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Everything posted by Jobu

  1. I mean researcher into the arcane says Seeker more than Mystic to me but I can see an argument either way. Jim Culver isn't really a researcher into the arcane either.
  2. I find Roland's replacement cards synergize well with his original. eg. It all works best when he has all 4 in his deck.
  3. 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...)
  4. 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.
  5. 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.
  6. Its most likely the 6th based on when they switched to "shipping now".
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. " 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.
  13. Since I can't like a statement twice or extra like it, I strongly agree with this sentiment.
  14. 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.
  15. 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.
  16. That being said, its not to much to ask that a company balances their cards. I am paying for those cards and while I understand that a company makes mistakes, I do appreciate when they take steps to fix those mistakes in a methodical manner. I prefer it to changing things on my own or ignoring cards that I feel are to powerful. Not that I am incapable of doing that, its just that I prefer that the company does it. Its kind of the same reason that I don't just make my own games to play.
  17. I mean I have most of them memorized all ready and intend to print the list out and keep if it, if we decide to use the list that is.
  18. Keen Eye has to overcome one of Guardians weaknesses, being tight on resources (Zoey non-withstanding) and needed to be for something you want to do 2 or ideally 3 times in a single turn. That depends on game state. Fight multiple times or investigate multiple times. Streetwise synergies well with one of Rogues strengths (resource generation) and you only need to have one test to make use of it.
  19. But they don't have a category for that, oh wait....
  20. So my thoughts: Limited: Machete - this is a good change, Machete was to good for what it did and made all other l0 and some xp weapons look poor in comparison. Not including a Machete was rare when you had the option unless it 5 splash in a non-fighting deck. Elusive - eh, while I agree its a very good card, I never really saw it be game warping. I have seen it short circuit some scenarios really well but did not use it in all my decks that could. Switchblade 2 - This was surprising but I think they are trying to address the disparity between melee weapons and charged weapons overall, which has been an issue for a long time. Permanent Talents - I am glad they did this overall. I will say that I am not 100% sure that Streetwise was as OPed as Higher Education, maybe 1 less xp. That being said, I always see the Rogues take this card so it probably needed a hit. I think there was a lot of disparity in these talents. Mutated: Doc Chris and Rex. Yeah this stood out as an issue. Delve too Deep - my group never heavily used this but I get some folks went hog wild on these. Quick Thinking - Weird one. I mean sure for the times you have both in your hand sure. But why are you waiting until you have both in your hand, don't you need to do somethings now? I think there may be an issue of having turns with ridiculous action counts with true Survivor and Resourceful. Take an action play 2x Quick Thinking and 1x Resourceful, take True Survivor back to your hand and get 2 more actions, then play True Survivor and get those 3 cards backs, then take your next action and play those 3 cards again, repeat until you fail a test, run out of resources or need to take a non test action. If you also have Will to Survive and/or On Your Own, it can get pretty insane. Edit: also you can do it next turn as well. Ace in the Hole - who exactly can play this exceptional card more than once a turn? Is this a future thing? Sleight of Hand - I think this was suppose to limit those Guardians that can take it (Zoey, Leo)from doing the combos with Shotguns and BARs more than the Typewriter or .45 Thompson. Key of Ys - from what I have seen 10xp is about right for this card.
  21. So um, how does this work with machete? Its still a level 0 card and can be included in your deck to start but if you wanted to add it to your deck afterwards, it now costs 3 (or is that 2)?
  22. Ahh, Rex's Curse is written poorly and does not match the designers intent for what it was suppose to do. By a strict reading you would keep all the special effects and modifiers (and make his curse somewhat more relevant). There is the errata/rules clarification that change that to what the developers wanted it to say.
  23. Can we start speculating on what the L3 Enchanted Blades do?
  24. Frozen in Fear says " The first time you perform one of the following actions". L0 Shortcut does not perform a move action so no penalty. Meanwhile, Astral Travel is a move action since its in bold so it does cost 2 actions. L2 SC is also in bold so it costs an action and a free action in this case. Other cards will trigger based on if it says Move, Move or perform a move action.
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