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Elephant Ambush
Nov 13, 2012

...We sholde spenden more time together. What sayest thou?
Nap Ghost

Kaza42 posted:

Finished painting Sun. This one was fun to paint, I like doing armor, even if I'm not that great at it

https://i.imgur.com/PBvbYzl.jpg

That's pretty good!

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Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
The news for the expansion is a little disappointing to me. I like the idea of a class that does something new but what I want more than anything is more class unlocks.
Please Isaac, please.

Agrias120
Jun 27, 2002

I will burn my dread.

My group did Scenario 7 last night (Vibrant Grotto) and just really did not have a good time. We had enough classes to technically do it (Spellweaver, Cragheart, Brute, and Tinkerer) but for whatever reason it was just incredibly unfun for us. Probably in part to us having some disagreements early on about if we should blitz through it to get the goal or if we should more methodically take out all of the enemies. It didn't help that we were all a little tired when we started, and didn't notice that we already had The Necromancer's location unlocked from the Seer Temple so finishing the scenario was incredibly anticlimactic. :doh:

Elephant Ambush
Nov 13, 2012

...We sholde spenden more time together. What sayest thou?
Nap Ghost
Angry Face painted. The base still needs work and it's hard to see the difference between dark brown and black in that pic but it looks pretty good on our table considering my overall skill level.

https://i.imgur.com/KJIKiLc.jpg

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Yeesh.

Because of the hurricane false alarm my playgroup had some time off this week and it turned into two marathon sessions -- essentially an all-Gloomhaven weekend.

Played scenarios 14, 10, 52, 19, and 53. Hit prosperity level 2 (and a bit past, but not at 3 yet), unlocked our first class (my Brute retiring into Sun) and my wife, who is a relative newbie to RPGs, learned the horror that lurks behind the phrase "escort mission.".

Lessons learned:

After a certain point, Hurricanes make it hard to remember where your cards go

Status effects still land even on a null result / miss / curse

"Ignore negative scenario effects" is the best perk I don't care what you say

SettingSun
Aug 10, 2013

Hieronymous Alloy posted:

"Ignore negative scenario effects" is the best perk I don't care what you say

This isn't even a point of contention. It's just true. It makes classes that don't have this perk painful to play.

Reik
Mar 8, 2004

Hieronymous Alloy posted:

Yeesh.

Because of the hurricane false alarm my playgroup had some time off this week and it turned into two marathon sessions -- essentially an all-Gloomhaven weekend.

Played scenarios 14, 10, 52, 19, and 53. Hit prosperity level 2 (and a bit past, but not at 3 yet), unlocked our first class (my Brute retiring into Sun) and my wife, who is a relative newbie to RPGs, learned the horror that lurks behind the phrase "escort mission.".

Lessons learned:

After a certain point, Hurricanes make it hard to remember where your cards go

Status effects still land even on a null result / miss / curse

"Ignore negative scenario effects" is the best perk I don't care what you say

Scenario 19 The cultists that spawned in the first room after opening door 1 drew summon a living bones in 3 of their first 4 turns, so we ended up with a gigantic conga line of living bones chasing us in to the final room. We got very lucky in the last room though, with the living corpses and living bones both drawing no attack on the second turn the room was revealed (the first turn the room was revealed the cultists of course summoned living bones).

We played Scenario 3 last night: We got bogged down at the start. Last session our Scoundrel retired in to Sun, leaving our 3 man group as Brute, Sun, Tinkerer. We resolved ourselves to not being able to push in to the other rooms and just having to kill the 15 monsters in the first room, but in the very last round our Brute played Overwhelming Assault/Balanced Measures, using the top of Overwhelming Assault to kill the 15th monster with her drawing a 2x card, dealing 12 damage to the final Inox Guard. This turned the bottom of Balanced Measures in to a move 12, so she was able to reveal the back room and move over to the treasure chest with 3 move to spare, and after the revealed Archer and Shaman went the scenario ended in completion since we had already met the goal of kill 15 monsters.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

SettingSun posted:

This isn't even a point of contention. It's just true. It makes classes that don't have this perk painful to play.

It's kinda crazy to me how many online class guides advise taking it way down the list, rather than, like, first or second (the only one I'd suggest taking before it is "ignore negative armor effects" for tanking classes).

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
Something like 1/3rd of the scenarios have negative effects, so on average it's pretty great.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire
Eh, it's closer to 1/5 and a third of those are just -1s. I'd rather take negatives out for every scenario than dodge three curses twice in my character's entire career.

Adding good cards also pads your deck against those negatives!

It's a great perk when it comes into play but it's the problem of a small general improvement versus a significant but situational boost. Both are valid and probably about the same over a character's career so it comes down to playstyle. I really hate having it be an empty perk on most scenarios so I avoid it until i run out of exciting perks.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

Hieronymous Alloy posted:

It's kinda crazy to me how many online class guides advise taking it way down the list, rather than, like, first or second (the only one I'd suggest taking before it is "ignore negative armor effects" for tanking classes).

It's one of those ones that can go both ways - it's amazing, if you use it at all. But there's a solid chance, especially mid-game, that you just... don't ever use it.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Ignore Negative Scenario Effects is incredibly useful early on in the campaign when most of the scenarios available dump a ton of curses or -1s into your deck, and for some classes (Cragheart) there just aren't a lot of better perks to choose. Later on or with classes with better perk selections, it's a much less obvious choice.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
Later on you start to run out of good choices too.

SynthesisAlpha posted:

Eh, it's closer to 1/5 and a third of those are just -1s.
29/95. I'd argue some of them are worse than curses.

And there are plenty of late-game scenarios with negative effects, as a flowchart in that link shows.

Reik
Mar 8, 2004
In general, thinner decks are stronger than thicker decks, and negative scenario effects have a bigger impact on thinner decks. So, if you are a class like Scoundrel or Tinkerer who can get a very thin deck, ignoring negative scenario effects becomes very good.

While you are sitting at a perkless 20 card deck though, removing two -1 cards from every scenario is probably better than ignoring negative effects. When you're 3 perks in though and have removed 4x -1 cards and 4x +0 cards, ignoring negative effects is by far the most powerful next perk you can take. That's probably why in hindsight it seems like hands down the best perk, but most guides still tell you to take it 3rd or 4th.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Doctor Spaceman posted:

Later on you start to run out of good choices too.

29/95. I'd argue some of them are worse than curses.

And there are plenty of late-game scenarios with negative effects, as a flowchart in that link shows.


Reik posted:

In general, thinner decks are stronger than thicker decks, and negative scenario effects have a bigger impact on thinner decks. So, if you are a class like Scoundrel or Tinkerer who can get a very thin deck, ignoring negative scenario effects becomes very good.

While you are sitting at a perkless 20 card deck though, removing two -1 cards from every scenario is probably better than ignoring negative effects. When you're 3 perks in though and have removed 4x -1 cards and 4x +0 cards, ignoring negative effects is by far the most powerful next perk you can take. That's probably why in hindsight it seems like hands down the best perk, but most guides still tell you to take it 3rd or 4th.

Those are all good points. The reason I think it's an always-must-pick though is that the negative scenario effects always have a very high annoyance factor, beyond their mathematical impact. Some of them are really painful, but even the relatively trivial ones, like additional curse cards, make the scenario start off with a "goddammit."

Conversely, though, hearing someone read out a negative scenario effect at the start of the scenario, and then being able to say "not me" as you watch your teammates add curse cards to their decks -- that's good poo poo right there.

Zurai posted:

Ignore Negative Scenario Effects is incredibly useful early on in the campaign when most of the scenarios available dump a ton of curses or -1s into your deck, and for some classes (Cragheart) there just aren't a lot of better perks to choose. Later on or with classes with better perk selections, it's a much less obvious choice.

Yeah, you want to take it early so you maximize the number of scenarios that have it, because the game seems to be front-loaded with crypts.

Reik
Mar 8, 2004

Hieronymous Alloy posted:

Those are all good points. The reason I think it's an always-must-pick though is that the negative scenario effects always have a very high annoyance factor, beyond their mathematical impact. Some of them are really painful, but even the relatively trivial ones, like additional curse cards, make the scenario start off with a "goddammit."

Conversely, though, hearing someone read out a negative scenario effect at the start of the scenario, and then being able to say "not me" as you watch your teammates add curse cards to their decks -- that's good poo poo right there.


Yeah, you want to take it early so you maximize the number of scenarios that have it, because the game seems to be front-loaded with crypts.

Yeah, the purpose of the game should be fun, and if adding curse cards to your deck is more unfun than having a slightly not-mathematically-optimal deck, you should definitely take the ignore negative scenario perk first.

SuperKlaus
Oct 20, 2005


Fun Shoe
Angry Face question: when he uses a move that does +Attack when the target is Doomed, and he also uses Volatile Bomb to convert the single-target into an AoE, do all targets take the full damage value or only the Doomed target?

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer

SuperKlaus posted:

Angry Face question: when he uses a move that does +Attack when the target is Doomed, and he also uses Volatile Bomb to convert the single-target into an AoE, do all targets take the full damage value or only the Doomed target?

Pretty confident since each target is individual (you draw multiple attack modifier cards) it only gives the full damage to the doomed target

Elephant Ambush
Nov 13, 2012

...We sholde spenden more time together. What sayest thou?
Nap Ghost

Kashuno posted:

Pretty confident since each target is individual (you draw multiple attack modifier cards) it only gives the full damage to the doomed target

This is correct. You should still buy them bomb though because it's RAD AS HELL with Fresh Kill.

SuperKlaus
Oct 20, 2005


Fun Shoe
Thanks guys. Can someone do me a solid and tell me the exact text of Angry Face's solo class item? Googling for it just told me two names for classes I didn't know and I'm not taking any more or worse spoilers than that.

Also, if someone could do the same re: Sun's solo class item that'd be nice. My team hit reputation 10 last meet-up.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

SuperKlaus posted:

Thanks guys. Can someone do me a solid and tell me the exact text of Angry Face's solo class item? Googling for it just told me two names for classes I didn't know and I'm not taking any more or worse spoilers than that.

Also, if someone could do the same re: Sun's solo class item that'd be nice. My team hit reputation 10 last meet-up.

Angry face: Cloak of the Hunter - Body slot - Any time you perform a Doom action, MUDDLE the target of the Doom

Sun: Sun Shield - One hand - When damaged by an attack, you may consume Light to gain Shield 3 for the attack

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
The r/Gloomhaven wiki has a good list of items with everything appropriately spoiler-tagged.

SuperKlaus
Oct 20, 2005


Fun Shoe
Ah, thanks to both of you. The one good thing about Reddit is that wiki where I can get anything without anybody dropping incidental spoilers.

Edited with a Question! About Sun class!

If I have a persistent shield ability that becomes stickered to make an element, bless me, or strengthen me, do those effects get renewed every turn?

SuperKlaus fucked around with this message at 07:04 on Sep 19, 2018

Dr. Video Games 0069
Jan 1, 2006

nice dolphin, nigga

SuperKlaus posted:

Ah, thanks to both of you. The one good thing about Reddit is that wiki where I can get anything without anybody dropping incidental spoilers.

Edited with a Question! About Sun class!

If I have a persistent shield ability that becomes stickered to make an element, bless me, or strengthen me, do those effects get renewed every turn?

That is tricky, and I don't know for sure, nor can I find an answer. I would assume those effects would only work at the time the card is played, and would not refresh, if only because there's no timing window for the bless to recur: the +1 shield power is "all the time" and doesn't refresh at any specific point. Luckily there's another very good enhancement for that card.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire

SuperKlaus posted:

Ah, thanks to both of you. The one good thing about Reddit is that wiki where I can get anything without anybody dropping incidental spoilers.

Edited with a Question! About Sun class!

If I have a persistent shield ability that becomes stickered to make an element, bless me, or strengthen me, do those effects get renewed every turn?

If you look at some of the summons, there are some that generate an element when they attack, and some that generate and element when cast. As summons are persistent abilities, there's no reason to differentiate that the element is generated on their attack vs. when played unless persistent abilities specifically do not continually re-create elements each turn. If you pop an element enhancement sticker on a persistent ability, it would only trigger once when played. As good as getting a sun literally every turn would be, how about a +1, man. Shield 2 forever is so much fun. Also you can slap sun stickers on your moves since they don't need a target like bless/strengthen.

SuperKlaus
Oct 20, 2005


Fun Shoe
Continuing re my question actually on a summon the difference could be Element Every Turn versus Element Only When Attacking. I suspect you're both correct and it wouldn't work though. I recognize what a +1 would do there but I was seriously wondering about perma-advantage or gorging my deck on sweet sweet crit cards.

SalTheBard
Jan 26, 2005

I forgot to post my food for USPOL Thanksgiving but that's okay too!

Fallen Rib
I love my group:
Scoundrel (Me)
Tinkerer (Brother in Law)
Cragheart (His friend)

We don't play as regularly as I would like, however after getting pretty much wrecked by Scenario 2 we came back with a vengeance. I explained the concept of "focus fire" to the group and we decided to try that.

The bosses first ability was to open a door, the tinkerer and I bum rushed the boss while it was at the door. The bosses second action was summon a skeleton which effectively pinned the boss against the wall and prevented the living corpses from coming out of the room. Our Cragheart took care of all the "adds" while the Tinkerer and I went ham on the boss. The Tink created Shadow and I was able to use that to Double Damage backstab + critical and just went loving ham.

When you can pull off awesome stuff in this game it feels so rewarding.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Dr. Video Games 0069 posted:

That is tricky, and I don't know for sure, nor can I find an answer. I would assume those effects would only work at the time the card is played, and would not refresh, if only because there's no timing window for the bless to recur: the +1 shield power is "all the time" and doesn't refresh at any specific point. Luckily there's another very good enhancement for that card.


We had to look up Spellweaver's Crackling Air over the weekend because we were confused as to whether it consumes the element at initial play/casting , or each time you move the token along for a new activation. Turns out there is Word of Isaac that it is at the initial cast, not each activation.

In the situation discussed under spoiler tags above, I believe the same analysis would apply -- the element would be created at initial casting only, and would not persist.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire
Crackling air consumes the element when cast. Other cards exist with similar abilites that state something like "when you make a ranged attack while wind is strong or waning you can consume wind to add +1 range to the entire attack action". For those you consume the element when the action occurs, each time.

Crackling air simply says it's +1 to the next 4 attacks, or +2 if you consume wind. Think of it like consuming the wind scribbles out the +1 and writes +2 over it, presumably in crayon.

Pf. Hikikomoriarty
Feb 15, 2003

RO YNSHO


Slippery Tilde
Game owns. Our group is nearing its first retirement with the quest chain that starts w 52.

Kind of sad though because I looked up a spoiler and my PQ unlocks the same character. But luckily I think we'll have unlocked Sun by the time I retire.

Also I am very annoyed as the Scoundrel at 52 because MY FLANKING XP :negative:

dwarf74
Sep 2, 2012



Buglord

power word- Jeb! posted:

Game owns. Our group is nearing its first retirement with the quest chain that starts w 52.

Kind of sad though because I looked up a spoiler and my PQ unlocks the same character. But luckily I think we'll have unlocked Sun by the time I retire.

Also I am very annoyed as the Scoundrel at 52 because MY FLANKING XP :negative:
This was our first retirement, too, and we just finished the last one about a week ago. :) We are looking forward to adventuring with our new cthulhu friend

Sorta-spoilers for this quest chain - basically little notes and commentary on each one.

All three are gimmicky in some way or another. Sub-spoilers are marked with asterisks; they will tell you the tactics we ended up using.

52 is the worst. It feels like it breaks some of the basic conceits of the game, because as you noticed, there is zero teamwork. It's also trivial with certain abilities*, or impossible if you lack them. We did a rapid reset after it was clear we were going to fail, and beat it on our 2nd attempt after a quick shopping trip. It's a very short mission, like two to three rounds long, if you figure out the gimmick.

53 is actually really fun, and leads to some neat tactics. It can, however, be trivialized with some specific powers and one of the six starting classes should have a whole BUNCH of fun if they've reached 4th level**.

54 is short and quick, and really not too hard, especially if your team works well together. But it's got a great ending. For us, it took only about half our normal play time, but that was fine because we got to do the Town Records and all the unlocking stuff.


* Jumping. You need like 2 good movement cards and the ability to jump with at least one of them. Cloaks of invisibility are also good. If someone has no jumping, get Winged Boots. Also hope you don't get RNG'd out of the scenario by getting Immobilized! Engaging enemies you don't have to engage is a sucker's game for this one. You don't need to kill them, so don't waste your time. You should have plenty of cards to Lose to avoid dying; if you have to Rest you've made a horrible mistake.

** Cragheart with Avalanche Rock Slide. The basic tactic we found is this - everyone pisses off into the first room that gets opened, and the Cragheart blocks off one of the two doors. (Unfortunately, you can't close off BOTH entrances.) Then make a bunch of kill funnels. Yes, the flying enemies can still get to you, and range MAY be a problem, but terrain manipulation makes this scenario simple. It's even easier if you have a bulky character like a Brute running some interference and kiting enemies away.

dwarf74 fucked around with this message at 20:24 on Sep 19, 2018

Pf. Hikikomoriarty
Feb 15, 2003

RO YNSHO


Slippery Tilde

dwarf74 posted:

This was our first retirement, too, and we just finished the last one about a week ago. :) We are looking forward to adventuring with our new cthulhu friend

Sorta-spoilers for this quest chain - basically little notes and commentary on each one.

Edit: Definite spoilers for each scenario.

52: Yeah the idea is kind of cool but doesn't work in a cooperative game. The worst part was our own fault though, because we spent 10 minutes discussing whether the Cragheart should remove the obstacles before actually reading the scenario rules. For that one I picked the route with the fewest initial enemies and murdered them using Single Out. The rest was easy using invisibility from Smoke Bomb. The Spellweaver had the easiest time, and just took the extra turns to farm xp. The Cragheart seemed to have little trouble, but the Mindthief struggled a bit. I think his wing was the hardest, with two Spitting Drakes.

53:For this one our Spellweaver wasn't around but we had a Tinkerer instead. No one in our party is level 4 yet but we were still able to abuse monster pathing mechanics. The only dicey part was the beginning because those vipers hit very hard. But eventually we hunkered down in the left half of the first room to open. Once we were near the end of the counter I could just use Smoke Bomb to turn invisible and block the doorway, forcing the monsters to all path the long way around. Ideally I would have switched off with the Mindthief but of course he didn't bring his invisibility cloak.

In any case the timing worked out that the last door opened while I was invisible, so I rushed past that pack to grab the treasure chest. The Mindthief bravely exhausted from blocking the door while the other two hung out in the corner.


The moral of this story is
1. Always bring your invisibility cloak.
2. If you don't bring it, sell it back to the shop so the Scoundrel can buy it.

Fortunately it is our Mindthief who is retiring so I should get a chance to buy it. Though there's a bunch of other stuff I want to spend money on too.

Pf. Hikikomoriarty fucked around with this message at 23:38 on Sep 19, 2018

xiw
Sep 25, 2011

i wake up at night
night action madness nightmares
maybe i am scum

Cpig Haiku contest 2020 winner
Played two scenarios back to back where, with scenario rewards, I walked away with 53 xp and then 73 gold.

Life is good. Even if I'm going to be obliged to retire in order to progress plot missions soon.

Reik
Mar 8, 2004
Scenario 8 spoilers Is it just me or was this scenario incredibly easy? Very basic enemies, the second room is perfect to only letting one living corpse attack at a time while you blast them with ranged attacks, and if you position correctly the special attacks from the bosses are actually easier to handle than the regular cards from the boss deck.

dwarf74
Sep 2, 2012



Buglord

Reik posted:

Scenario 8 spoilers Is it just me or was this scenario incredibly easy? Very basic enemies, the second room is perfect to only letting one living corpse attack at a time while you blast them with ranged attacks, and if you position correctly the special attacks from the bosses are actually easier to handle than the regular cards from the boss deck.
It wasn't so bad for us, either. I have to admit I kinda busted up a bunch of the obstacles, though, which made it harder than it had to be. The bosses looked scarier than they ended up being

Reik
Mar 8, 2004

dwarf74 posted:

It wasn't so bad for us, either. I have to admit I kinda busted up a bunch of the obstacles, though, which made it harder than it had to be. The bosses looked scarier than they ended up being

The person that you know will be the focus can very easily position their AoE to only hit one person, making it essentially a move-1/attack-1 card. I did open up the fight with a Crank Bow + Power Potion crit for 14 on one of them though, so that probably made the fight a bit easier.

SynthesisAlpha
Jun 19, 2007
Cyber-Monocle sporting Space Billionaire
I've done #8 4 times with different comps at 2/3/4 players and it's been pretty easy every time. The only bad time I had was in 4 player where half the party lagged behind for money/battle goals so my Spellweaver was front and center with the cragheart on the bodyguards. I had to beg him to eat damage a certain way so I wouldn't exhaust before I could reviving ether.

It's still an early scenario so I think it's meant as a teaching battle, here's how effective terrain is for funneling melee enemies, here's how you deal with area attacks and focus to minimize damage. Imagine how hellish it would be with a couple deep terrors at the end of the shelf-hallways, or any ranged enemy, really.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Yeah, #8is intended as an early-game scenario, you can just end up doing it much later if you go down different branching paths.

KingKapalone
Dec 20, 2005
1/16 Native American + 1/2 Hungarian = Totally Badass
Triforce is insanely powerful. I'm surprised so many of you didn't like it. My friend has been level 7 with it for two scenarios now. The level 7 triple execute is insane and it would be hard to not say it's overpowered. We're pretty much able to guarantee a double kill in the first room. We did the same opener twice. One guy went fast and generated an element and used a potion for the other, Triforce uses both for the execute, and then generates two more. The spoiler below is what the next person does. Triforce also has items to allow him to do this 3 times before even resting once if the elements are available.

Then our level 6 Eclipse can use these two elements to execute an elite. The first room is practically us just walking through.

I've just unlocked Two Minis. I saw there are two playstyles covered in Reddit guides, Bear or Active. Anyone have comments comparing how they've liked them? If it matters, we have a fresh Three Spears at level 5, and the two guys above in the spoilers.

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Narsham
Jun 5, 2008
I have never understood the scenario 52 hate.

Spoilers for 52: I know, it breaks the standard expectations, but it's not a long scenario and it forces you to completely rethink your normal play and to try cards you might not normally play with. I've played it twice (as a PQ and as a casual) with two different groups, and it ranged from fairly easy to extremely easy. If a scenario sticks the Gadgeteer out alone with no jump and he can manage his part, no class is going to have much trouble. Between the short length and the objective, you don't really need to play very many cards unless you get blocked off and can't jump or fly; only the Spellweaver is a threat of exhaustion from discarding cards to prevent damage, and she's got an excellent jump card.

You can fairly easily math out the first room. At most you need to kill two enemies to advance. Stun, disarm, and immobilize are all obviously useful. At low levels the enemies aren't too dangerous; at higher levels, odds are half the party or more has a means to jump, fly, or otherwise get around blocking enemies. Movement is obviously a must.

My guess is that many groups get locked into a particular style and mindset of play and these side scenarios often mess with them. I know I'm only now coming to understand the high effectiveness of playing to exhaust in the last room, and the ways in which a character with a large hand can just ignore massive damage for a round or two in order to get the scenario won.

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