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Posts posted by Philodept
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If true this makes allies pretty weak imho. Hired muscle becomes (nearly) useless once you pick up a knife?You are right in the sense that once you pick up a knife the hired muscle is nearly useless in combat encounters, however, a knife can't help you push open a door or lift up a boulder. The power of the stat increasing allies (beyond their usual reroll ability) is that they help you in all other encounters, while weapons only help in combat.
Hope this made the allies a little less useless in your eyes!
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I think all the investigators are fairly balanced with one another, but there are two that I find myself choosing most often.
The one I choose because I just love her character is Akachi. I love the idea of a shaman facing other worlds like they are nothing, teleporting around, and dealing with gates; she is also the most aesthetically pleasing to me. However, I do find her fairly weak whenever I play her seeng that she usually dies. I think it might just be a string of bad luck, but I have had a few instances where she just shut down most of the gates on the map and really contributed to winning the game.
The one I tend to pick the most is Charlie. His passive to buy assets and give them to anyone and his ability to give anyone else an action are just damned great. I love playing support characters and he certainly fills that role nicely. Only thing is he is fairly boring to play as sometimes seeing that he mainly does just those two things.
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I think Fenyx is right in this situation. Charlie can use his special action to make anyone take another action, however, that action cannot be one they already performed, or if Charlie uses it on an investigator before their turn, they cannot perform the action they did in response to Charlies action when it becomes their turn.
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His special action reads, "Action: Another investigator of your choice may immediately perform 1 additional action."
My question is if you use this on an investigator can they take an action that they may have already taken? For instance, Lily chooses to take a travel action and a rest action then it goes to Charlies turn and he uses his special action on Lily, can she choose to travel again?
The rules state that an investigator may only perform each action once on their turn, but technically Lily was traveling on Charlies turn so it kind of makes sense that she could travel again, but I could see it going either way.
What do you guys think?
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SnowcatAssassin said:
That's what I was thinking. That card is really quite useful.
Yeah, I think it's one of the better 1 exp costing cards.
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I agree that playing the Overlord is not as fun as playing the Heroes, but I can only imagine with later expansions that we will get more options to liven up the OL a bit. I usually only play with one other person so we run two campaigns at once, one where we are the heroes and one where we are the OL. We do 2 quests then switch (not including the intro). It makes things a little more fun since we both get to experience both sides in equal measure, takes a long time, but I feel it's worth it!
If you have a wildlander hero against you, then I think it is very wise to pick up 2 copies of Unholy Ritual. You may lose many actions with a group of monsters, but the added cards in your hand are essential!
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I didn't mean to suggest that if that is what it sounded like. I agree with ssgeorge then. If we are going for my original post (the one with the diagram) this is what I talked about. The Merriod moved into the bottom left adjacent square of Jain and I activated nimble to move one to the right. This blocked the only available expanding space for the Merriod.
But ssgeorge gave me the idea that Nimble functions in a different way. Me and my friend kinda like the idea that nimble only triggers when a monster ends a move action next to the Wildlander. This essentially would prevent melee monsters from hitting the wildlander and once you got the Fleet of Foot ability it would prevent monsters with reach from hitting her too. Plus it makes sense seeing as guard specifcally mentions that it interrupts movement, while Nimble makes no such mention.
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So you are saying that the monster would have to complete its current move action and then end up in a space adjacent to the Wildlander for the Wildlander to use the Nimble ability? I could see it for Nimble since no where does it say interrupt, but I definitely think Guard would interrupt their movement for the Knight to attack. It makes sense, you are essentially guarding the squishier people behind you by attacking anything that tries to move past the Knight.
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1. I had this question too and I would like to hear an official response, but as of now me and my friend use the rule that because it's one attack dice roll, that attack hits all of them, this includes the surge effect.
2. I think it is saying just for that attack. You are right that it technically doesn't say when it ends, so maybe the dice goes away when Stoneskin refreshes, but we play it just for the attack.
3. As long as it says in the quest guide that the figure is treated as a hero, then I say yes. You can cast stoneskin on a hero, you should be able to cast it on something that is treated as one. I feel that if you couldn't it would say it in the exceptions (like they cannot gain health in any way, or auto pass/fail any attribute test, etc.).
4. I believe that it would be refreshed at the start of the Overlords turn. On the Overlords side of the Activation Card (the 4 cards that explain the phases of each sides turn) it shows that 'refresh cards' (Start of turn, phase 3) is before 'activate monsters'. This makes me believe that you would refresh all the cards you have in play that can be refreshed. On page 8 of the rulebook under 'Exhausting and Refreshing Cards' it says that, "At the start of a player's turn he refreshes all of his exhausted cards…". The Overlord is a single player in command of many figures while the heroes tend to be controlled by a single player (or at least I think that's what the game assumes). So when one player goes he refreshes all his cards, in the case of the Heroes it would be one person/hero at a time, but for the Overlord it would be all of them.
5. I do not believe the overlord can make a hero use his heroic ability. Dark Charm states, "you may perform a move or attack action" and attack actions are defined in the rulebook (pg. 9) as, "When a hero player performs an attack action, he may use one of his equipped weapons to attack a space containing a monster." So you would only be able to use the Hero's weapon and attack or move him his speed. You would not be able to add any of the hero's other skills into the equation, just the surge effects that the weapon being used to attack has.
Hope this helps!
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S2Shade said:
- Declaring an action, including a second move action, can be done in the middle of a move action. However, declaring a second move action simply adds additional points to your movement pool, it does NOT cause your character to be replaced on the board (this prevents expanding and shrinking)
I am not sure if you are making a house rule, but this does conflict with the rulebook. On page 16 it says under the Large Monsters area, "When the monster ends (or interrupts) its movement, the overlord player places the large monster figure so that one of the spaces its base occupies includes the space where the monster ended its movement."
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@Triu:
No the OL did not attack first, he used Dash on the Merriod and was trying to get him up where all my Heroes were. It's why the situation was a big deal for him, he wasted a dash on one movement, moved me out of attack range and got stuck back at the entrance blocking his spiders behind him.
Would he have been able to move him through the corner and Jain? We have been playing it that if you have an enemy figure (or one that blocks line of sight and movement) diagonally from a corner you would not be able to move through.
@Rico:
I will send this to them and if I get sent a response you can be sure to see it posted here!
@jcbbjjttt:
What happens if the nearest closest space is further away than the monsters movement range? Wouldn't that be a little unfair for the Heroes?
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I forgot about the timing rule, but I don't think there was a shared triggering action.
Basically the whole hallway piece is 2x8 (including the entrance). If the entrance is on the left, this was the orientation of the monsters/hero before any movement (S = Spider, O = empty space, M= Merriod, J = Jain, W is the border, H is another Hero):
WWWWWWWW H O W
S O M M S J O O W
S O M M O O O O W
WWWWWWWWWWWW
He shrunk the Merriod down to the bottom right space and then moved it one to the right to the open space below the rightmost spider. Because that space is adjacent to Jain I used Nimble and moved her one to the right. So it ended up looking like this:
WWWWWWWW H O W
S O O O S O J O W
S O O O M O O O W
WWWWWWWWWWWW
The monster had only used one movement point of his 3 but he has no area in which he could finish his movement except the place in which he started his turn.
This to me seemed to be a fair move for Nimble makes the Hero act before the monster, "Each time a monster moves into a space adjacent to you, you may use this card to move 1 space; then the monster may continue its activation." It makes it sound as if nimble stops the monsters turn and activates and then the monster continues.
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We are currently playing Death on the Wing. I am playing the Heroes (4 of them, one being Jain Fairwood) and my friend is the overlord. The overlord chose Merriod as his open group and we are having some movement issues. My Jain is in the starting hallway along with 3 Cave Spiders and 1 Merriod. He attempted to move his Merriod to block the exit of the hallway that leads into the area where the cave spiders started, but when he moved the Merriod next to my Jain, I gained a fatigue to use her nimble ability and positioned myself in such a way that would not let him expand the Merriod to fit in any orientation. There is a cave spider blocking his ability to expand as well. The only place he can fit is where the Merriod started from.
My question is what happens to the Merriod, he used all his movement points and cannot expand and fit, does he go back to where he started from and lose that action? Also, am I using Jain's ability correctly by using it when the monsters moves next to her (thus interrupting his movement) to move one space of my own?

Variant Rules
in General Discussion
Posted · Edited by Philodept
I am mixed on the idea of rule variants. I say this only because as people have stated above, the developers spend much time and money into creating a game that works well. Toss a wrench into one gear and you might find yourself having the whole thing fall apart. On the other hand, some rules seem unnecessary and I feel could be removed without much harm. The tricky thing is that each group and each person within that group will have their own subjective opinions about what rules are more worthwhile/necessary.
With that said I can really appreciate the theme of the co-operative encounters and banishing the monsters. I am not sure I would implement them in my own games, but I really enjoy the thought of two people working together to overcome some obstacle. We have actually had this conversation come up a few times in games I played with different people. I would LOVE if they created some official rule that let people team up and work together to beat encounters.
The banish a monster is a neat idea. I like the idea of a kind of pause button on a monster, but I feel that it kind of breaks down as you are essentially giving everyone a starting spell so to speak. This doesn't really make sense if two people who are not gifted in the lore department banish a powerful monster, it just doesn't fit into the theme for me.
The clue variant is just not something I would ever implement. It feels like you are just stripping the game of an entire component, that is the research encounters. There is so much flavor in those cards, especially since they are specifically crafted for each ancient one, and you are removing it from your games. Not only that, but it makes the game much easier as you are now essentially doing two things at once as you can just do any encounter and receive both the benefit AND the clue.
Personally, I only play with one variant for my Eldritch Horror games, and I didn't start doing it until a bunch of games under my belt. I found the turn order to be unnecessary and a hindrance to strategic game play. For instance if you want Akachi to trade her clue with Jacqueline and then have Jacqueline trade her clues plus the one she got from Akachi to Lola who then has enough to solve a rumor/part of a mystery. If the player turn order sequence doesn't have Akachi sitting before Jacqueline sitting before Lola, then you are SOL, but if you take your turns however you want, then you can actually do something really cool and exciting. Same thing with encounters. Let's say you want one person to close a gate, but there is a monster on the gate and the person who can close the gate better doesn't have much to fight the monster with. You could have a strong fighter take their encounter first so clear away the monster and then have the gate closer to attempt to close the gate. It is just more fun and interesting this way, not to mention it makes sense themewise. If I am a big burly fight I am not going to let the frail old man fight the monster just because he is in front of me, I am going to tell him to get behind me while I charge towards it.
Edit: I still have someone be lead investigator so that if a mythos card comes up that hits a lead investigator, it actually has potency.