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FrostyWolf

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  1. IMO the fun in keeper is mithos/tramua cards. Half the time I don't even move monsters the story gives me anyway.
  2. But...how can investigators pick the best people and equipment with out know what the senerio is going to be? Also, how can they be epected to play the prefect play thru and then only still have a 50% chance of winning? If the game was vs the board I would agree with you, but like I mentioned in another topic, no one would play this game if the keeper won the majority of the time cause it would be no fun for the other players. Everyone would just want to be the keeper not to lose. If the investigators make a resonably balanced team and play a good game, it should be a 50% chance. If they make all the right choices and play the perfect game, it should be a much higher chance then that.
  3. Don't forget about these guys! http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=126&esem=2&esum=164 Just in case your lazy/untalented like me
  4. CraggleRock said: FrostyWolf said: Shotguns are not subject to line of sight...per the shotgun card. I've only ever played as the Keeper, so don't have full familiarity with all the player's cards, but doesn't the shotgun only override the rule about doorways? Otherwise, if it ignored line of sight, it could be fired through walls or around corners as well. Right right, I got confused cause I thought K was talking about line of sight thru doorways, not line of sight in general. In any case, if you can hit your target thru a locked door, theres no reason you can't aim around of thru what ever barrier you put up. Also, from a balance point of few, its not like barriers are that effective anyway, they generally only last about one monster attack round, lol.
  5. Shotguns are not subject to line of sight...per the shotgun card.
  6. Tomoka said: FrostyWolf said: dvang said: Yep, good call. I think the "problem" with the thread was the initial concept that the scenario was "broken". The scenario wasn't broken. It was just difficult, probably too difficult especially considering it would be likely be considered an "intro" scenario (due to being the first scenario). The change should make things interesting. I think now we need to Corey to see about giving the Keeper in 1C the chance for a few more zombies (or something) to show up so the Keeper has a reasonable chance of winning that set of options. Its the way I post I think, the same thing kinda happened in my suitcase thread, and another thread. I am usally posting to point things out, nothing more. Its great if you have a diffrent opinion and all, and I will happily discuss things with you if you like, but usally if I'm posting something its along the lines of: I noticed this, tested this, these are my results. I have already came up with a personal work around (if needed). I send a email in (if it warrants one) and only also post it on the forums so everyone else who cares to see and see it. The fact of the matter is, under greater then 50% circumstances this senerio was unblanced in favor of the keeper. I understand that there are times where it will NOT be, and not every senerio can be 100% balanaced for all circumstances, but I wasn't posting it in a "RAWR THIS GAME IS AWFUL AND I HATE IT AND IT NEEDS TO BE FIXED" way, I was just posting it in a "FYI" way. Then I apologize. The problem was addressed, and I'll take into consideration you post to notify more than spark discussion. Hey, don't worry about it. I come off as brash, I know it, its just how I sound when I type really. If a discussion happens afterwards, so be it.
  7. I would say yes. Barriers only block movement, I would guess if it was also intended to block guns it would say so in the book, unless it is a oversight.
  8. dvang said: Yep, good call. I think the "problem" with the thread was the initial concept that the scenario was "broken". The scenario wasn't broken. It was just difficult, probably too difficult especially considering it would be likely be considered an "intro" scenario (due to being the first scenario). The change should make things interesting. I think now we need to Corey to see about giving the Keeper in 1C the chance for a few more zombies (or something) to show up so the Keeper has a reasonable chance of winning that set of options. Its the way I post I think, the same thing kinda happened in my suitcase thread, and another thread. I am usally posting to point things out, nothing more. Its great if you have a diffrent opinion and all, and I will happily discuss things with you if you like, but usally if I'm posting something its along the lines of: I noticed this, tested this, these are my results. I have already came up with a personal work around (if needed). I send a email in (if it warrants one) and only also post it on the forums so everyone else who cares to see and see it. The fact of the matter is, under greater then 50% circumstances this senerio was unblanced in favor of the keeper. I understand that there are times where it will NOT be, and not every senerio can be 100% balanaced for all circumstances, but I wasn't posting it in a "RAWR THIS GAME IS AWFUL AND I HATE IT AND IT NEEDS TO BE FIXED" way, I was just posting it in a "FYI" way.
  9. dvang said: Ah yes. That's right. It's the strange layout for the front door lock. You are correct, every puzzle does not have the same layout.
  10. "I've decided that since this is the first scenario, it should probably be easier for the investigators. I have updated the FAQ to read that Clue 1A should say "The keeper must place Walter Lynch within 2 spaces of any investigator. " I hope that this helps, and that it answers your question. Thanks! -Corey Konieczka" The email I woke up to today. And THATS why I started a thread. To bring stuff like this to the attention of the creators of the game so that if they felt the same way they could make a change.
  11. Only 2 threat if I remeber right. The problem is, if the keeper lights the entire map on fire and his objective isn't kill all the investigators, all hes doing is making the game un fun to play and causing everyone to lose. If your keeper is doing this you should probably look into finding a new one. The flaming zomibe does not take damage as far as im concerned, since it says no where that he does. He is not in a room thats on fire, he shouldn't be taking fire damage. The game takes place in teh Mansion of Madness, things aren't going to make "real life" sense. Just think of all those zombies traveling thru locked doors some how while the investigators have to solve the puzzle.
  12. Thats what I said with more words. The basics for laying out puzzles is very clearly and well covered in the instruction booklet if my statement wasn't clear enough to understand. I was mearly pointing out the things that where relevent to this discussion.
  13. Tomoka said: FrostyWolf said: I argee. KNOWING all this before hand would make it more balanced, cause the invesigators can pick te right choices, but the game sets up in a way where they have no idea that what the senerio is going to be. This isn't necessarily true. I payed attention to all the text that was read in the introduction when I was the Investigator on this mission (my first time playing as well), and I got the fact that Walter's wife died, and he was going insane. I concluded he was either dead from going insane, or knowing H.P Lovecraft, going insane usually meant crazy happenings. That being said, I assumed he was either someone we encountered during the run through because we were "searching" for him anyways as a business client. Top that with the fact that the rules even say when the last event card is resolved, the game ends. Which either meant I won or the Keeper won. The rules also say there are 5 event cards in each deck, and I don't see what is stopping me from looking how many turns we get in the game before the game ends. Still you are correct when saying there is no way to know WHAT the actual scenario is (event cards, monster leaving the mansion), yet you can piece some things together. In other words, you should always know you are racing against the clock in every scenario, unless something hints to you that you need to survive long enough. None of this has anything to do with what is being discussed here (in the last two posts). We are discussing, once again, that in the perfect senerio where the invesitgators know excatly what they are going up against, that it is possible for them to some what balance this out. Obviously the rules state the games end in one of three ways when the event cards run out, keeper win, investigator win, everyone loses. You still have no way of knowing whether or not its going to be a combat heavy story, or a sanity heavy story, hense with a small group you can get shafted on not picking the right investigator/equipment. The fact of the matter is this paticular story senerio is unbalanced with a small group. 3 to even 5 turns is just not enough time to get all the way across the mansion and take out walter with a group of 1 or 2 investigators which will most likely be ill equiped for the fight and at lest one of them with near 0 sanity. For it to be fair, there needs to be a 50/50 chance of winning. There is not. Granted, the game can not be completely balanced with every size group and all 204 possible combos, (not including random seeds and what ever investigators the players pick, etc). That is why I proposed a min amount of players for objective for certain ones. For instance, The Shoggie has to escape the house objective of Story 1 can easily be beated by 1 investigator as it can by 4 (maybe even MORE so) so that would have a min of 1 investigators. You don't even need to find all the clues to win. There are plently of senerios that work great with small groups, this isn't one of them unless the players are playing with more then one investigator. There is no need to defend it. Its very clearly imblanced. Every proposed "it is balanced" comment in this thread is a mix of "well, if the players pick the perfect investigators and the perfect equipment while solving all the puzzles in one turn and the keeper falls asleep, they have a decent chance at winning."
  14. A couple things here: 1) When you play a puzzle, you layout the peices in a random order of the pattern shown on the card. 2) The card tells you what peices to use (Rune puzzle 8) 3) As per the instruction book, the only action you can take with a rune puzzle is swap, you can not draw or rotate.
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