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Wolfgar

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  1. Maybe part of it at least. It's easy to run through the research deck even in your first game.
  2. Also, why does the Hound of Tindalos hate Charlie so much? EVERY GAME CHARLIE DIES TO THAT THING.
  3. See that's the thing. A tense ending is good in my mind...it means the game is fair. A game that is tense towards the end means there isn't really an obvious winner. My problem is so many games of Eldritch hit a point where it is simply mathematically impossible to win. Then it's simply a long, slow slide into defeat, and you can never really get out. of it. Every turn either things stay roughly the same, or get worse. Once you have started losing, you will never recover. I have more forfeits than any other kind of loss because I can look at the board and know that winning has become impossible. The long slow inevitable slide of despair might be thematic for Lovecraft...but is it fun? I'm starting to think not.
  4. I currently have no wins on Yig, but it's only 2-0, unlike my continual frustration with Shub-Niggurath. This is my first real solo attempt at Yig, and I have to say it's not that Yig is hard, but so much that I just can't seem to get the right rolls. You really can't flop a roll two or three turns in a row and still have any hope of winning. It's also made me realize that while I really love the game, I hate the end game. Instead of a tight, suspenseful struggle to the end, it mostly just drags into inevitable defeat; I feel like I have more forfeits than real losses. It's exhausting.
  5. There are several people here qualified to help with the design of a new edition of the game, if such a thing were desired.
  6. If the encounter calls for a Strength test flat out, and doesn't mention a Combat encounter, then no, you can't use Combat encounter bonuses. Personally I think it's a mistake to have monster attacks not resolved as Combat encounters, but that's just my opinion. You can't perform the same component action, but you can perform different ones. So you could both cast Feed the Mind and Plumb the Void, or negotiate a fellow investigator out of Debt and another out of prison. You just couldn't do the same twice. Charlie doesn't give doubles, sorry.
  7. It depends on the exact situation, but typically if a component is needed but already in play, I just yell "BONK" and nothing happens. This includes: -Spawning specific monsters already in play -Gaining an item or spell when all copies are currently held by other investigators (sorry Charlie) -Gaining a Condition when all copies of the card are taken (Less an issue now that I have Forsaken Lore) On the othe rhand, if I am ATTACKED by a monster during an encounter, and it's token is on the board, I usually consider myself still attacked by that monster since having its chit won't matter past that encounter.
  8. 1. If Stable locations don't have mostly beneficial encounters, that is encounters where a gain is possible, ther eis no reason to take encounters in those locations. Why waste my time screwing myself over? It disincentivizes the player away from interacting with the core of the game. That's bad. I also find the symbols to lie. South Church supposedly gives Sanity, but no beneficial encounter in South Church provides Sanity in the base game. The Library is marked with Spells, but only one encounter in the Library gives spells in the base game - you are just as likely to gain money or Clue tokens. It's fairly random. 4. It would lead to having to have more encounters at unstable locations, which are supposed to be harrowing. Whether it would render the game unbeatable or not is debatable. 5. My problem with is thematic. The Abyss is a terrifying other world home to ghouls and dark young. So I can walk through the lair of cannibalistic humanoids and not really suffer any ill effects Sanity wise, but a spooky statue makes me lose Sanity, automatically, no hope of save? It's the strange cognitive dissonance that genuinely alien and terrifying locales are nothing, but spooky ink puddles just stop you cold. It's weird.
  9. Dark Young are set aside in Shub Niggurath games, and will occasionally show up in them specifically.
  10. Generally I feel this is a flaw in Arkham in that it is usually better to simply not do anything than take encounters; at best many are a waste of time and at worst they can be the reason you lost the game, and yet I feel they are supposed to be the core of the Arkham experience. If I were to change things about the game it would be: 1. Make encounters at stable locations more beneficial. Encounters where something bad just happens to you, no roll and no chance at one. Frequently, it doesn't even make sense: I get a roll if I find out I've been washing my face in human blood, but a spooky ink stain is just too much for me to even hope to resist? Poppycock. If a location has a secondary benefit, then it can retain a few purely negative encounters, but even these should have rolls. Stable locations with no secondary function should be purely beneficial, have very small chance of a negative encounter, or not exist. 2. Make an encounter mandatory at a location even if you use it's special ability, and then move using location special abilities to the end of the movement phase, which is what happens in 90% of my games anyway. 3. Have street encounters, which should be mostly bad: You get mugged, you get run over, you get arrested for loitering, a monster ambushes you, a flyer ambushes you, a monster creeps closer toward you, whatever. It makes monster hunting more dangerous and removes the urge to just chill in the street instead of having encounters. If you get moved to the street by a location, guess what? Street encounter! 4. Unstable locations require you to pass a successful encounter to receive a clue, instead of it being a sure thing. Unstable locations should be 90% bad results, with a few high risk/high reward scenarios. 5. Other World encounters should be where the gloves come off. If I have a better chance of walking out of the Abyss with my Sanity intact than South Church, I think we messed something up. That's just a personal opinion though, and I'm not sure I'd want to deal with rebuilding the game from the ground up.
  11. Yeah, it's one Sanity per turn spent this way.
  12. Really, if you do a lot of gaming, you are going to need a barrel of d6's. The official ones are nice, but any should work.
  13. 1. Count spaces. While technically the first investigator decides on ties, in practice it tends to be whichever player volunteers. 2. Note you don't have to be on the same space to use some assistant spells. Instill Bravery and Flesh Ward are very useful because of that. Also, since combat effects are cumulative, you can have one investigator soften up a monster and have the second investigator finish them off; for important fights I prefer to have multiple investigators so we can be sure to put the thing down. 3. The game lasts only two or three hours at most. That's really not that bad. You should encourage people to know what they are going to do in advance so no one is holding up the table.
  14. Yes, Yes, and yes. Notably Leo's ability should get an extra die when used in Wilderness spaces as well. For location specific extra dice: 1) Is the investigator on the right location type (Cities for Urban Guide, Wilderness for Leo, Sea for Silas)? If so, then 2.) Are they conducting a test? Things like rolling a die to during a rest to see if a condition disappears isn't a test. A test is specifically when you roll a number of dice equal to your character traits like Strength, Will or Lore. Combat tests rely on these traits, so they are definitely tests. If so, then 3.) Is the type of test specifically enumerated or prohibited? The Urban Guide applies EXCEPT during Other World encounters, so you couldn't get their help to close a Gate. Likewise, while Jim Culver grants an additional die to Combat tests, he wouldn't give a bonus to Lore for the purposes of casting, oh say, Shriveling, because that's not a combat test. If the test is of a type specifically mentioned in the ability, OR isn't of a type specifically included, then you get the extra die.
  15. Yeah, if the component says "defeated during a combat encounter" then you receive no benefit. Otherwise it's the same as a normal defeat.
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