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Events shouldn’t be causing that much argument and disagreement because they are overall a very minor component of the game. They aren’t meant to be discussed so much or particularly analyzed it’s more for role play flavor with some very minor effects, good or bad
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# ? Jun 21, 2018 01:12 |
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# ? Jun 9, 2024 10:20 |
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Kashuno posted:Events shouldn’t be causing that much argument and disagreement because they are overall a very minor component of the game. They aren’t meant to be discussed so much or particularly analyzed it’s more for role play flavor with some very minor effects, good or bad This. They're essentially negative scenario effects that can't be negated by perks and you have a chance of avoiding. It's also not automatically "bad design" just because you don't like them.
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# ? Jun 21, 2018 01:23 |
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It's bad design, and also I don't like em.
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# ? Jun 21, 2018 01:30 |
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Elephant Ambush posted:This. They're essentially negative scenario effects that can't be negated by perks and you have a chance of avoiding. Road events could be replaced with a d10 roll and it would be exactly the same. 1) Gain 1 reputation 2) Gain 5 gold each 3) Nothing 4) Lose 5 gold each 5) Lose a check mark 6) Start the scenario with 2 points of damage 7) Start the scenario with a curse card 8) Start the scenario poisoned 9) Start the scenario wounded 10) Put a card in the lost pile at the start of the scenario Congrats, its a negative scenario effects that can't be negated by perks and you have a chance of avoiding. Piell fucked around with this message at 02:13 on Jun 21, 2018 |
# ? Jun 21, 2018 02:09 |
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Piell posted:Road events could be replaced with a d10 roll and it would be exactly the same. The repeatable ones maybe but there are one-offs that do more interesting things. Especially ones linked to character creation / retirement. Doctor Spaceman fucked around with this message at 02:14 on Jun 21, 2018 |
# ? Jun 21, 2018 02:11 |
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Piell posted:Road events could be replaced with a d10 roll and it would be exactly the same.
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# ? Jun 21, 2018 02:28 |
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Jeffrey of YOSPOS posted:Okay? This game does this stuff with cards... But it could do it so much better if it had actual choices on event cards rather than the dice roll it normally is.
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# ? Jun 21, 2018 02:34 |
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Piell posted:But it could do it so much better if it had actual choices on event cards rather than the dice roll it normally is. That's fair - some of them are more interesting than others but as a baseline I think it is just supposed to be that.
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# ? Jun 21, 2018 02:37 |
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I actually like road events because they add an unknown element scenarios. Because there's almost no variability in your starting conditions, it's very easy to fall into a rote pattern of play. Turn 1, I play these two cards to setup strengthen/element requirments. Turn 2, Play my big 2 card combo, stamina potion back my combo. Turn 3, Do the big combo again, using goggles this time. etc. But, if you were forced to discard one of your combo cards, or started a scenario poisoned/wounded you have to consider doing different things, or eating the extra damage. Would events be better if you could reliably make the "good" choice and take the lesser (or no) penalty every time? Maybe from a purely tactical perspective. But I think a bit of negative randomness does Gloomhaven a lot of good, particularly since the game gets way too easy as you progress the campaign, even playing on hard mode.
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# ? Jun 21, 2018 02:57 |
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Elephant Ambush posted:This. They're essentially negative scenario effects that can't be negated by perks and you have a chance of avoiding. What about the ones that unlock scenarios, but only if you pick the right answer? Am I allowed to say those are bad design?
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# ? Jun 21, 2018 03:36 |
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The one that bugged me was the event that unlocked one scenario if you chose the right answer but TWO scenarios if you chose the "wrong" answer
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# ? Jun 21, 2018 03:43 |
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Kashuno posted:Events shouldn’t be causing that much argument and disagreement because they are overall a very minor component of the game. They aren’t meant to be discussed so much or particularly analyzed it’s more for role play flavor with some very minor effects, good or bad This wasn't my favorite conversation topic in this thread... But it was my least favorite.
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# ? Jun 21, 2018 04:24 |
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Jimbozig posted:What about the ones that unlock scenarios, but only if you pick the right answer? No. It's not "bad" because you miss out on 100%ing the game first time through. In fact I think it's actually good design to encourage multiple campaign playthroughs.
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# ? Jun 21, 2018 13:30 |
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Considering that most of the time you're supposed to destroy the card when you're done with it that kind of falls out of the window.
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# ? Jun 21, 2018 13:41 |
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SettingSun posted:Considering that most of the time you're supposed to destroy the card when you're done with it that kind of falls out of the window. Usually the unlockables are destroyed but the other half puts the card back on the bottom.
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# ? Jun 21, 2018 13:47 |
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I don't thing you are ever actually told to destroy the cards.
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# ? Jun 21, 2018 13:49 |
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If you don't actually destroy the card in a jagged rip as shown on the card, Isaac comes to your house and does it for you. It's the law.
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# ? Jun 21, 2018 13:50 |
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Doctor Spaceman posted:I don't thing you are ever actually told to destroy the cards. That's technically correct looking at the rules, though it says to remove from the game which maintains the spirit of the action imo
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# ? Jun 21, 2018 13:52 |
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Elephant Ambush posted:Usually the unlockables are destroyed but the other half puts the card back on the bottom. Not always
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# ? Jun 21, 2018 14:19 |
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Page 39 says "remove the event card from the game," not "destroy it." I assume nobody is indicating a lost card by taking a red marker and drawing an "x" through the card?Piell posted:But it could do it so much better if it had actual choices on event cards rather than the dice roll it normally is. Like with the personal quests, there's unquestionably problems with the event cards and big improvements to be made for the next game. But there's nothing inherently wrong with being given some random choices. I have stronger objections to some of the campaign choices where you can gather information which leads you to make a misleading choice. Encountering berries and deciding whether or not to eat them is really no biggie as far as random benefit/penalty goes; honestly, the choice can be metagamed after the first time if you note the card ID, but that's not much fun. What the game needed more of were city and road events driven by global choices and achievements. These choices lead to statistically minor consequences. Completely changing the rulership of the city only adds one town event? Shouldn't there be larger consequences? The problem is that there's currently no mechanism for removing event cards prior to their happening, or forcing events to happen, so the game doesn't register if you're in the middle of investigating a problem or have resolved it. The easy solution there would be to have events that begin "if Global Achievement Y is complete remove this card from the game and instead resolve event card 94" where the replacement event cards are only ever added/triggered in this way. Creating a stronger connection between things you do as a party and events that happen to you would enhance the narrative of the game, make decisions seem more consequential, and strengthen the feeling of role-playing. I can understand that for the first attempt, the events were more of an afterthought as getting the major game systems to work properly were a priority, but I hope later games find ways to make some events matter more, without completely doing away from whimsical or random events.
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# ? Jun 21, 2018 16:26 |
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When I lose a card I throw it around the room and find it later.
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# ? Jun 21, 2018 16:54 |
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Jimbozig posted:What about the ones that unlock scenarios, but only if you pick the right answer? Nope. Game is perfect and you aren't allowed to complain or house rule. See the reaction earlier in the thread (or on bgg) on people house ruling advantage for evidence. Also, envelope X isn't poo poo.
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# ? Jun 21, 2018 17:01 |
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Been meaning to ask: what are the usual things people have mentioned doing when retiring to maximize impact of a character in town prior to retirement? Also, my party member's personal quest is tied directly into the plot advancement of the game and is super loving cool. Makes my extremely pedestrian one seem incredibly lame.
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# ? Jun 21, 2018 17:08 |
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ShaneB posted:Been meaning to ask: what are the usual things people have mentioned doing when retiring to maximize impact of a character in town prior to retirement? Sell all your gear, then donate to the sanctuary and upgrade your cards. Nothing else you can do.
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# ? Jun 21, 2018 17:26 |
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Piell posted:Sell all your gear, then donate to the sanctuary and upgrade your cards. Nothing else you can do. Oh yeah, upgrading cards, that's what it was. Along with the 1-time donation.
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# ? Jun 21, 2018 17:26 |
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Just got this game on Tuesday, all set to try out our first scenario Saturday. Broken Token organizer isn't in yet, so I'm resorting to baggies for the first game, but I did manage to paint up all six starting characters in time. Planning to play a Spellweaver first, in a group of four. Is it plausible to use mini dice to track HP even without special stands? Mostly is there room on the board, I don't mind having to move the dice separately.
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# ? Jun 21, 2018 19:42 |
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Kaza42 posted:Is it plausible to use mini dice to track HP even without special stands? Mostly is there room on the board, I don't mind having to move the dice separately. Use Gloomhaven Helper. Or use the mini-dice on the card sleeve designed for tracking health and conditions.
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# ? Jun 21, 2018 19:46 |
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Kaza42 posted:Just got this game on Tuesday, all set to try out our first scenario Saturday. Broken Token organizer isn't in yet, so I'm resorting to baggies for the first game, but I did manage to paint up all six starting characters in time. Planning to play a Spellweaver first, in a group of four. I just use regular dice on the monster card
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# ? Jun 21, 2018 20:28 |
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ShaneB posted:Use Gloomhaven Helper. Piell posted:I just use regular dice on the monster card Alright, thanks. Was hoping to have that information visible on the field without having to look away, but I'll take your advice
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# ? Jun 21, 2018 20:31 |
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If you're playing with 4 there definitely will not be room on the board to also have dice knocking around, many rooms turn into giant mosh pits, especially initial room layouts, or if there are enemies that summon in any way.
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# ? Jun 21, 2018 20:37 |
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drat you get all of those painted in two days? We should get around to that.
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# ? Jun 21, 2018 20:48 |
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Every time I see painted mini's I think "Yeah, I should do that. Even if it isn't great it'd be nice compared to the bare plastic." Then I realize I am super lazy when it comes to things like that and move on.
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# ? Jun 21, 2018 21:07 |
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I dunno, I like the road and city events.
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# ? Jun 21, 2018 21:11 |
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KingKapalone posted:drat you get all of those painted in two days? We should get around to that. Starting is often the hardest part, it's a lot easier to work on a second one after you have one mini painted in a group. Do the Cragheart first, it's dead simple to paint so it's easy to get out of the way and then all your other minis will guilt you into painting them too
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# ? Jun 21, 2018 21:26 |
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King of Bleh posted:If you're playing with 4 there definitely will not be room on the board to also have dice knocking around, many rooms turn into giant mosh pits, especially initial room layouts, or if there are enemies that summon in any way. Not really? We normally have 4 people and while there isn't abundant space, there's more than enough room for the dice we're using and spare dice.
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# ? Jun 21, 2018 21:49 |
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I retired my Mindthief while attempting and failing the solo scenario twice. Trying it at level 7 or 8 seems much harder than at 6 since the monster hp seems very tightly tuned based on the cards you're expected to use. Anyway I have lightning bolt now. The Reddit guide was written from the first edition but the class was nerfed since then. Anyone use that guide and have any thoughts?
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# ? Jun 21, 2018 22:15 |
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KingKapalone posted:I retired my Mindthief while attempting and failing the solo scenario twice. Trying it at level 7 or 8 seems much harder than at 6 since the monster hp seems very tightly tuned based on the cards you're expected to use. You know the game now - screw a guide! I was thinking that after the first class I retire I'm done trying a prescriptive guide. ShaneB fucked around with this message at 22:44 on Jun 21, 2018 |
# ? Jun 21, 2018 22:30 |
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KingKapalone posted:I retired my Mindthief while attempting and failing the solo scenario twice. Trying it at level 7 or 8 seems much harder than at 6 since the monster hp seems very tightly tuned based on the cards you're expected to use. The level 4 cards are better than the level 5 cards. The retaliate build is kinda crap. Everything else depends on your team comp.
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# ? Jun 21, 2018 22:46 |
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I've found guides to be of pretty limited usefulness on the whose. They're good for pointing out which cards are better than they seem, on their own and with regards to enchantments and some card/item synergies, but all the guides I've seen have some really weird ideas about how characters will be positioned and totally dog on a number of strategies that my party has enjoyed to great success, like retaliate tanking. Plus a huge chunk of strategy depends on the scenario you're doing, the classes you're doing it with, and how many players you've got, and they'd need to be both super exhaustive and spoiler-laden to cover that aspect. And my party managed to (city event spoiler) unlock the Flea-Bitten Shawl which upends a lot of strategic considerations and will never be seen by most parties. I'm sure there are similar things my party has missed out on.
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# ? Jun 21, 2018 22:47 |
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# ? Jun 9, 2024 10:20 |
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Zulily Zoetrope posted:but all the guides I've seen have some really weird ideas about how characters will be positioned and totally dog on a number of strategies that my party has enjoyed to great success, like retaliate tanking. Did you somehow make the Spellweaver tank happen?
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# ? Jun 21, 2018 22:50 |