeling underplayed (two of the other two, naturally, being our son's characters). I also feel I might have shortchanged the game somewhat by just running monsters with a literary connection to Cthulhu and Innsmouth, since that completely eliminated flying monsters, and in the last several games flying monsters have really added a lot of combat situation drama to encounters. It's fun, but we won't be going with four per player again. It feels more like a strategic wargame and, if it makes sense, a lot less personal.
  14. Avi_dreader said: Rovin said: Tibs said: awp832 said: tibs, sometimes I wonder if you're playing the same game as the rest of us... I'm probably not. FFG's been kind enough to forward me an advance copy of 8th edition. It has investigator AND monster minis, 12 new AOs, and a corrected Patrice Hathaway and Call Ancient One spell! Dark Pharaoh's no less confusing, unfortunately... Such a thing exists?!? ::Laughter:: I'm assuming you're being ironic, but on the off chance you're new to this forum's insanity, I believe Arkham Horror is on it's second or third edition (I think it's second), so eighth will be some time in coming ;') Tibs only has his because his mastery of non-euclidean geometry allows him to reach his hand into the future and grab it (that's also how he can roll a one and a six on two three sided dice). LOL, I WISH I could be saying I was ironic, but I'm pretty new to this. That doesn't discount Tibs as a Hound of Tindalos in disguise, but I shouldn't suggest such things as, being a creature that travels via right angles, he's likely to take up residence in my Arkham Horror dice and do... bad... things....
  15. Tibs said: awp832 said: tibs, sometimes I wonder if you're playing the same game as the rest of us... I'm probably not. FFG's been kind enough to forward me an advance copy of 8th edition. It has investigator AND monster minis, 12 new AOs, and a corrected Patrice Hathaway and Call Ancient One spell! Dark Pharaoh's no less confusing, unfortunately... Such a thing exists?!?
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