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About alpha5099

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  1. That's been the pattern in the Core Set. But the investigators in The Dunwich Legacy have the same 12 point attribute spread, but they've got combined health and sanity totals of 15, and they don't have subclasses--instead they can use 5 level 0 cards from any other class. I don't know if there's much more to be done with that Dunwich paradigm of design (if we got another set of investigators with the same "5 level 0 cards" deckbuilding option, that would seem dull), but I also wonder what other options we might see outside of the subclass paradigm in the Core. I suppose another possibility -- and one that might fit the sort of RPG flavor they're going for in campaign play -- would be investigators who started out as pure classes, and could then purchase higher level cards from another class. You don't start out as a hybrid class, you'd earn a secondary class later with XP. I don't know how balanced it would be to, say, only use level 3 through 5 cards of a class; you'd probably want some of the baseline level 0 cards. Sticking just with subclasses, we have fifteen other combinations. Ten if we're trying to avoid combinations that just swap existing class / subclass order (eg. Skids, Rogue / Guardian, vs. some future Guardian / Rogue).
  2. The relevant bit from the Learn to Play, which explains how we will handle future Basic Weaknesses:
  3. One Core Set features 8 distinct Basic Weaknesses, but you get two copies of two of them--Amnesia and Paranoia. So in drawing your Basic Weakness, it'll be a pool of ten cards.
  4. In the first episode, Ian talks about how his email address and several usernames include "Raven," as he was big into Poe when he was younger. So this is presumably Ian's account. (A much easier way for me to figure this out would've just been to go to that Tales of the Cards link, where the About Me is signed "Ian." But no, I decided to relisten to the first few minutes of the first podcast).
  5. No LCG has ever required multiple copies of anything other than the Core Set. Unless you want 2 copies of a card in multiple decks. That's not quite true. Along with the early AGOT and COC examples BD provided, the first Star Wars deluxe expansion, which introduced the card pools for two factions that were barely included in the Core Set, needed to be purchased twice to have a complete playset. Given the asymmetrical design of Star Wars, they really couldn't release the Scoundrels before Scum or vice versa. Although given that that first deluxe in a lot of ways did have as much content as two deluxes, it wasn't really as bad a deal as it may sound.
  6. Ahh, there it is, under Hunter, page 12. I must've skimmed over that second sentence.
  7. I'm still a little unclear on "Nearest." Who determines which way an enemy goes in the case of a tie (Hunter in the Hall, Roland in the Attic, Wendy in the Cellar)? I would assume the lead investigator, but if that was spelled out in the LTP or RRG, I must've missed it.
  8. One alternative is to play multiple decks at once. I've found LotR more fun to play single player if I'm using two decks at once. It's takes some getting used to, but should be easier for AH; smaller decks and just one investigator instead of 3 heroes in LotR. That's how I'm planning on playing AH most of the time, though I know a couple people I'll try to get interested in the game.
  9. Based on the characters, here's my guess: Agnes as Mystic / Survivor -- Survivor seems like a good fit for her as an everyday individual, a waitress, thrust into the cosmic horror around her Daisy as Seeker / Mystic -- Mystic matches her compulsion to delve into arcane knowledge beyond her understanding Skids as Rogue / Guardian -- Guardian fits with his unique weakness, Hospital Debts; he's driven by a desire to help people (or at least that one person in the hospital)
  10. I will say that FFG has gotten better at release schedules since they got bought out by Asmodee. I remember back with AGOT1E, the "monthly" schedule was very very flexible. These days, it feels like they're getting the monthly packs out like clockwork. But I'm also coming from Conquest being my main LCG, so maybe that was just FFG pushing that product out ASAP before the GW license fell through. My (optimistic) money's on: Mid-to-late October for the Core Set (they'll have it at Arkham Nights, and I assume they'd want their new horror-themed games out in time for Halloween) December for The Dunwich Legacy January for Miskatonic Museum
  11. Wow, thank you to everyone who has replied. Wonderful suggestions, when I have a bit more time I'll try to dip into this material. If I may ask a possibly naive question: are there any recommended resources that explain how the different clans play? (I'm assuming that the clans have at least somewhat consistent gameplay archetypes, but that might not be the case.) A lot of the sources I've looked at provide a wealth of information on the lore of the different clans, which looks fascinating and I'll be jumping into that. Personally, as a player, I tend to prefer control style decks, being able to confound my opponent's plans and turn their strength against them. Don't much care for choke, if that's an archetype that exists in L5R, as I usually find it a NPE for both me (it's just dull!) and my opponent (it's just frustrating!). Combat tricks and canceling, that's what I like. Obviously the clan identities, in terms of how they manifest as gameplay, may be changing in FFG's iteration, but based on their other LCGs, they certainly like to provide some factions with particularly strong sets of control tools. What clans would you expect would excel at control in the LCG?
  12. Hi all. Unlike most of you--based on what I've seen of the discussion here so far--I don't have any experience with the L5R CCG. But I will definitely be trying out the LCG, because I am a huge fan of FFG's model. With the exception of Warhammer: Invasion, I've played them all to some extent (have dabbled in CoC, LotR, and Netrunner, used to play Star Wars and AGOT 1E seriously, currently play WH40K Conquest and will play AGOT 2E), so I know that, at the very least, I'll be trying out the L5R core when it comes out in two years. I was wondering if anyone had any recommendations on good ways to get caught up and introduced to L5R, both in terms of the game itself and the lore. I've read a bit of the wiki so far, but if there are any particularly good ways to introduce myself to the franchise, I'd love some pointers.
  13. Note that in 1st Ed, Benjen himself wasn't shuffled into the deck because of the moribund rule. Other 1st Ed characters have closer effects (High Septon, for instance). Oh right. Haven't played Benjen since I first got the core set, forgot that's how he worked. (Though I wonder if that's not how he was -intended- to work, given that his effect would make much more sense from a Nedly perspective).
  14. Spoiler seems a bit much, unless you consider an educated guess about future storylines a spoiler. As far as I know, no one at FFG is operating with any special knowledge of the future of the series. Benjen had a somewhat similar effect in the 1E core ("After Benjen Stark is killed, all players must shuffle their dead piles back into their decks") and both cards seem to me to simply reflect the fact that none of us have any idea what's happened to Benjen or if he's dead. Providing a way for Benjen to come back into the game later (and one that doesn't potentially benefit your opponent so much, like the 1E effect) seems like a strong and very flavorful effect.
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