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pklevine

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  1. Thanks
    pklevine got a reaction from Rhioghnach in Our house rules for gameplay and investigators   
    Our gaming group has been playing MOM pretty much since 2nd edition came out, and have gradually evolved a series of minor tweaks and additions that we think improve the game. So I wanted to share them in case they help anyone else.
    https://1drv.ms/b/s!AvT-KVJtCzMmgeUHYHlbgcEsUJuKbA
    I'd love to hear any feedback. I should also mention that the new rules for Akachi Onyele and (obviously) Tommy Muldoon are relatively untested; everything else has been playtested quite a bit.
    "But why did you change..."
    Barricades: Unless all of the monsters have Brawn 2 or at most 3, it's almost not worth placing a barricade. This justifies it, so it's never a "wasted" action unless you place it in the wrong spot.
    Insanity: These fixes don't change the difficulty, but do keep things more fun. The first rule prevents someone from drawing an impossible Insane card late in the game; nothing's worse than getting Obsessive or Pyromania on the last turn. This way, you can at least try to plan ahead a bit, which is also more realistic (insanity isn't a sudden snap, but an exacerbation of existing issues). The second one avoids the game ending anticlimactically. We really hated hearing, "Well, the game just ended because this card said so." This way, the insanity is still likely to make you lose, but you get to play out the slow decline into failure.
    Signature Gear: Personal preference; this makes them feel like character abilities, not a starting-game bonus. It's zero-sum -- "cannot trade" balances "cannot drop/lose," basically.
    Scaling: The game does a great job at scaling monster strength, but the size of the map doesn't scale! Some scenarios are nearly impossible with two or three investigators. This just puts them on a fair playing field, and also makes Wounded suck a little more.
    Akachi: My gods does her ability suck. Boring and useless. This makes it just useful enough.
    Amanda: Not 100% necessary, but we noticed that the odds of her being the one to get a puzzle were slim, and this (very minor) ability made her feel more useful and really fit her "Student" role.
    Bob: Some maps have zero Person tokens at times! And even the most populated map spreads them far, far apart. So while Bob's ability is fine, he needs another way to justify its use.
    Rita: Please. No one leaves Rita out of a party by choice; she's too good. This fix at least gives you a reason to consider playing without her.
    Tommy: Starts with a top-tier gun and can reroll anything once? Too good. This is a minor nerf, but one that makes perfect sense; he's still amazing.
    Wendy: Stunned and Restrained come up so rarely that it's easy to forget she even has a special ability. This is a very minor tweak, but one that at least makes her feel more potent.
  2. Like
    pklevine got a reaction from Conza89 in Expansion ideas?   
    The only general consensus I've seen is that it'd be nice to have 7-8 players and "some of the options" from the TI3 expansions, reworked for TI4.
    Where that consensus falls apart is on which options are needed vs wanted vs despised. For example, a lot of people would like to see Distant Suns return (and pretty much universally agree that it should be as three decks of cards or three sets of tokens, one for each planet type), but not everyone likes it. Some of us miss mech tanks, others hated them. (If they do bring them back, they'll probably need some serious game-balance tweaks.) Not everyone liked mercenaries, but some of us would love to see them included if they're revamped to fit seamlessly into the game (as opposed to the "need their own SC" version from TI3). And so on.
    I feel like TI4 is definitely due for at least one big expansion, but I'd imagine it being closer to Catan's "Traders and Barbarians" (a bunch of mini-expansions, and you can use any or all of them) as opposed to Catan's "Seafarers" (one big set of rules that changes the game significantly).
    EDIT: Actually, worth mentioning that the only thing I really think TI4 absolutely needs is another set of more aggressive public objectives. I'd like more options that focus on combat and conquest instead of so much "spend X" and "have these techs." Right now the game is too easy on the peaceful races like Jol-Nar and too hard on the warriors, IMO.
  3. Like
    pklevine got a reaction from Shimaaji in Public Knowledge question   
    The number of planets you have is public knowledge -- but what "public knowledge" means as far as self-reporting is 100% down to table/group rules, not game rules. It's all about how cutthroat (and, dare I say, mature) your particular group is.
    Our group plays to have fun, socialize, and enjoy each other's company as much as try to win. So if I asked how many planets someone had and their response was, "I don't have to tell you that," I'd probably respond, "Do you really want to slow the game down by making me come over there, touch your cards, and count them all myself?" and if they did, I'd take my sweet time doing so every single turn until they realized how silly and counterproductive that sort of stance is.
    If someone actually LIES about something that's public knowledge, they get one warning that we don't do that. Do it again, and we'll find an adult to play with instead. (Exceptions made, of course, for the VERY FEW games where "lying about public knowledge stuff" is explicitly part of the game and expected.)
  4. Like
    pklevine got a reaction from Robofish in Public Knowledge question   
    The number of planets you have is public knowledge -- but what "public knowledge" means as far as self-reporting is 100% down to table/group rules, not game rules. It's all about how cutthroat (and, dare I say, mature) your particular group is.
    Our group plays to have fun, socialize, and enjoy each other's company as much as try to win. So if I asked how many planets someone had and their response was, "I don't have to tell you that," I'd probably respond, "Do you really want to slow the game down by making me come over there, touch your cards, and count them all myself?" and if they did, I'd take my sweet time doing so every single turn until they realized how silly and counterproductive that sort of stance is.
    If someone actually LIES about something that's public knowledge, they get one warning that we don't do that. Do it again, and we'll find an adult to play with instead. (Exceptions made, of course, for the VERY FEW games where "lying about public knowledge stuff" is explicitly part of the game and expected.)
  5. Sad
    pklevine reacted to Marinealver in Christian T. Petersen resigns.   
    Not on the FFG news but creator of Twilight Imperium and founder of Fantasey Flight Games resigns from Asmodee as it is about to get sold by Eurozeo.
     
  6. Like
    pklevine got a reaction from jbudd in Battlefields Expansion...?   
    Battlefields was a trilingual expansion. Feel free to buy the German one; it'll work just fine if you speak English and the rules are in all three languages. All that changes is the cover text.
  7. Like
    pklevine got a reaction from tomihawk in Our house rules for gameplay and investigators   
    Our gaming group has been playing MOM pretty much since 2nd edition came out, and have gradually evolved a series of minor tweaks and additions that we think improve the game. So I wanted to share them in case they help anyone else.
    https://1drv.ms/b/s!AvT-KVJtCzMmgeUHYHlbgcEsUJuKbA
    I'd love to hear any feedback. I should also mention that the new rules for Akachi Onyele and (obviously) Tommy Muldoon are relatively untested; everything else has been playtested quite a bit.
    "But why did you change..."
    Barricades: Unless all of the monsters have Brawn 2 or at most 3, it's almost not worth placing a barricade. This justifies it, so it's never a "wasted" action unless you place it in the wrong spot.
    Insanity: These fixes don't change the difficulty, but do keep things more fun. The first rule prevents someone from drawing an impossible Insane card late in the game; nothing's worse than getting Obsessive or Pyromania on the last turn. This way, you can at least try to plan ahead a bit, which is also more realistic (insanity isn't a sudden snap, but an exacerbation of existing issues). The second one avoids the game ending anticlimactically. We really hated hearing, "Well, the game just ended because this card said so." This way, the insanity is still likely to make you lose, but you get to play out the slow decline into failure.
    Signature Gear: Personal preference; this makes them feel like character abilities, not a starting-game bonus. It's zero-sum -- "cannot trade" balances "cannot drop/lose," basically.
    Scaling: The game does a great job at scaling monster strength, but the size of the map doesn't scale! Some scenarios are nearly impossible with two or three investigators. This just puts them on a fair playing field, and also makes Wounded suck a little more.
    Akachi: My gods does her ability suck. Boring and useless. This makes it just useful enough.
    Amanda: Not 100% necessary, but we noticed that the odds of her being the one to get a puzzle were slim, and this (very minor) ability made her feel more useful and really fit her "Student" role.
    Bob: Some maps have zero Person tokens at times! And even the most populated map spreads them far, far apart. So while Bob's ability is fine, he needs another way to justify its use.
    Rita: Please. No one leaves Rita out of a party by choice; she's too good. This fix at least gives you a reason to consider playing without her.
    Tommy: Starts with a top-tier gun and can reroll anything once? Too good. This is a minor nerf, but one that makes perfect sense; he's still amazing.
    Wendy: Stunned and Restrained come up so rarely that it's easy to forget she even has a special ability. This is a very minor tweak, but one that at least makes her feel more potent.
  8. Like
    pklevine got a reaction from Husker949 in "Fire spreads" direction dice?   
    There's really no universal way to handle this, because first you need to roll to pick a fire space that isn't already surrounded by fire and has free room to spread, then you need to roll to pick a spread direction.
    I suggest that if you want to do this randomly, toss a d12 into your box (because it can act as a true d2, d3, d4, and d6, and a jury-rigged d5 and d7-11). Then just assign numbers (on the spot) to all valid fire spaces and roll, then assign numbers to whatever directions are available for spread and roll.
  9. Like
    pklevine got a reaction from kyozu in My custom foamcore insert and organizer   
    Now that I have SOT, I've updated my foamcore insert to pack everything into the core box and the SOA box. I've taken detailed pictures, and will gladly answer questions, but I'm not organized enough to make actual design plans, etc.
    https://boardgamegeek.com/thread/1983923/my-custom-foamcore-insert-and-organizer
  10. Like
    pklevine got a reaction from Phoenix_FFG in My custom foamcore insert and organizer   
    Now that I have SOT, I've updated my foamcore insert to pack everything into the core box and the SOA box. I've taken detailed pictures, and will gladly answer questions, but I'm not organized enough to make actual design plans, etc.
    https://boardgamegeek.com/thread/1983923/my-custom-foamcore-insert-and-organizer
  11. Like
    pklevine got a reaction from WillemTCG in Overall Variety in MoM   
    Considering that I just read an article which listed MOM/2E as one of the top 10 bestselling strategy board games of 2017, I find this statement absolutely hilarious.
    Arkham Horror also made the list, which I think shows how both games have their fans. But it's immature to confuse "This isn't exactly the game I'm looking for" with "This is a major flub for the company."
  12. Like
    pklevine got a reaction from Phoenix_FFG in Sanctum of Twilight: Still 1Q2018?   
    iOS updated for me as well just now (USA).
  13. Like
    pklevine got a reaction from Kerg12 in Flagship Tech Variant project (TL;DR in progress, bear with me, comments welcomed)   
    I have a feeling that this would make sense to anyone already familiar with Armada and its dice. To be honest, though, I'm completely lost.
  14. Like
    pklevine reacted to Phoenix_FFG in Downloads: Recurring Nightmares & Suppressed Memories   
    Dear Fantasy Flight Games,
    If you are reading this, could we get the Mansions of Madness 2nd Edition 'Recurring Nightmares' and 'Suppressed Memories' insert sheets available as downloads alongside the other Rules downloads (for the sake of completion). I know there's no rules on those sheets, but there's still the Monster recognitions on there.
    ...and did I mention for the sake of completion?
    From one of your biggest fans.
     
  15. Like
    pklevine got a reaction from Phoenix_FFG in Sanctum of Twilight: Still 1Q2018?   
    Just updated to "Shipping." Hopefully it's in stores soon!
  16. Haha
    pklevine got a reaction from KBlumhardt in New Preview Up   
    I can't wait until this finally arrives in stores . . . some time in September. :/
  17. Like
    pklevine reacted to Leavon in Star Spawn mini from Spare Oom Studio now for sale!   
    The StarSpawn is now available for purchase! I'll be receiving initial stock of 30 pieces tomorrow, I've no idea how fast they will sell but more stock will be arriving on a weekly basis so don't get disheartened if you don't get your hands on the first batch.

    www.spareoomstudio.co.uk/online-store
  18. Confused
    pklevine got a reaction from Marinealver in Flagship Tech Variant project (TL;DR in progress, bear with me, comments welcomed)   
    I have a feeling that this would make sense to anyone already familiar with Armada and its dice. To be honest, though, I'm completely lost.
  19. Like
    pklevine got a reaction from Phoenix_FFG in New SOT preview up: "Twilight Diadem"   
    https://www.fantasyflightgames.com/en/news/2018/2/27/twilight-diadem/
    Looks really fun. I can't wait to learn more about how Restrained tokens work. When is that darned boat getting here?
  20. Like
    pklevine got a reaction from Locksheon in Monster can't move from enclosed room with walls   
    Yeah, that's definitely a mistake on behalf of the coders. The app should know that there's a wall there, and thus should know not to spawn any non-phasing monster there.
    In general, I'd use the following house rule: If a monster ever spawns in a room without any doors, assume there's a hidden door that lets it out if the app says it moves.
  21. Like
    pklevine reacted to Phoenix_FFG in Phoenix Paint & Mod   
    I recently finished this batch from Suppressed Memories (the Forbidden Alchemy portion of the miniatures) as I have wanted to use Dexter Drake since getting into the game. 

  22. Thanks
    pklevine got a reaction from GromSky in Nekrovirus Ground Forces   
    Capacity doesn't matter. You don't check capacity during a space battle, only afterward, and by then all of your GF have returned to the planet.
  23. Thanks
    pklevine got a reaction from gattomark in Action Phase   
    One of the things I put together was a "high-level overview" visual aid that I use when first teaching the game to new players. It's intentionally not a rules summary or anything else that you'd leave out during the game, but it's very helpful for understanding the basic structure of the game (round -> phase -> turn).
    https://1drv.ms/b/s!AvT-KVJtCzMmgd8seEA8SDx4_yHbJw
  24. Like
    pklevine got a reaction from Conza89 in Basic question about some objectives   
    Yeah, all of the public objectives are things that you must do during the "score public objectives" segment of the Status Phase. For example, if it says "Spend 8 Resources," it doesn't matter how many resources you spent during the Action Phase -- none of it counts toward that objective. You have to spend 8 Resources right now, during that part of the Status Phase.
  25. Like
    pklevine got a reaction from gattomark in Expansion ideas?   
    My consolidated list:
    NEED (as in, I might pass it up if these aren't included)
    7-8 Players and a fourth ring of systems More public objectives, with focus on conquest/combat WANT
    Distant Suns cards (reworked, including positive things to replace Artifacts as well) More secret objectives A generic-effect 9th Strategy Card for use only in 4- and 8-player games Another type of Ground Force, but more carefully game-balanced than Mechs were Maybe some sort of leaders/mercenaries/representatives, consolidated and reworked from the ground up WON'T USE (feel free to include them, but I'll leave 'em out)
    Weak or niche action/agenda/tech cards for the sake of including them -- keep the decks tuned! Colonies and facilities -- these were poorly balanced Space mines -- meh PLEASE NO (because I probably won't be able to "leave out" systems in a 7-8 player game!)
    "Special" systems like Hope's End, the Trade Stations, and anything else that adds yet more rules exceptions and/or throws off game balance. (Seriously, look at the old TI3 preset maps and how Hope's End has to get its own positioning.) (I'm ambivalent on other stuff -- might use it, might not.)
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