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  1. I find Roland's replacement cards synergize well with his original. eg. It all works best when he has all 4 in his deck.
  2. I mean if its in the middle of combat, breathing sounds may not play a major factor. Plus it has sound baffles. I also wouldn't make a determination if the pursuers are looking directly at the character unless the die rolls indicated they were. These suits seem rare enough that if someone ran behind some boxes and turned one on, its possible that one would think there was another way out rather than thinking he must be here but invisible. Now if the suit was activated in direct view of the enemies, that's a different story as npcs would think camo suit. The 2 defense rating of the suit is suppose to be because you can't see them clearly as opposed to the resilience of the hologram projectors. Why exactly is it boring for the player to not make the roll to not be seen? If moving dice is such a factor on player engagement, then just let the player roll the dice on behalf of the NPCs. Its the randomness and consequences of the dice that generate excitement, not who is actually physically rolling them. Plus we all know the axiom of Checkov's Camo Suit: If a player invests resources in getting invisibility powers, the GM had better introduce scenarios where said camo suit can be used to cool effect. (I think that was Checkov...)
  3. I haven't seen Kn'yan in any of FFG's other games. Some people only really know the Mythos from the games. I will say I like how it all came together. Plus it changed how I think about Yithians. I use to think they were cool. Now I hate them.
  4. I wouldn't mind another Legacy treatment. I really enjoyed that aspect of Dunwich. Call of Cthulhu and Whisperer in the Darkness could be very good stories for a sequel. Call of Cthulhu has a lot of characters in a number of locations so that would probably work the best.
  5. Its most likely the 6th based on when they switched to "shipping now".
  6. Anyone else feel that they got the Guardian and Rogue versions of these cards backwards? Rogues as a role are about getting extra resources. Their gun lets them deal extra damage to additional enemies. Guardians as a role are about defeating lots of enemies. Their gun lets them get the resources they spent back. I am not saying the roles didn't have gaps, I am just suggesting that propping up one role with another role's strength might not have been that great an idea.
  7. Thanks everyone. I haven't been able to really get any of these to work in a game, even though on paper they seem good. FYI, I understand all the interactions, I just haven't gotten them to work in practice. I almost always end up prioritizing success on the issue at hand over the chance to draw a card or resources. Although I think the issue may have been that I was playing Wendy with low margins and counting on redraw to help me in an unlucky draw.
  8. So I understand how it works. What I don't get is why people consider it so powerful. My thoughts are that if you need resources, you can always take some long shot test and get 2 instead of 1 (which is useful in some Survivor decks). That only works if you have the actions ot spare. Alternately if you are already crushing a skill test, you can activate it to get a card or 2 resources. But if you have to spend cards or resources to crush it, then you are more or less breaking even. So I think I am not using it correctly and/or are missing something. What am I missing? Examples would help if its not to much of a bother.
  9. I agree with you overall. I will say it adds an element of uncertainty to scenarios, which increases tension overall. Sure we may have 3 more turns until the agenda advances, but maybe we only have 1. So while it may not offer many choices on its own, knowing they are in the deck does change the way that one approaches a scenario. A majority of scenarios that I have "lost" on the first play through have had ancient evils and cultists in the encounter deck.
  10. Explain to me how Machete is in line with the other L0 Guardian weapons because I think its much better than the other choices. I just don't see how its balanced compared to .45 Auto, Trench Knife or even Enchanted Blade. Or to put it another way: if you had Machete and any other level 0 weapon in hand at the start of a game, which would you play? For me it would be Machete almost every time. Comparing the cost of 2 copies of the new Machete to one copy of Timeworn Brand and cards that seek weapons is a little off. A fairer one would be 1 copy of Machete and cards that seek weapons to Timeworn Brand and cards that seek weapons. Saying its only 2 more xp so that you can have easy access to 6 or 7 more xp of cards is also underselling the xp variance. And its not like you can't boost Machete with other cards as well.
  11. " This list is designed to craft a healthy balance between investigator power and scenario difficulty, and to enforce shifts in deckbuilding environments over time. " A healthy balance between investigator power and scenario difficulty is pretty explicit. I don't know how else you would interpret the developers thoughts on it.
  12. Since I can't like a statement twice or extra like it, I strongly agree with this sentiment.
  13. So does anyone see building Rex without Doc Chris now? I think I will still use him with Rex. Daisy, I am not so sure. I don't think I have ever used Doc Chris with Ursula or Minh. I never saw that as a big deal as you have to take damage to trigger it so its sort of self balancing. Plus Sofie has a dark side.
  14. How do you figure? The card says "The first time you perform one of the following actions". Level 0 Shortcut has you move, not move. So you aren't performing the "move action". So it takes nothing. Level 2 Shortcut has you move, not move. So you are performing a move action, which would incur an additional cost of an action, going from 0 to 1. An item in bold indicates that you are taking an action, even if you aren't spending one of your actions to do so.
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