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Einlanzer80

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  1. Not really a "big box" thing, but one thing I'd love to see is a couple of additional blank or positive mythos effects that can be optionally used to offset the over-scaling of difficulty with more players. Even just getting 2 additional blank mythos tokens with a rule to use 1 of them for 3-4 players and 2 of them for 5-6 players I think would have an immensely positive impact on the playability of the game.
  2. Yeah, I think the Mythos is miscalibrated as well. With three or more players, the game has too much of a tendency to outpace you and leave you with virtually no ability to regain control, which is unfortunate because there are so many awesome things about the game's design that this overly-erratic difficulty curve kind of takes the spotlight away from. On the plus side, this is also fairly easily fixable as a sort of a house-rule difficulty slider.
  3. That jumped out at me too. You could maybe argue that the phrase is referring to possession so it should therefore have the apostrophes (i.e. the finder's item becomes the keeper's item). But, they seem to be mistaking literal possession with grammatical possession. The common sense interpretation of the phrase is merely labeling finders as keepers in general so the apostrophes are inappropriate. So, yeah, I'd agree that it's wrong, and jarringly so to be honest. Furthermore, the dictionary agrees.
  4. Yes, it can be a rush right!? I find Dexter and Montery to both be a tad underrated. Dexter can vary wildly (some games he's terrible, others he's solidly above average) while Monterey is a pretty consistent mediocre, but very playable. Mary is like Dexter to a degree, but with the added disadvantage that the Blessing eats up all of her starting resources and is therefore a huge gamble, which is why most people seem to houserule her, as do I (if she rolls a 1, she can succeed a will check to reroll the die once per turn.) Vincent is straight up bad by RAW. However, he's a lot less bad with my Stamina-for-movement points houserule.
  5. GENERAL Stamina Costs - During the movement phase, Investigators can choose to sacrifice up to 2 stamina to gain 1 movement point or +2 to a single combat check for each point sacrificed. These are considered Stamina costs, not losses. This a nice thematic addition and is intended to bring balance between Sanity and Stamina and serve as a modest buff to the otherwise restrictive-to-play high Stamina investigators. Combat Assist - Investigators receive a cumulative +1 to both Horror and Combat rolls for each additional investigator present in the same location during combat. Assist bonuses do not apply when fighting the Ancient One. Maybe some will think this is too strong, and I'm still brainstorming other methods, but I like the idea of giving Investigators incenvitives to help each other out in Combat. I've also toyed with giving penalties for enemies teaming up on Investigators. INVESTIGATOR Daisy Walker - Iron Will only reduces 1 point of Sanity cost per turn. Mandy Thompson - Research has a die-reroll cap equal to the number of players. Patrice Hathaway - Focus is 1, sharing clues requires 2 for 1 Sister Mary - When sister Mary rolls a 1 for a Blessing, she may make a Will check. On a success, she rerolls the die. The Will check can only be made once per turn (in other words, if she rolls a 1, passes the Will check, then rolls another 1, she loses the Blessing). LOCATIONS All Shops - you can draw 4 cards instead of 3 (toying with making it 5 since decks are twice as big with all expansions, I'll probably try 4 first). Magic Shoppe - You can spend $3 to refresh a powerful spell (see below) SPELLS Preface - I pretty much despise the way most combat spells are designed. They are arbitrarily restrictive without being substantially powerful and aren't even unique enough to be particularly fun. This is an attempt at overhauling them in ways that don't blatantly contradict the cards and make them much less situational and fun to draw. Wither/Shriveling/Dread Curse - these only take hands on combat rounds where the casting is attempted. If the cast attempt is successful, the Fight bonus is active for the remainder of the current turn (including for other Investigators) and if subsequent combat rounds take place you do not have to devote hands to the spell to get the bonus. I think this is a nice way to make these spells more generally useful while keeping them with unique benefits as well as handicaps (they can still only affect a single monster per turn and you must succeed an increasingly difficult Casting check). This change also disproportionately benefits Dread Curse, which is badly needed because by RAW its cost is too prohibitive for what it does compared to Wither and Shriveling. This change also means that these spells are more worthwhile for high stamina, low sanity investigators because they can surivive for more turns to benefit from the bonus and have a higher chance of defeating monsters before being knocked out through the benefits of these spells. Fist of Yog-Sothoth/Spectral Razor - These now act more like buffs. They are cast during Upkeep and function as spell-weapons for the current turn (even against multiple foes) while devoting hands to them. They are still a little weak in general, but have the unique perks of scalability (through the right combination of skills and stats) as well as being considered both spells and magical weapons, potentially useful against multiple types of monsters in a single location/turn. Azure Flame - After the intial cast (still costing 1 Sanity), to maintain the spell in subsequent rounds, you must pass a Will check. If you succeed, the spell remains active and you don't pay any Sanity cost. If you fail the check, the spell refreshes and you must recast (by paying a Sanity and making the Lore check). I feel this is a nice medium between having to pay a Sanity every round it's active (too costly considering it's just a Magical Shotgun) and only paying it once and maintaining it forever (too good considering it is still a Magical Shotgun). Any "Cast and Discard" spell - the spell is exhausted instead of discarded, but can only be refreshed by visiting the Magic Shop and paying $3 for materials. This isn't so much a balance adjustment as a thematic adjustment - I have never really liked the idea of single-use spells.
  6. How in the world did I never notice that Tomes incurred a sanity lost and not a sanity cost? Sheesh. Personally, I think Harvey is one of the better spellcasters, precisely because of his affinity for retaining sanity from other sources. It means that his sanity can work solely as a resource for spells, rather than needing to be hoarded for rough encounters, and he has less to fear by spending his Sanity. Spellcasting in general, however, is a dubious tactic in most games (except for Daisy of course). I do agree, though, that Dread Curse of Azathoth is a terrible spell. It's beaten in its awfulness only by Fist of Yog-Sothoth and Spectral Razor. FFG seems to not realize what a gigantic practical difference exists between a sanity cost of 1 and a sanity cost of 2. In the case of Dread Curse, it is not substantially enough more powerful than Shriveling (especially when you consider the hands and failure rate) to justify its higher sanity cost.
  7. Okay, so I know that it's a little preemptive to start discussing expansion ideas, but you know what I'd love to see? Hybrid classes, just one for each combo would be nice. If you were either of the related archetypes, you could choose the hybrid class. This would only add 6 new classes to the game, but each hero would be able to select from 5 instead of just 2 classes. Something like this - Brigand - Warrior or Scout Paladin - Warrior or Healer Mage Knight - Warrior or Mage Druid - Scout or Healer Bard - Scout or Mage Sage - Healer or Mage Thoughts?
  8. Alright, here it is. Instead of changing broader spell mechanics, which I think work fine for most spells, I simply change the mechanics of the two main combat series, which is where most of the problem with spells lies. Above all, I try to make sure that all of my experimental house-rules feel right thematically and can be integrated without blatant contradiction with text on cards, etc. I feel these meet both requirements. I have no doubt many of you will think it's too much of a buff, and I'll just simply say that I think you've gotten use to some spells being gimpier than they should be =P. Wither, Shriveling, Dread Curse - These spells now operate as a "debuff" that lasts for a turn instead of having to be maintained. They only take hands on the round they are cast, and your hands are then freed if the combat goes subsequent rounds (regardless if the spell succeeds or fails). If you are still defeated by the enemy, another player can get the same bonus if they attack them the same turn. It makes them a good deal more powerful, as in my opinion they should be, and makes them compete less with magical weapons. Note that magical resistance/immunity apply as normal, and will grant half/no bonus to all attacks while they are active. +12 will also be the maximum bonus you can get against a weakened enemy. Fist of Yog-Sothoth, Spectral Razor - These now work as "magical weapons" (although they are still considered spells and not weapons). They can be cast prior to engaging enemies (either during upkeep or movement phase). If cast successfully, they function for the remainder of your turn as weapons would. Note that even with this change, these 2 spells are still somewhat situational and will rarely shine, but it helps differentiate them from the above three. That's it! Also, see my stamina house-rule (one of the biggest issues in the game is how sanity and stamina aren't exactly balanced well): During the movement phase, you can spend stamina to gain: - Movement points on a one-for-one basis - +2 to a single combat check (announced before the check is made)
  9. Julia said: Einlanzer80 said: 2.) All "Cast and Discard" spells are now "Cast and exhaust". In order to refresh them, you have to visit the magic shoppe and pay $2 for reagents. Conceptually, I never liked the idea that just because a spell was powerful you could only cast it once. This gives a nice boost to the potential power of the spell deck. So, technically you can camp out at the Magick Shoppe with a Credit Rating and cast countless Greater Banishments? Or bless your whole party, or learn countless Skills? I'm not so sure I'm with you on this point. It's not as crazy as you're implying, but I've considered that $3 might be more appropriate. The powerful spells all have 2 sanity cost and low casting modifiers, making your ability to "spam" them finite and your chance to fail while casting them relatively high About the only time it's really exploitable is if you have all of the following at the same time: a high sanity/lore investigator, one of those very rare spells, an ability to mitigate sanity costs, blessing and/or lore bonuses, and a retainer/Alchemical Insight. Having all of those things at once is very unlikely to say the least, and I've nerfed the only investigator who has a decent chance of pulling it off (Daisy). In fact, I've found that in general the strategic value of spending a turn going to the magic shop and paying money to refresh a single powerful spell is about right. It's a good enough idea to do sometimes, but not so good that it's always a no-brainer. More importantly - considering the rarity of those spells, in practice it turns out to rarely be a game changer, but in every game it helps incentivize players to recognize the value of spells as being roughly equivalent to unique items.
  10. The spell/tome mechanic in the game is really not ideal, and even the designers have admitted it. In general, the game seems to think the sanity costs are more trivial than they actually are (specifically, the game's rules don't seem to fully realize how signficant the difference between a sanity cost of 0-1 and 1-2 are given the low totals for investigators). Due in part to that, spells are a bit underpowered (only investigators with high sanity and special abilities relating to spells can make much use of them). Vicariously, tomes are also underpowered because the majority of them are meant as a source of spells. There are a number of ways you can try to tweak things: 1. The revised CotDP helps the spell deck tremendously by replacing a few of the weakest spells with some pretty strong spells. I find this to be a nice partial fix and it also helps improve the usefulness of tomes that grant spells. 2. You can try eliminating or dramatically reducing the danger of sanity loss by filtering the monster cup to heavily favor 'tough' monsters rather than 'scary' ones. 3. You can make a simple general rule, something like "successfully reading a tome always grants 1 clue token in addition to whatever else is in the text" to help make the sanity/movement costs more worth it. 4. You can filter the spell deck or change a handful of the weakest spells to where they are much stronger. My personal biggest peeves are Spectral Razor and Fist of Yog-sothoth, which 90% of the time are absolutely terrible. I personally use the two following house-rules, just as an FYI, they help a bit: 1.) . On any round, you can pay up to 2 stamina during your movement phase to gain an extra movement point or a +2 on a single fight or sneak check per point spent. I find that because sanity is more precious than stamina on average, high sanity investigators perform better than high stamina investigators. This helps balance the two, and also gives a nice boost specifically to Vincent (one of the worst by RAW), who can fuel the benefit for himself on most turns. 2.) All "Cast and Discard" spells are now "Cast and exhaust". In order to refresh them, you have to visit the magic shoppe and pay $2 for reagents. Conceptually, I never liked the idea that just because a spell was powerful you could only cast it once. This gives a nice boost to the potential power of the spell deck. Really, I feel like the balance would be better if investigators had a 4/8 min/max on their sanity and stamina instead of 3/7 (making the sum 12 instead of 10). I might do that at some point.
  11. Rasmusle said: Einlanzer80 said: I used to be a strong advocate for modified spell mechanics, but, particularly since the updated CotDP spells, I find most of them to be pretty decent. There are only a few that are lacking. I do use a few houserules specifically for spells to supplement my stamina houserule: 1. Spectral Razor and Fist of Yog-Sothoth (two of the worst spells IMO) are changed to be cast outside of combat (upkeep or movement) and work for the entire round. This helps distinguish them from the standard 3 (Dread Curse, Shrivel, Wither), gives them a badly needed mechanical boost, and makes more thematic sense as the spells are essentially summoning a magical weapon, as opposed to directly attacking the baddie. 2. You can draw 3 cards the magic shop instead of just 2. 3. Any spell that is marked as "cast and discard" (very powerful spells) is instead "cast and exhaust". However, these spells can only be refreshed by visiting the magic shop and paying $3 for reagents. This serves the dual purpose of making those spells more worthwhile and making the magic shoppe more relevant. So let my just get one thing straight - spells like wither and shrivilling only work for one combat? ei. fighting two monsters you only get bonuses for 1 monster? or you get for both, but not for say an encounter or the likes? The rules are very vauge on this subject I think. They can work for multiple rounds, but only for a single fight (i.e. one monster). Mind you, this is specifically for Wither/Shriveling/Dread Curse and Fist of Yog/Spectral Razor. There are some combat-related spells that have different mechanics. Call the Azure Flame basically summons a magical shotgun, which can be used in multiple fights.
  12. thecorinthian said: High San, low Stam is my usual preference - however it does depend a lot on your tactics. Many of the individual AOs and even Mythos cards can cause you to need a different approach. Possible "house rules" for making spells more useful, or give players more reason to go to it: - Remove all combat spells from the spell deck (so that it consists entirely of unusual effects which you can't get any other way) - Cut the cost of buying spells at the Magick Shop down to $4 or even £3 - Let people pick from three spell cards rather than just two - You only pay the Sanity cost if you fail to cast the spell - Sanity costs can be paid by moving the Lore skill slider one space to the left, thus forcing you to use Focus or accept lower Lore next turn - All combat spells use Lore instead of Fight (so you get the same number of dice but also an extra advantag eof being to max out Will) However none of these approaches will work for everything, since each method will probably cause one or two spells to be outrageously powerful, and some others to become worthless or at least less special. There are a lot of good spells which have already have appropriate sanity costs, and which make the game more fun, but the problem is that there's so much specialized junk in the spell deck that it's usually not worth actually trying to get spells when you could get Uniques instead. I used to be a strong advocate for modified spell mechanics, but, particularly since the updated CotDP spells, I find most of them to be pretty decent. There are only a few that are lacking. I do use a few houserules specifically for spells to supplement my stamina houserule: 1. Spectral Razor and Fist of Yog-Sothoth (two of the worst spells IMO) are changed to be cast outside of combat (upkeep or movement) and work for the entire round. This helps distinguish them from the standard 3 (Dread Curse, Shrivel, Wither), gives them a badly needed mechanical boost, and makes more thematic sense as the spells are essentially summoning a magical weapon, as opposed to directly attacking the baddie. 2. You can draw 3 cards the magic shop instead of just 2. 3. Any spell that is marked as "cast and discard" (very powerful spells) is instead "cast and exhaust". However, these spells can only be refreshed by visiting the magic shop and paying $3 for reagents. This serves the dual purpose of making those spells more worthwhile and making the magic shoppe more relevant.
  13. There's really no debate about it - Sanity is better. It doesn't necessarily mean high stamina investigators suck, but they generally have fewer options open to them and have to be more tactically cautious. For a long time I searched for a way to houserule spellcasting or Sanity to alleviate this problem, but I gave up. What I found better is a houseruled use for Stamina that helps it work as a tactical resource like Sanity does. During the movement phase, any investigator can spend up to 2 stamina to gain either one movement point or +2 to a combat check per stamina spent. I find it to be thematically appropriate and a great balancer for difficult to use high stamina investigators. It's also a nice boon for Vincent in particular, who is otherwise extremely lacking.
  14. It's easy to see how a motorcycle would benefit your ability to read during your turn assuming you're moving at all. If you aren't moving, it's a bit trickier, but it's easy to imagine something like that is at play.
  15. MyNeighbourTrololo said: Interesting note, there is a costy one handed revolver in the Black Goat of the Woods expanision, which exhausted on use but grants combat check bonus until the end of the combat and requires 1$ to refresh. Other exhausted on use combat items give only 1-combat round check bonus. Or am I wrong? That's correct, but most weapons don't exhaust at all. I'm curious what you're getting at.
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