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Jabor posted:The big thing that tripped me up was using crow-flight distance as the second tiebreaker (instead of going straight to initiative) when picking a focus. Comments say that was added via FAQ between 1st and 2nd edition.
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# ? Jan 2, 2018 10:06 |
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# ? Jun 2, 2024 04:21 |
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Wound doesn't prevent heals the way poison does...... Rending drakes suddenly became a whole lot less scary
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# ? Jan 2, 2018 10:21 |
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The other thing about the quiz is how it highlights the importance of monsters staying put in situations where every destination hex is blocked, or where they can't close the effective distance. A lot of people have kneejerk house ruled this like in cases where you go invis and block the door, except for the fact that the rule exists to prevent monsters from mindlessly bunching up for easy AoE clears.
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# ? Jan 2, 2018 10:41 |
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It works both ways. You go invis to block the door so that the person opening the door doesn't take a face full of arrows/claws/fireballs/swords the second they open the door and all the monsters get to act often at once. An invis person in a doorway means the monsters have no viable focus and so they stay put. Honestly I think it's easily the clunkiest rule in the game. I'm sure they tried it, but in my mind it would make more sense if the monsters didn't go if their initiative had already passed. That way you could still plan around opening doors, slower monsters could still act, the door opener is less of a pincushion, and strategies wouldn't just be reliant on invisibility. I'm sure they playtested that and it doesn't work as well but I can't help but think there must be something better.
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# ? Jan 2, 2018 19:25 |
Frush posted:It works both ways. You go invis to block the door so that the person opening the door doesn't take a face full of arrows/claws/fireballs/swords the second they open the door and all the monsters get to act often at once. An invis person in a doorway means the monsters have no viable focus and so they stay put. Then you'd just have someone go super late and open the door and it acts as if that person has invis since nothing moves. I'm fine with it as-is, to be honest, just be careful opening doors. Or open with a move 5 stun combo to ensure you don't get horribly hosed.
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# ? Jan 2, 2018 19:28 |
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silvergoose posted:Then you'd just have someone go super late and open the door and it acts as if that person has invis since nothing moves. I'm fine with it as-is, to be honest, just be careful opening doors. Or open with a move 5 stun combo to ensure you don't get horribly hosed. That's entirely the point though. If the end result is the same just rule it into the game and let people use their fun invisibility powers and items for something more exciting than... opening doors. Move with a large movement and stun (or similar) still applies in case there's something slow on the other side as well, it just doesn't require an item/power to not take a facefull of hate. Summons don't get to go on the turn they're summoned, so obviously this has been thought about.
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# ? Jan 2, 2018 19:49 |
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Big McHuge posted:I've got a question for the thread that can hopefully be answered without spoilers. I don't know if the scenario you unlocked unlocks anything on completion, but Scenario 1 is obviously linked to Scenario 2. After that, you'll start seeing branches. I've only beaten 4 scenarios so far and now have 8 available (+1 that I'm locked out of by a choice I made).
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# ? Jan 2, 2018 19:51 |
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Scenario 1 goes straight to 2 to show you linked scenarios, then it explodes wide to show you you have choice. It only constricts again when you have made some major choices that will close off paths. These are obvious and very "You see a grandma, do you help her or steal from her" in the kind of decisions you are making.
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# ? Jan 2, 2018 19:56 |
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Frush posted:That's entirely the point though. If the end result is the same just rule it into the game and let people use their fun invisibility powers and items for something more exciting than... opening doors. Move with a large movement and stun (or similar) still applies in case there's something slow on the other side as well, it just doesn't require an item/power to not take a facefull of hate. Summons don't get to go on the turn they're summoned, so obviously this has been thought about.
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# ? Jan 2, 2018 20:02 |
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Even just stepping back so melee monsters can't reach you and you've broken line-of-sight with any archers is almost always good enough to not die horribly.
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# ? Jan 2, 2018 20:06 |
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misguided rage posted:Blowing invisibility when opening a door is a huge waste 99% of the time. Really the only thing you should try for when opening a door is having a movement point or two left over so you can respond to the monsters inside. What do people generally use Invisibility for? Our scoundrel has only used it once and it was to just immediately break it for the damage bonus from that one card that stays in play.
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# ? Jan 2, 2018 20:26 |
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Mindthief wades into enemy group deals damage and then invisible. The lumber ineffectually around you to get to buddies, next round you use a bottom attack card and top attack to murder everything. I used it a bunch on him, so much he had a item to do it as well as a card.
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# ? Jan 2, 2018 20:30 |
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CaptainRightful posted:I don't know if the scenario you unlocked unlocks anything on completion, but Scenario 1 is obviously linked to Scenario 2. After that, you'll start seeing branches. I've only beaten 4 scenarios so far and now have 8 available (+1 that I'm locked out of by a choice I made). Ok cool. My initial worry was that the two people we started the campaign with have pretty busy schedules and a 1 year old baby, so the likelihood of getting a consistent amount of plays in with them is almost nil. Our other friends that we played with are a bit flaky but this game is in their wheelhouse so we might see them more often. I want to try to avoid doing the whole "we finished the second part of the two-part adventure without you, sorry" thing. I think the bottom line is that maybe we need to get some more reliable friends for game night, but we've been saying that for months now.
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# ? Jan 2, 2018 20:59 |
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My brother and I have the rule that we don't play without each other, but other than that we invited 3 other people, and the rule is if even one of them can come we'll play. Everyone is busy, and its hard to prioritize a game, let alone match schedules between 4+ adults. It sucks, but the bane of gaming as adults is scheduling and sometimes stragglers get left behind for a night. GH is a little better for that then most since people tend to really want to come play though.
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# ? Jan 2, 2018 21:38 |
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Countblanc posted:What do people generally use Invisibility for? Our scoundrel has only used it once and it was to just immediately break it for the damage bonus from that one card that stays in play. This doesn't break invisibility, FYI, just requires it to be in effect for the double damage.
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# ? Jan 2, 2018 22:35 |
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Jabor posted:Even just stepping back so melee monsters can't reach you and you've broken line-of-sight with any archers is almost always good enough to not die horribly. My experience with crude card rulers is that it seems pretty hard to break line of sight most of the time.
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# ? Jan 3, 2018 04:50 |
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Kiranamos posted:My experience with crude card rulers is that it seems pretty hard to break line of sight most of the time. In most contexts, but being on the same side (left-right-wise, I mean) of a door but in a different room is a pretty guaranteed block.
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# ? Jan 3, 2018 05:02 |
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Got my upgrade standies. The yellow is more of a dull gold then yellow. I like it. Differentiated from regular, which is what you want. But the base game yellow is so...bold it didn't match the games color palette. Game with 2 dice! Bonus. I got a brick of basic red 12mm from Amazon for like $6. Reall happy with this upgrade. I was already putting status on the board because I kept forgetting about them looking at moves. And the health tokens can gently caress off. After probably 30 hours of this game I don't want to fiddle with them again. They also flex slightly if you try so you aren't gouging your cardboard baddies to put them in.
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# ? Jan 3, 2018 05:30 |
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malkav11 posted:In most contexts, but being on the same side (left-right-wise, I mean) of a door but in a different room is a pretty guaranteed block. Not usually - if you can trace from one corner, through the door gap, to another corner then you have LoS. You'd have to be along the wall a hex from the door-adjacent hexes to have any chance. Edit: Mini has LoS to every hex in the image in the next room, thanks to the bottom corner of their hex.
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# ? Jan 3, 2018 05:38 |
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My experience so far has been that ranged enemies tend start a few steps back from the entrance, so you don't usually have to worry about every single one them peeking around it on their first move. You're not really trying to hide from them indefinitely, you just want to not get pincushioned by every single one on the turn you open the door.
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# ? Jan 3, 2018 06:26 |
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UrbanLabyrinth posted:Not usually - if you can trace from one corner, through the door gap, to another corner then you have LoS. You'd have to be along the wall a hex from the door-adjacent hexes to have any chance. 4 scenarios in I still am constantly shrugging at how broad LOS is. If you have to ask, it probably has LOS. That quiz was really interesting, didn't know about the FAQ issued on tiebreakers going to crow distance before initiative. Overall some very interesting pieces.
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# ? Jan 3, 2018 17:31 |
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The game did a lot to just say "everything has LOS" I bet there was some debate on just saying you have it between rooms too. It's always the most fiddly part of these games. Saying gently caress it everything has LOS is a good move besides the hiding in a different room sidecase.
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# ? Jan 3, 2018 17:40 |
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Huh, when it said "any corner to any corner" I assumed that meant you had to be able to trace from all corners to all corners, not just one to one. Guess I've been playing wrong!
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# ? Jan 3, 2018 21:47 |
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In big rooms you can hide behind walls but yeah, narrow rooms are the norm, and combined with the game's time pressure mechanic...
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# ? Jan 3, 2018 22:09 |
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So I have anywhere between 3-5 people tonight for Gloomhaven (including myself). If we have 5, the rule is to increase the scenario level by 1 or 2 without increasing the reward, right?
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# ? Jan 3, 2018 22:21 |
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dwarf74 posted:So I have anywhere between 3-5 people tonight for Gloomhaven (including myself). I believe the official rule is "don't play with 5" and the follow up to that is "if you have to, that should work."
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# ? Jan 3, 2018 23:05 |
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I believe the exact recommendation for 5 players is to increase all monster levels and trap damage by 2.
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# ? Jan 3, 2018 23:07 |
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In scenario 2 what is the treasure tile value?. I couldn't find it.
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# ? Jan 3, 2018 23:19 |
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Lorini posted:In scenario 2 what is the treasure tile value?. I couldn't find it. Its on the picture of how you set up the tiles.
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# ? Jan 3, 2018 23:23 |
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Lorini posted:In scenario 2 what is the treasure tile value?. I couldn't find it. I'm tempted to replay that mission, we didn't have our boss open any doors and we proceeded to punch everything to death without much happening.
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# ? Jan 3, 2018 23:34 |
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Yeah exactly the same thing happened to us, we murderfonged him before he had the chance to do anything other than summon two skellingtons which we promptly immobilised out of range then killed. Need to repeat it and give him the chance to give us the treature, but it's very RNGesus whether that works.
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# ? Jan 4, 2018 00:11 |
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Well, is the chest worth going back for or is it just a random scenario like the first chest? I guess it really is just a larger question of are there missable things worth going back for - in a game this big with so much to do, it almost feels silly to go back and replay something for loot. Granted, there are some cool things like the skeleton summoning ring a few missions later, so probably answering my own question here.
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# ? Jan 4, 2018 00:17 |
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I don't know, we've not done it yet :P But I'd be vaguely interested in finding out too. I doubt we'd do the repeat any time soon tho.
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# ? Jan 4, 2018 00:20 |
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Scenario 2 chest spoilers It's just 10 gold so probably not worth the repeat
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# ? Jan 4, 2018 00:23 |
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Cool thanks
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# ? Jan 4, 2018 00:24 |
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MikeCrotch posted:Scenario 2 chest spoilers It's just 10 gold so probably not worth the repeat Kind of wish they had different icons for items or scenarios, or gold or traps. Would be a fairly easy way to differentiate between skippable chests while still keeping them enticing.
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# ? Jan 4, 2018 00:26 |
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Nephzinho posted:Kind of wish they had different icons for items or scenarios, or gold or traps. Would be a fairly easy way to differentiate between skippable chests while still keeping them enticing. Thats kind of the point?
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# ? Jan 4, 2018 00:53 |
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We're back down to 4. Whew.
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# ? Jan 4, 2018 01:17 |
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Replace 2 with 8 poo poo.
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# ? Jan 4, 2018 01:35 |
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# ? Jun 2, 2024 04:21 |
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Lorini posted:Replace 2 with 8 poo poo. It's a random scenario unlock from the scenario deck. Same with the blue back card treasure, it's a random item design added to the shop
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# ? Jan 4, 2018 02:39 |