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Sdrolion

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About Sdrolion

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  1. Consider me another voice in favor. I'd love to see the excellent ES:Omens released on Kindle Fire (and let me also once again encourage FFG to keep up the conversions)!
  2. I adore Amanda...it's really irritating sometimes with other investigators to roll multiple successes and end up only able to use one, but with Amanda you can potentially clear a whole adventure with a single roll, which is just really cool when it happens.
  3. Sdrolion

    Trading?

    I know there's been a lot of discussion on making Elder Sign harder, but one thing I was wondering if I'd missed was if there are any item-trading rules. Are those in there at all? I haven't seen them. (Maybe I'm just missing where it's stated? O_O) I know it would probably make the game easier to be able to trade, but it seems like kind of an odd exclusion in a co-op game, especially since there doesn't appear to be any way to use most items/spells to aid one another.
  4. 3 games so far. 1 solo loss vs. Yig, 1 solo victory vs. Yig via beating him in final combat, and one four-player victory vs. Azathoth by just barely getting enough Elder Signs before the doom track filled (lucky Other World Adventure draws and some very lucky dice rolls). I feel the game's at an acceptable level of difficulty so far, but I also never complained about Arkham Horror being too easy. I'm pretty bad at predicting probabilities, so I tend to have some more trouble in games like this than some others might. I would probably give the same advice as has been given for Arkham Horror, though. If you're finding the game spectacularly easy, probably take a look and make sure that you're doing everything right. (In particular, in every game I've had, doom tokens have popped up pretty frequently, and with Azathoth we only had two doom tokens left before we would have lost, but maybe that's just poor luck on the draw.) Don't forget to add a doom token when an investigator is devoured, for one thing!
  5. Walk said: Well, think of it this way: with one player, each day, you get to re-roll eight dice. With four or more players, each day, you get to re-roll eight dice AND you get to use the abilities of all the other investigators. The normal system seems to be that you get to use one investigator's ability each turn (the ability of the investigator whose turn it is), but playing with Mandy, you get to use one investigator's ability plus Mandy's ability (unless you're Mandy). This makes no difference with one player (you have two abilities to play with 0 out of 4 turns) and a huge difference with four players (you have two abilities to play with 3 out of 4 turns), which is why it doesn't scale properly with different numbers of players. You could argue that a larger game is harder and thus investigators' abilities are supposed to be better, but Mandy is the only one whose ability scales this way. Again, this completely fixes that while still allowing Mandy to help out other investigators: "On any player's turn, Mandy can allow the active player to reroll two dice before the active player determines whether they have succeeded at any tasks. Once this power is used, Mandy cannot use it again until after the start of her next turn."
  6. Walk said: The problem with Mandy (if indeed she can use her abilities on others' turns) is that the utility of her ability varies greatly with the number of players. Very other investigator's ability is usable only on their turn, and the abilities that allow changing of dice are fairly comparable in power. For instance, Harvey's allows the changing of one specific result into another specific result and can be used every roll; Mandy's allows the changing of any two results into a random result and can be used only once per turn. Now, here's the problem; in a one-player game, Harvey's can be used four out of four turns and Mandy's can be used four out of four turns. In a four-player game, Harvey's can be used one out of four turns and Mandy's can be used four out of four turns. The strength of her ability is based entirely on the number of players, even though the game's difficulty is presumably supposed to scale with the number of players. Really, this is the game's biggest problem: effectively scaling difficulty based on number of players. Of course, this also means that Mandy's ability is pretty easy to fix; just make it useable on her turn only. That doesn't fix the ability...that changes it entirely. It makes it something only she can benefit from, where Mandy is clearly intended to be of aid to other investigators. That said, here is one effective fix that could be how they meant to write things, and is suggested by the text of the ability in some light though not nearly clear enough if it was their intent: "On any player's turn, Mandy can allow the active player to reroll two dice before the active player determines whether they have succeeded at any tasks. Once this power is used, Mandy cannot use it again until after the start of her next turn." This could easily be what they meant by "once per turn," though if that is the case, that just isn't clear enough at all (in fact, the way I wrote it would seem to actually clear that up). However, you'll note that it entirely solves the above problem: Mandy becomes able to use her power exactly as often as Harvey, 1 turn out of every X turns (where X = the number of active investigators), but still fits the spirit of her ability, which is clearly (given the "active player" statement that is in her ability and wouldn't be there if she could only aid herself) to be able to aid anyone. This is effectively how Mandy's ability worked in Arkham Horror: she could use it once per full turn sequence, to aid anyone. Once it was used, she didn't get it again until the next Upkeep.
  7. Jenkins said: Adding "Once per day," investigator so-and-so can... would solve several issues with investigator powers that are strong when there are less than 4 players. I have to disagree, in general. I don't feel that investigator abilities are overpowered, with the possible exception of Mandy (and even with her, she's just basically a free clue token, and those aren't that hard to get anyway). Kate: Preventing monsters makes things easier in one way, but also removes a trophy source, and we want trophies. Carolyn: The less investigators you have, the more pressure is put on each person and the more likely they are to need healing. If you have a single player Carolyn game, she's going to be taking a beating Sanity-wise, and if she can only restore 1 Sanity to herself once every 4 turns, I think you've turned things around to make her massively underpowered. The problem is with Hastur, not Carolyn. Vincent: See Carolyn, remove Hastur comment. Mandy: She's just a free clue token, and she's not even as good as those are. They let you reroll any of the dice or even all of them, where she only lets you reroll two. She is certainly one of the more powerful investigators, ability-wise (just as she was in Arkham Horror), but I think that's the intent. Comparing her to her AH version, incidentally...her ability is more often usable, but less actually useful. In AH, she let you reroll every die that had failed, and you usually had a 33.33% chance on each die of rolling what you needed (a 5 or a 6). Especially considering that in AH, you could end up with massive die pools, that was very strong. In Elder Sign, she lets you reroll two dice, and you frequently will have only a 16.67% chance on each die of rolling what you need (if you're going for a Lore, Terror, or Peril result, since they only show up on 1 out of 6 sides). In each of the above, of course, the assumption is that you only needed one particular instance of a result to succeed...if you need both dice to come up as particular results, you're still pretty screwed. Very frequently in Elder Sign, you'll be missing more than one proper result. And, for some Investigation results she wouldn't be able to help at all (if you rolled 0 investigations and need 8, two dice won't help unless they're the yellow and red). Mandy is strong, but honestly even with her ability to use her power on each investigator's turn, I think she's less powerful than her AH version. My point being...aside from the Hastur thing, which is indeed a problem, I think the investigators are likely working just as intended. If you think they're too strong, that's fine and you can feel free to house rule them, but I don't think that these are examples of effects the designers didn't plan for, aside from the Carolyn vs. Hastur thing (and possibly Kate vs. Hastur...I can't recall if Hastur's the one that has the X = monsters thing on his card). Again, in those cases, I think the problem is with Hastur, not the investigators. I'd be more inclined to lean towards Hastur hitting Max Sanity like Cthulhu does, for now, but it seems like FFG needs to rework his card.
  8. peterstepon said: Having had my first spin of the game today. I would also like to know, why is a monster considered a reward? That seems kinda strange to me. Rewards aren't always positive, which does make the language a bit awkward (maybe just something like "Clear Results" would have been better?), but monsters can actually be good. Killing off a monster gets you a trophy, and trophies are what you need to buy things, so having monsters out there can ultimately let you get more items and such, faster. Especially if you draw a weaker monster or have a special item (like Bind Monster) that lets you beat the monster fast, monsters can be a pretty good thing to have out there.
  9. Just realized that Michael and Harvey's abilities have another use, too: if you only got one terror result and are going to fail the roll and suffer the terror effect on a card, you can use their abilities to change that result and avoid the terror penalty even if you still fail. (You could do that kind of with Mandy too, of course, though there's the risk that the terror result comes up again with her.)
  10. I honestly feel like, for solo games, preventing monsters entirely works fine for me. It's a positive, but it is also a negative. Monsters make adventures harder, but also provide another trophy source that can really bolster your supplies. If you beat an adventure that's worth 2 trophies and you also beat a monster that's worth 2, you just got 4 trophies there. And, since you get to choose where they go (within certain rules), you can often prevent monsters from being any harm to you even when they do show up. So, certain monsters that cause dice-locking and such aside, I think you're honestly mostly balancing out the effects by utterly preventing monsters from showing. You're ensuring that nothing will make adventures more difficult, but you're also ensuring that you'll never have an opportunity to gain more trophies on an adventure (or to gain trophies while failing the actual adventure: if you succeed at a monster task but fail the adventure, you still get the monster marker, which could also be handy). You get an easier time on some level, but a harder time on another. That said, she does have an easy time (probably) with whichever AO it is that sets his task requirement to the number of monsters currently in play. If that's Hastur, then he has a design issue with two investigators, and I'd say that it's Hastur who needs a redesign, not the investigators. For multiplayer games, of course, it's already been pointed out that her turn will not always be up when a monster emerges. Many things can change the advancement of the clock, and monsters can also spawn as a result of other things...so I can't see any real issue with her ability there.
  11. Zarrack said: If the players win the game, the investigators have defeated the mythos threat and saved Arkham. The player with the most Other World Adventure Card trophies is awarded the honorary title of First Citizen of Arkham. In the case of a tie, the title goes to the player with the most trophies. You can rate your victory by using the following scoring system. Start with the number of spaces on the doom track of the Ancient One. Apply the following modifiers: +1 for every three unspent trophies held at the end of the game +1 per sane, surviving investigator at the end of the game -1 per devoured investigator during the game. I thought of just counting the empty spaces on the doom track, however that would benefit battling the ancient one since all spaces would be empty. Reducing the score for every "played elder signs during the game" would be silly since the needed elder signs are always two more than the number of spaces on the doom track. That reduction would also benefit battling the ancient one. Any ideas on other scoring modifiers? You could make the empty spaces on the doom track count only if the Ancient One does not awaken. Other than that, no idea. :-P
  12. Have to agree in general. Aside from some of the usual FFG issues with unclear rules, Elder Sign is quite a nice game. It plays quickly and provides a wonderful risk vs. reward mechanic. I feel it actually will scale better than Arkham Horror does, to a degree (the Carolyn Fern vs. Hastur issue aside), as it doesn't feel overwhelming even with 1 investigator (whereas AH basically makes certain victory types utterly impossible with too small a group). It's actually kind of interesting--theoretically, the more investigators you have, the wider spread of abilities and the more items you start with, but each player will end up with less trophies in the same amount of clock time, so getting more equipment and items will become more difficult. I enjoy it quite a bit. I just hope that FFG gets the FAQ out quickly. O_O
  13. Thanks. (Is there any particular place in the rules I'm missing here that you've spotted, or is this just how you've figured it?) I'm pretty sure on Mandy...her ability actually states, if I recall correctly, that she can use it to help "the active player." There's no reason at all to include that kind of language if she's only able to assist herself. If you think about it, Mandy's ability is actually fairly equivalent in usage amount, anyway, to the other dice-based ones. Mandy's can help each player, but only once per player's turn (that is, if they screw up one roll she can save them, but if they screw up the next roll on the same turn she can't). Whereas Harvey et al. can only help themselves, but are able to do so over and over for each time they roll (and unless you are searching the lost and found, you're going to be rolling more than once per turn). The amount of use it sees is probably roughly equivalent unless you happen to be playing with a really big player group. Now, as to the ability's power, rerolling two dice is indeed probably better than just being able to change a certain result, but rerolling the dice isn't a guarantee that you'll get the result you want...and, really, Mandy's power is basically a free but less powerful clue token in this one, since clue tokens allow you to reroll any or all of the dice, while Mandy only lets you reroll up to two (if I'm remembering properly). I think that's quite different from her Arkham Horror version, where she let you do something you couldn't otherwise do pretty much at all (reroll all dice that had failed), and clue tokens only added an extra die.
  14. (Note: I've sent most of these to FF as well to see if I can get some official answers, but wanted to see if anyone here had any insight.) I just got Elder Sign, and for the most part I think I understood how to play. Found the game very fun and quite a bit quicker than Arkham Horror, though as others have said it won't replace AH in my library...just supplement it. I did have quite a few questions arise during play, most of which were fairly minor and things that I was pretty comfortable just house ruling until an official FAQ is released. However, there were a few major questions I had that I'm not entirely comfortable just calling without getting input. I did check over the forums first but didn't see these...I apologize if they have been answered before. It is unclear, on some of the investigator abilities, if they can use them to affect the rolls of other investigators. Mandy pretty explicitly can, but other abilities such as Darrell's, Harvey's, and Michael's all (to my recollection) also say "once per roll" or some such. I am not sure if that means any of their own rolls, or any roll at all. For example, Harvey Walters: "Once per roll, Harvey may change a die showing a terror result to a lore result." Does that work only on his own rolls, or on everyone's rolls? I am unclear on the precise rules for spending items/spells: "A player may spend 1 or more Common Items, Unique Items, or Spells before any roll while his Investigator marker is on an Adventure card." Does this mean that you can spend items/spells even while it is not your turn if you are on an Adventure card--for instance, to aid another investigator? If so, do you have to be on the same card as them, or can you be on any adventure card (the former would make sense). And what about items/spells that don't affect adventures, such as the spell that recovers someone's sanity? Do you have to be on an adventure card to use that at all, even on your turn? Can anyone provide some input on these? Thanks.
  15. Just got Elder Sign, and this was one of the rules questions I had too. It does seem logical to treat the AO exactly as you did the Adventure Cards, but the statement in the book seems kind of awkward then. I do think the locking of successful dice was their intent, as the book does say "as they did during the Resolve an Adventure Card" step, which suggests that all rules from that step apply to this one...but it would have been much better to spell it out (along with a fair number of other things). I've sent FF a pretty big list of questions re: Elder Sign that I couldn't find definitive answers to in the forums, so if I get any official answers I'll let folks know. (Hopefully we'll get a FAQ soon--I do recall that the one for Mansions of Madness actually came pretty quickly...but then there's the long, long, long-awaited FAQ update for Arkham Horror that still hasn't been released. O_O)
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