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About player1809340

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  • Birthday 09/12/1988

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    Magnolia, Delaware, United States
  1. Your avatar is what sells your response in this, Steve! XD
  2. Well! I can say with certainty that I would never play this! -gathers up my frocks and storms away- Actually, it seems like the kind of thing that you and Avi would make, Julia. Mercilessly hard and brutally cruel. And while I definitely think that would work for someone that wanted to cry during a game, I will remark that something like this would probably require extensive planning before even drawing your first Mythos card. The sheer amount of work-arounds needed to have a chance are staggering; -6? I understand that you're trying to compensate for lack of monsters and all but even from a 'I want t be challenged' standpoint, -6 seems far, far too unrealistic. The luck required to make a roll like this is staggering; the average Fight is 4, which would mean you would need to be lucky enough to get someone with Items and Skills to get a Fight bonus high enough to even ROLL. More clue tokens would be spent trying to get into the gates then closing them. On top of which, heaven forbid you fail to close a gate on your first go around because then you have to spend all your clue tokens to try and survive this before you can try to roll to close again, which by that time, Sealing is nothing short of a fever dream. This doesn't strike me as being, necessarily 'fun because it's hard'. This strikes me as (and I don't know if you're familiar with Devil May Cry) 'Dante Must Die' mode, where ONE hit from an enemy is enough to kill you. This is the type of Herald where you set everything up, you put down this Herald and before anyone takes their first Move, say: "Well, THAT was fun losing, wasn't it? So, who's for another round?" Again, I know that more experienced players like yourself want to be challenged and may enjoy the idea of losing as part of the experience. You and your players play not necessarily to win but to just play (unless this is mean completely as a solo effort). I may just be sobbing because this looks so difficult and I know I'd never use it but I can't see anyone beyond yourself, Avi and maybe one or two people on here ever trying this more than once. It seems less harsh for the sake of fun and more harsh simply to see how brutal someone could make a Herald. In the meantime, Love the art you picked for it!
  3. Has anyone stopped to look at these names and think to themselves, 'By jove these are all rather silly!'
  4. Oh of course, that is why /I'M/ making it. You know I don't make anything that I can't win with complete certainty, Aqua. XD
  5. For in-theme, I think it fits perfectly on all counts: It's a tool first and foremost, as we've all said. Using it to smash gates/doors/coffins/chests for Fight Checks. The bonuses in Combat should only be applied while equipping it because of what it is; the reduction to toughness is because a Sledgehammer is all about breaking through heavy and thick layers of stone/wood etc because it applies pin-point pressur in terrific force to a single spot. Thus, the Toughness reduction only when equiped. I've always seen the +3 to combat as I have any other weapon's; it's the combat rating of how effective the given weapon is in general. The +1 to Fight is there because it IS a sledgehammer, which is in fact a powerful tool. Even in Call of Cthulhu, the actual pen-and-paper, as far as Melee weapons go, the sledgehammer is one of the most economical yet powerful weapons an Investigator can have. It's cheap, readily available at any hardware store and it actually has a damage rating of: 1d8+2+db (character's own damage bonus). So yes. I think that this is likely exactly what it is; a very powerful, if not one of THE most powerful weapons in Arkham Horror because of it's utility and strength. The fact that cost is $6 may seem cheap but again, there is the luck factor of GETTING the sledgehammer in a shop on top of everything else and it is taking into account the theme of it. Point is, I think the card was designed to be played as is; bonus upon bonus because that is how it's played in other games of the same setting (that is, Lovecraft).
  6. Would that make her: 'Mary, Queen of Shots'?
  7. Oh, I know where the term comes from, but my point is, placing a character, (Lilly is implied but it could be any character) into the Arkham Horror setting and marking them as being 'THE ONE' that is foretold to stop the ancient evil from breaking through eliminates in my mind the power of Arkham. What makes Lovecraft what he was and is is that his protagonists are not trained to fight monsters. Ever. They're usually wimps who happen to stumble into the Mouth of Hell by accident or curiosity and either fight and barely succeed or die trying (or go mad). Armitage is a vague exception but only because he happened to be prepped ahead of time because of his own studies, not through him actively saying, "Well, Armitage, time for some cocoa and the Necronomicon because lord knows eventually I'll need to know this stuff!" He just happened to have studied it. Though, now that I think about it, quite a few of Lovecraft's narrators had read or at least skimmed a LOT of supposedly rare, mind-shattering books. The guy from 'Haunter in the Dark' leaps to mind especially, since he had read at least four and knew of several more off hand. But again, they weren't reading and training to be monster killers. Lilly is a Monster Hunter. That's essentially what she is, in a setting that shouldn't, by and large, allow for a Monster Hunter of the world-saving magnitude. If anything, she should be an Ally. Maybe. Heck, it would have been better if in her backstory they had hinted that maybe she worked in a cult for another AO, like maybe Hastur and was trained to hunt Mi-Go or something. At least then it would feel a bit more in-tune with everything else and give her 'IMMA SAVE DAH WORLD' theme a bit more questionable reasoning behind it.
  8. Well, since I was planned to be the Man of Honor (I'm best buds with the bride) I am including my own sheet, but that's a good point. I'll inquire after the Best Man and see what I can drum up!
  9. Speaking of weddings, Jake, you single? Cause I think I wanna marry you now! XD That's bloody brilliant! However, I MIGHT avoid making up the Allies and extra monster chits (though the Mother in Law is HELLA tempting. Make her more like the Dunwich Horror, heh. >BD)
  10. Alright guys, it's been a bit since I made anything, let alone a scenario for Arkham. However, this is a special situation and so I need help from the best and brightest hereabout to make a special scenario for a game. Lemme illuminate~ A friend of mine is getting married soon and she and her fiance are huge board game buffs. They are no strangers to games similar to Arkham Horror (they own a copy of Betrayal at House on the Hill), and both have expressed an interest in getting a copy of Arkham Horror. I'm getting them a copy as a wedding present (along with a gift card so yeah, don't judge! XD) but I wanted to personalize it a bit with some touches. So I made character sheets for them that I'll be sending along, as well as a little letter written out as if they were newly moved to Arkham, the whole shebang. What I am leading up to is that I would like to make a scenario to include along with it, almost like a 'Welcome Wagon' sort of set up as if the scenario was literally about the chosen Investigators being new to Arkham. Limitations: 1. The Expansion must be compatible for if one is using only the base board. 2. It would be best to have more co-op leaning effects given it IS part of a gift for newly weds. 3. I want to keep it from getting TOO complicated (they are new players) and in fact any ideas on how to help use the scenario to learn the flow of gameplay easier would be better, given how the actual game instructions read like stereo installation instructions. 4. They ARE experience gamers, however, so I don't want it to be a romantic stroll through Downtown. So you see my dillema? I want to make a scenario that will help new players understand the team-based aspects of Arkham without overwhelming them outright with how complicated the game can be when first learning on your own with no one to explain it--they live in Canada and I the U.S. so I can't be there to walk them through it. Any help at all would be greatly appreciated!
  11. BOO! I wanted blood over that argument! And more than just ONE DROP! Heh, see what I did there?
  12. I--have changed my view of Lovecraftian. It's funny, but I would say I don't like the work of his 'disciples' since they are far TOO pulpy and action-packed adventures, rather than explorations of the nihilistic themes. However, I LOVE adventure stories where the good guys do win, which is why Dunwich Horror is actually one of the top three favorite Lovecraft stories. While yes, they are only 'delaying' everything, they still not only score a decisive victory but all the heroes walk away relatively unscathed both physically and mentally. It's why I like Arkham Horror--because in the end, you can get a 'perfect game' where not only does no one die but the Ancient One is defeated. It's why I take character deaths so seriously; I feel like I've failed the narrative of the game by simply saying, 'Oh well, I'll just get a new character'. It's why I run the types of Call of Cthulhu games that I run as well--I make them that sort of 'connect the dots to solve the end problem'. Getting back to characters, I do think that, first, Lovecraft likely wouldn't have written stories about characters that weren't white. Remember Juan Ramirez. That was--a very odd story but in the end, the racial minority was still treated as less intelligent than the presumably caucasian narrator. But that was a product of the time--Lovecraft himself did lose a portion of his xeonphobia as he grew older so perhaps the real question would be: If Lovecraft had lived within the past 20 years, would he have written pigeonholed stereotypes? ANYWAY. Lilly still just stands out as being 'wrong' on a class basis. She smacks of Smith or Derleth, which I suppose was to be expected. At least it wasn't Ersatz Conan... >.>
  13. Honestly, I have to agree that most all of them feel very Lovecraft, though, I think it would be easier to pick out who DOESN'T feel as Lovecraft. That would be Lili. I just--I can't even fathom what they were thinking. She is so--very much NOT Lovecraft it boggles my mind. It's like someone from Delta Green snuck into the planning stages for the expansion, gave their two cents and then vanished without a trace. As for my picks for MOST Lovecraftian, can't go wrong with the original base box's characters--all of them are more or less ripped from stories, from Harvey Walters all the way to our favorite mobster, who could have just as easily been one of the 'robust men' from The Lurking Fear.
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