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Mjolnerd posted:How the hell am i supposed to yank that piece of plastic out of that plano anyway? With a knife. That's how I did it anyway. It's a pain in the rear end and looks ugly, but you mostly never see it afterwards anyway.
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# ? Feb 16, 2018 01:00 |
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# ? Jun 9, 2024 06:04 |
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Now that I've embararsed myself I'll just remember the little baggie.
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# ? Feb 16, 2018 03:19 |
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It doesn't help that the scenario book outlines every hex individually so you don't actually realize to use the two or three hex terrain.
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# ? Feb 16, 2018 05:51 |
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Kiranamos posted:It doesn't help that the scenario book outlines every hex individually so you don't actually realize to use the two or three hex terrain. This isn't actually true for floor overlays, at least. If you check scenario 3 there are different-sized overlays in the middle of the map, with white lines marking them out into singles and sets of 2 hexes. They're not incredibly easy to see, but they are there.
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# ? Feb 16, 2018 06:58 |
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CaptainRightful posted:1. A crit does 2x damage. Then each point of shield negates 1 point of damage received. So we got the first bit right and the second bit wrong. Would have slowed us down at least.
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# ? Feb 16, 2018 07:04 |
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I'm still freaking out looking at scenario 66. We unlocked that after scenario 1 and I don't know how you would do it with only two people.
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# ? Feb 16, 2018 07:17 |
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Our party is called The Rowdy Ones Tinkerer (me): Gonzo Gonzalez (retired) Cragheart: Kingdom Hearts (retired) Scoundrel: Domino (retired) Player has yet to make a new character Mindthief: I forgot, but it was something butt related Lightning Bolts (me): Sonya (retired) Eclipse: Darknesssss 2 mini: Rexxar & Misha (retired) Three Spears (me): Watcha Buyin' Not the most imaginative names, but it works for my groups' dumb sense of humour Last scenario we played my lightning bolts and the scoundrel retired. I unlocked the Three Spears and the scoundrel unlocked Saw. The scoundrel player was kinda moping around how his personal quest took so long to complete, watch allies exhaust 15 times, but this sped up dramatically once I got to play the Lightning Bolts class. My personal quest was to have 200 gold in posession. This was actually pretty easy to do due to a level 4 card and enhancing the move 4 + up to 3 movement for each damage you inflict on yourself card. Just run into rooms, grab the treasure and deal with all the baddies there, maybe.. Lightning Bolts is probably my favourite class so far and I probably would've played the class again if it weren't for the fact that the Three Spears seems overpowered. At a cursory glance it seems you can just keep reusing stamina potions due to a card which refreshes a consumed item, so you can reuse your best cards and never really have to rest. I can't see myself exhaust due to a lack of cards with this class.
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# ? Feb 16, 2018 08:38 |
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We are the party "What have you gotten us into?" Named by my wife when she saw the size of the Gloomhaven box.
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# ? Feb 16, 2018 09:50 |
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I will say we absolutely shredded the last room of the first scenario. It all just clicked. Spellweaver used Ether and short rested before opening the door. I played Backup Ammo (which seems very good to me). Then we kicked the door in and unleashed hell. The last turn involved the Spellweaver using Fire Orbs and Goggles to burn everything and my Cragheart rock tunnelling through the room to the treasure chest and finishing off the survivors with Earthen Clod backup ammo. Wrecked.
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# ? Feb 16, 2018 11:42 |
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MG42 posted:it seems you can just keep reusing stamina potions due to a card which refreshes a consumed item, so you can reuse your best cards and never really have to rest. I can't see myself exhaust due to a lack of cards with this class. 3 spears: Yup, 3 spears has several ways of having inifinite turns. Mostly they're not terribly useful because you either need a very lucky combination of allies and ally actions available, or the monsters to be very forgiving. But there are some occasions where he can just wander gently through the scenario looting everything before finally triggering the end condtion. 3 spears is fun.
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# ? Feb 16, 2018 13:28 |
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Question about leveling up: the book says repeatedly that your max hand size never changes so I got that part. However the very first thing it says in the level up rules is that you only get one card from your new level to add to your hand. Does that mean you can only pick that one card and you never get access to the others? Or is it just worded poorly and you can add any one single card from any level you have access to and you can swap them out between scenarios? So like when my Mindthief hits level 2 I can pick one L2 card and add it to my hand, swapping out any other card, then after the next scenario I can swap out my single L2 card for a different L2 card?
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# ? Feb 16, 2018 14:37 |
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Elephant Ambush posted:Question about leveling up: the book says repeatedly that your max hand size never changes so I got that part. However the very first thing it says in the level up rules is that you only get one card from your new level to add to your hand. No. When you level, you choose one of the cards available to you (the two from your new level and the rest of the ones you've not yet chosen from previous levels) to add to the 1s and xs which make up the pool of cards from which you can pick your hand at the start of each scenario. When you choose your level 2 card, you don't get the other one ever. Unless you decide to take it instead of a level 3 or etc.
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# ? Feb 16, 2018 14:41 |
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Elephant Ambush posted:Question about leveling up: the book says repeatedly that your max hand size never changes so I got that part. However the very first thing it says in the level up rules is that you only get one card from your new level to add to your hand. Nope. Every level up you choose one card from that level (or below) to add to your available cards. Cards you have not chosen are not available to that character.
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# ? Feb 16, 2018 14:42 |
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Thanks. Seems rough but I guess there are only 2 cards at each higher level so I'm not missing out on a lot.
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# ? Feb 16, 2018 14:44 |
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After one session with my new character and getting a better sense of how it works I might re-do my first two level-ups, moving one checkmark and changing one of the two cards I selected. I'm a monster
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# ? Feb 16, 2018 14:48 |
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The way we're doing it, we use sleeves to track what ability cards are in your pool. Start by sleeving up all the level 1 and X ability cards. Every time you level up, sleeve up a card of that level or below. For every mission, pick your hand size worth of cards out of the ones you've sleeved.
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# ? Feb 16, 2018 14:56 |
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Jabor posted:The way we're doing it, we use sleeves to track what ability cards are in your pool. This is also what we're doing, sorta. We also just transferred a character's kit to a plastic baggie, since we don't need the rest of the cards or character pad for any given character as of right now.
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# ? Feb 16, 2018 14:58 |
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CommonShore posted:After one session with my new character and getting a better sense of how it works I might re-do my first two level-ups, moving one checkmark and changing one of the two cards I selected. I did exactly the same thing. There are always hitches getting used to a game like this. But yes you're a monster :P
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# ? Feb 16, 2018 15:10 |
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I think my party just uses the right selection of cards for their level (EG: A level 3 character can have all the 1 and X cards plus one level 3 and one level 2 card, or all the 1 and X cards and two level 2 cards) but doesn't lock you into your choices at each level. I'm only going to play a class once, I might as well see as much of its powers as possible.
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# ? Feb 16, 2018 15:47 |
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Had a hell of a scenario 3 last night. The guards managed to draw the card where they just stand still and block 3 times in like 5 turns, so we didn't spawn any reinforcements for a bunch of those (because the tile they come in on was filled already.) Then we maybe went for the chest too early and stopped the spawns entirely, which led us to a situation where we had to drop 2 more bodies to win the scenario but we were all too tired to crawl over and kick down the last side door we needed. At least we're all level 2 now though!
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# ? Feb 16, 2018 16:05 |
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We missed this rule as well, but if a spawn tile has something on it then the monster spawns in the nearest empty tile instead of not at all.
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# ? Feb 16, 2018 18:16 |
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Aston posted:We missed this rule as well, but if a spawn tile has something on it then the monster spawns in the nearest empty tile instead of not at all. I'm so glad there's so much content. I'm screwing up rules a lot.
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# ? Feb 16, 2018 19:13 |
OmegaGoo posted:I'm so glad there's so much content. I'm screwing up rules a lot. Note that monsters summoning/spawning other monsters does *not* work like that; it's "any adjacent space with absolutely nothing on it, preferring closer to enemies, if no spaces exist nothing comes out".
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# ? Feb 16, 2018 19:24 |
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silvergoose posted:Note that monsters summoning/spawning other monsters does *not* work like that; it's "any adjacent space with absolutely nothing on it, preferring closer to enemies, if no spaces exist nothing comes out". Yup. We did that right in Scenario 2 , but not in the scenario mentioned. We only lost 2 monsters that way, though. I think we'd have been fine either way: we finished with plenty of time to spare on that one, and those enemies weren't much of a threat.
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# ? Feb 16, 2018 20:15 |
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Oozes feel like loving terrible monster design. We kept drawing one of the two cards in their deck where they spawn duplicates at the cost of 2 HP over and over. Their numbers ballooned and we used an absolute crapload of damage markers on their damage card. Completely lost track of which ones were originals and which were summons, too. It wasn't a threatening fight, but it was a slog to chop through all those hitpoints and track things accurately. I hope I don't fight oozes again.
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# ? Feb 16, 2018 20:20 |
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silvergoose posted:Note that monsters summoning/spawning other monsters does *not* work like that; it's "any adjacent space with absolutely nothing on it, preferring closer to enemies, if no spaces exist nothing comes out". I can't remember which scenario it was, but we had one where the map had lettered hexes and a condition spawned night demons on those hexes. Our cragheart tossed obstacles on those spots and we looked at the rules and shrugged and figured that nothing could spawn. Was that right or wrong? It probably didn't affect the success or failure of our attempt, as it would have blocked exactly one spawn from acting.
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# ? Feb 16, 2018 20:20 |
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Oozes only spawn on completely empty spaces, which means no terrain, no coins, no nothing. They're still a pain in the rear end, but less insanely bad.
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# ? Feb 16, 2018 20:22 |
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That's wrong, spawned enemies will place themselves as close as they can but basically can't be stopped from appearing. Summoned enemies need an empty space adjacent to the summoner and won't try to place themselves further away.quote:It wasn't a threatening fight, but it was a slog to chop through all those hitpoints and track things accurately. I hope I don't fight oozes again.
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# ? Feb 16, 2018 20:23 |
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Figures we got that rule wrong! Eh, now we know for when we re-do. misguided rage posted:Buy some dice. It makes it a lot less annoying, although still a little annoying. I went ahead and got the 3d printed bases and they're great in terms of reducing admin, but honestly the main problem was just the wound tokens being incredibly fiddly and hard to judge at a glance. You could use a pile of d10's or 20's on the monster sheets and it'd be more readable even without the new bases. Count them DOWN instead of up, too.
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# ? Feb 16, 2018 20:54 |
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Gort posted:Oozes feel like loving terrible monster design. We kept drawing one of the two cards in their deck where they spawn duplicates at the cost of 2 HP over and over. Their numbers ballooned and we used an absolute crapload of damage markers on their damage card. Completely lost track of which ones were originals and which were summons, too. One thing we found that helped us keep track of original vs. summon is to put a coin on the HP box of every monster that's placed in the scenario, and move it to the board when the monster is killed. Summons/spawns don't get that coin, so you don't have to remember if they were OG or not.
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# ? Feb 16, 2018 21:35 |
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Tendales posted:One thing we found that helped us keep track of original vs. summon is to put a coin on the HP box of every monster that's placed in the scenario, and move it to the board when the monster is killed. Summons/spawns don't get that coin, so you don't have to remember if they were OG or not. ....That is so simple and obvious. Thanks for this.
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# ? Feb 16, 2018 21:46 |
I add a summon token or something like that for the summons, just so I can tell which numbers are currently used if they don't have any damage on them, for what it's worth.
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# ? Feb 16, 2018 21:57 |
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Question about ability cards. 1 - When you start out, it's recommended to only use the level 1 cards and not the X cards. When you're comfortable enough to use the X cards, can you use all of them (taking out the equivalent number of level 1 cards from your deck) or do you only get like one of them? 2 - Is this choice permanent? Can you swap around the cards in your hand before scenarios? 3 - When leveling up, you are given a choice of two cards, correct? I can't pick both level 2 cards, only one. Is this choice permanent? I was considering playing it that when it comes to level X cards, you can use as many of them as you want in place of level 1 cards. When it comes to leveling up, you can only pick one card (or neither card if you don't like it). For the cards you don't choose, you can swap to them later at Gloomhaven if you wish, but beyond level 1, you can only have one card for each level in your hand. This way, you don't get locked with a character going one direction and then you level up, realizing you want to take your character a different direction.
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# ? Feb 16, 2018 22:05 |
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1. You can use all of them. 2. They are all counted as being in your pool of available cards, so you can always swap to them. They're just 'level 1 cards but maybe harder to use'. 3. The choice is permanent for that character - that card goes into your pool of available cards. (with the caveat that if switching works for your group, go wild) Honestly, my group returns to Gloomhaven after every scenario. Road and City cards are fun.
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# ? Feb 16, 2018 22:10 |
I would suggest using all 1's and no X's for a maximum of one scenario, then swap in the ones that seem good for the cards you thought were utter poo poo.
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# ? Feb 16, 2018 22:14 |
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Mordiceius posted:Question about ability cards. Each class has enough level 1 cards to fill their entire hand. The Xs are additional level 1 cards that you have access to, but you will swap them for level 1s per scenario, so you can pick what combination of 8-12 cards you want to take. When you level, you gain 1 additional card from your new level or any prior level and add that card to your pool of available cards. Then, when you start a new scenario, you can choose to replace one level 1/X card with the new card for that scenario. So you can take both level 2 cards, but you need to be level 3 to do that and then you miss out on your level 3 card. The game has no provisions for respeccing, but that's definitely something you can do through houserules if you want to.
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# ? Feb 16, 2018 23:03 |
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Yeah. I think I may house rule the ability to respec but add the caveat that you can only have one card of each level beyond level 1. That way if players get stuck with a personal quest that is going to take them a great deal of time, they can mix up their class a bit as they play to keep things fresh. Another question - assume this scenario: code:
Mordiceius fucked around with this message at 23:38 on Feb 16, 2018 |
# ? Feb 16, 2018 23:32 |
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It would move through T2 and onto T3, and if it were still alive do its attack.
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# ? Feb 16, 2018 23:54 |
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Assuming T3 is adjacent to P1 in this case, then yeah T3.
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# ? Feb 16, 2018 23:55 |
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# ? Jun 9, 2024 06:04 |
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Mordiceius posted:Yeah. I think I may house rule the ability to respec but add the caveat that you can only have one card of each level beyond level 1. You can have two cards of a given level as per the base rules - you just have to give up one of your higher level picks. So if you decide both of your level 7 cards suck, you can add the other level 5 card you didn't take before to your pool.
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# ? Feb 17, 2018 00:13 |