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namad
Nov 7, 2013
In my meatspace gloomhaven campaign we retired 2or3 characters and played 30 or so missions. My favorite class so far is definitely the spellweaver. Sadly my real life group sort of fell apart, it was to be expected. After 60-100hours or so of play in only a year or so we burnt out. I'm sad because there are so many classes and envelopes I didn't get to unlock!

Hopefully you unlock classes other than the ones we did. My real life party started off brute/scroundrel/spellweaver and I feel like it was a very straightforward and solid combination. I'm looking forward to seeing the mindthief. I am a bit sad though because a level 1 mindthief might not reach level 9 before retiring. Whereas a mindthief created later in the campaign with a head start, might reach 9. The card I'm most interested in seeing used in gloomhaven, that I've unlocked, but never used, is definitely the mindthief level 9 keystone ability.

I'm not looking to volunteer or play. I am looking forward to seeing how the campaign goes. I really hope the volunteers you do get are new to the game and learn a lot and have their minds blown.

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namad
Nov 7, 2013
I am going to vote for:

The Fall of Man
Goliath Toppler
Trophy Hunt


I don't want to vote for anything else because I don't want to spoil anyone on anything and I've already read a lot of event cards and know what they say on the back.

Zurai posted:

This one almost certainly will given the way the thread is leaning with its personal quest.

Even if what you say is true, the way the game is balanced, the first characters are likely to retire at almost the exact same time they reach lvl9, assuming they're ignoring their personal quest (If they focus it down more like 4/5). So we might get to see the card played once, in one combo. Whereas if the mindthief had appeared later, and started at level 4, it could've hung around lvl9 for ages! Hopefully this thread is super successful though and after 50or60 missions we just create a second mindthief! Also @OP I hope you remember to remove 1 checkmark box from each level of town prosperity. (The first edition of the game had town levels go up too slowly so the second print run of the game removed one checkmark box from each town level on the prosperity tracker).

namad fucked around with this message at 20:15 on Dec 20, 2018

namad
Nov 7, 2013
I think in the rulebook personal quest's are selected in secret but battle goals can be selected publicly? Then again maybe I just misread the rules, but when I played we selected battle goal's in public (of course it wasn't up for debate but if someone selected a goal that literally made another players goal impossible they could choose not to choose it).

You might want to post all 6 battle goal cards and then let the chosen players select their goal's in secret, but with the knowledge of what the other player's available choices were/are.
A) because it would be fun B) It'll be another cool thing for the thread to see and second guess, even if they have no input on it and C) because I swear that was the rule (but I didn't double check.)

namad fucked around with this message at 20:24 on Dec 20, 2018

namad
Nov 7, 2013

That Italian Guy posted:

I like this solution and I'll implement it on the next update.
Edit: the lack of scenario objective and stats for the monsters in the starting room is, ofc a goof on my end. The stats have been provided above; the goal for this initial scenario is simple: KILL ALL ENEMIES :black101:

I think I'd actually recommend that we see all the listed monsters, the monster's stat sheet (but not their deck), all the listed treasure chests and traps and terrain tiles, but not the room layouts. Since technically I believe that's how the rules are written. There's no way to avoid seeing these things when you take them out of the box to setup for play, but you can simply remove the map tiles from storage without placing them. Using the scenario viewer app to ensure that not even the person who takes all the stuff out of the box knows the room layout.

That said before the scenario viewer app was released I just placed all the maptiles in their correct configuration before turn 1 because there wasn't a way to avoid spoilers on that. So, yeah, uh, IMO before turn1 if we're going to see the full map layout we should also see the monster stat sheets (but not the monster decks). If you played the game physically in person there'd basically be no way at all to avoid seeing the stat sheets (without a dedicated DM/GM which gloomhaven is specifically designed to avoid).

Oh also, in the future I'd recommend not letting players buy things after seeing the road event or room1. It's basically cheating, you could realize you're going to start the mission with wounds then buy a healing item, or curses and then pray. Although I reckon this was just done to save time for scenario 1? Buying items will be infrequent enough in the future I think that there won't be a need to compress time in this fashion? Additionally anyone with spoilery knowledge of road events and items would've had spoilery knowledge of scenario 1 anyways.

Oh also in regards to update speed, well, if you can't manage 1 turn per day, then, this will probably take 3-4 years. Although if you have 3-4 years to spare, 2 days would give players more time to reply. Maybe each player should have an understudy who can take their turn in day 2, if they fail to input orders in day 1? That way you'll get some turns in 1 day and some in 2 days? This might also be a bad idea.

That Italian Guy posted:

Fair enough, but I had to play through the update and draw from the characters's modifier decks; I'll try to avoid the situation whenever possible.

EDIT: orders are in, working on the update!


I think it would be fair for the players to state who they want to have road event penalties at the same time that they input their orders for turn1? Technically I believe the order of operations is, all city stuff, road event fully resolves, players see maptile #1 deployed for the scenario, players select which items and skills to equip, players input their cards for turn 1. So, ideally, I'd say that you should have everything in the city posted in an update, and after all city related votes have occurred... post the results of the votes on what the party will do, as well as the front of the road event you've drawn. Then in the next update post the fully layout of room#1 at the same time you post the result from the back of the road event? Sorry if I haven't explained this very well. I don't think in the future that the road penalty will really result in extra processing time. Players can simply secretly vote/decide on what to do with the penalties at the same time they input their turn1 cards?

millionth edit: I think the reason that the players had so much trouble giving you two sets of orders and letting you auto-resolve them is that they're new players. Feel free to use a 2 step system for scenario 2, but I think after this thread goes on for a while... players would get used to giving you two contingency plans. Although I think if you're going to use the two contingency plan system, and well, it doesn't really matter much for these characters, you should make them always allowed to specify a third contingency in which they punch someone for 2 melee attack (the worst action in the game). Especially on say a spellweaver a lot of turns are spent punching for 2 and/or moving for 2, if and only if, the two amazing plans you had planned.... both become irrelevant before your intuitive comes up. I could see this coming up very occasionally for the cragheart, there's no reason to force him to harm his own teammates just because his two selected plans both harm his teammates (not when he could choose the blank default actions on his cards instead).

tl;dr If these comments are entirely unfun, just disregard them! Great thread so far.

namad fucked around with this message at 23:23 on Dec 24, 2018

namad
Nov 7, 2013
Those surprises are mostly something that happens once the first time you fight an enemy, the next 30 copies of that enemy you fight, well, you can just use one of your two plans to say "Stay out of range"... Or let players submit an optional lovely backup last resort 3rd order of use the default move 2 action and just avoid being in range without getting to use any of their abilities.

Then again, some of those enemies which can attack at long range are also summoners, which provides incentive to charge into their firing arcs. Some other enemies do things like never move at all whatsoever. So after you're surprised the first time by a seemingly unneeded ranged damage blow, you're re-surprised into rushing headlong at them on the same turns.
Gloomhaven develops a players understanding of situations throughout the campaign in an interesting way. Often IRL my party has failed a mission only to retry it and win, even if the first try seemed impossible. Perhaps in the second try we entirely skip an optional door we had no way of knowing was optional the first go around. Or we decide to rush the summoners more aggressively, or once we actually ran from the summoners until the box was out of the cardboard tokens that represented the summoned creature, which prevented the summoner from summoning anymore. Or we could decide to save a key once per mission card for a crowded room of weenies, or a difference once per mission card for a super strong elite. Even if you can't discuss the specific names or numbers of cards during a scenario, there's basically no way to keep yourself from texting your buddies 50 times that week... about all the things you'd do differently next game night. In fact I think failing a mission will be a really cool moment for this thread. Gloomhaven has a brilliant way of making failure NOT feel like bad dice rolls.

Even if all these surprises caused the players to die and fail 50% of missions, playing 50% faster would be worth it, but I reckon 2 stage commands will have a victory rate around 85-95% and 1 stage commands might be 65-85%. Another option is to play missions on easy if needed. Although after about 100 hours IRL we stopped losing on normal and started playing on hard. I've read on BGG some insane groups even ran very hard.


I am 100% all for playing scenario 2 in 2 stage mode though. I think that in order for 1 stage orders to work the thread needs to understand the game-flow better. I think playing 2 stage order system mode for a couple scenarios will help players learn the sorts of surprises that can occur. This will help the player write contingencies into their two orders better. Instead of purely trying to optimize damage, they might start using their 2nd order to say things like: if none of my attacks using my first combo (top/bottom) can generate a kill on any of the archers in this room, instead play the reverse combo (bottom/top) and use my buff ability on adjacent allies. This sort of order would be able to handle both an ally accidentally getting too many critical hits and clearing all the archers in the room (perhaps the non-archers in the room have retaliation and too much hp to one shot) As well as; handling it if the player character got disarmed earlier in the initiative phase that round. Another example might be to say use this top ability and this bottom ability to attempt to attack archer#4, unless you can avoid the range of elite archer #2, in which case attack guard #3 instead. Although avoiding the range of ranged enemies is usually only useful if everyone can do it. Which would require some communication after the monster cards are drawn. In my RL game we always allowed this as it was basically impossible to keep people from blurting out "Oh, wow, that archer isn't moving this turn, that's an attack action not an attack move action!" (the most common monster deck card in the game is an attack X move Y card). Maybe these are bad examples.

As a result of my own bad examples though, I am convinced that using a 2 stage system is really only worthwhile if you allow a discussion between stages. Which is going to be pretty slow. If you just take secret input from the players between stage 1 and 2 of the orders input system, then, imo, it's not worth adding an extra day's wait. Either way you go with it way I'm really loving the thread. I only wish I wasn't spoiled on the game. Who knows though, maybe the thread will decide to be ~EVIL~. My IRL party was boringly good all the time.

namad fucked around with this message at 05:35 on Dec 25, 2018

namad
Nov 7, 2013

That Italian Guy posted:

Hey SalTheBard, don't forget to let me know which cards you want to recover with your Minor Stamina Potion! You do have one (instead of the health potion) since the thread has voted for boots of striding + minor stamina potion for the Brute's intems.

Can he recover the cards from the current turn right after he discards them? or can he only use items before his end step phase in which his current turn's cards are actually discarded? The rulebook (at least first edition) doesn't clearly specify this issue. As far as I'm personally concerned either ruling is fine, but should probably be consistent.

You can only use items during your own turn, and you discard your current turn's cards at the end of your turn, so it's a bit of a semantics issue, and I'm too lazy to try and find what isaac said in a forum about it. In my game we house ruled it that you could use it in such a fashion if you wanted. It felt a little OP though. I mostly made the houserule up to get people to stop arguing about it though, because people kept trying to argue that we should allow it (on turns they wanted to do it).


Edit: oh also your pushing diagram doesn't entirely make it clear, but if a push2 is obstructed then push1 locations on the way to the obstructed tile become valid. Yes?

namad fucked around with this message at 00:20 on Dec 28, 2018

namad
Nov 7, 2013

Narsham posted:

The discarding happens immediately upon taking the action (unless the action specifies that the card remains active/in-play or is lost), and you can use a stamina potion on your turn subsequent to taking your two actions. See the posted rules, pages 17 (for discarding) and 18 (character turn). Obviously, a card played this turn that remains active until the end of the round cannot be recovered unless you choose to discard it and end the active effect.

And yes, you may push 1 if after the first hex of the push you have no valid hex for the full push 2 (or higher) to execute.

The grammar wasn't really that clear in my mind. I'm glad we played correctly though. The part that I found vague was in part the page about usage of items. Yes an action is discarded immediately after it is used, but immediately after using your 2nd card for the turn, your turn could end. I guess I've got a bit of a magic the gathering mindset when it comes to analyzing rules and gloomhaven doesn't really have phases or end of turn phase steps. If it wasn't unclear to anyone on earth but me, well then, there's no debate to be had in the thread, issue solved! Although given my own confusion about the exact way that rule works, I was definitely not sure if salthebard knew how that timing worked. I guess after reading this long boring rant where I slightly misunderstand another rule, well, he'll probably remember the rule now!


Sidenote: I consulted my IRL friend. Turns out we didn't misunderstand the rule about revealing battle goals, we just chose to break it intentionally (After a discussion I forget occurred on day1). We figured if we're not allowed to say numbers or names of cards, and we're all friends hanging out for the afternoon. Then we needed something cool to talk about, so battle goals it was. I think That Italian Guy's suggestion is even better than just blurting out the secret though. Revealing all 6, but keeping the 3 that matter and who has which a secret.... it's IMO going to provide great intrigue for the thread. Not in this scenario, honestly these 6 battle goals, while they can be failed.... none of them really tempt the players to lose the entire scenario on purpose/accidentally (there exist other battle goals in the future that might come very close to doing just that!) Without the direct ability to beg the guy who has the danger card to behave, that could get interesting, especially since the thread will know the danger card(s) were included in the 6 that were dealt (whereas if they were kept permanently hidden no one would know to worry). Sorry for wording this sidenote so weirdly, I don't want to accidentally spoiler all the battle goals.

namad fucked around with this message at 09:58 on Dec 28, 2018

namad
Nov 7, 2013
I like the stamina potion targeting trample. Trample is IMO an above average card that is worthy of keeping even in a high level brute lineup.

Edit: Oh also, huh?

That Italian Guy posted:


The Brute will have to take a Long Rest action next round, unless SalTheBard declares to take a short rest at the end of the current one! If you do so, please remember to include which cards you would lose HP to reroll for in case they get lost!

What do these two things have to do with each other? Anyone/Everyone can announce a short rest at the end of any turn, and/or a long rest at the start of any turn.

namad fucked around with this message at 11:58 on Dec 28, 2018

namad
Nov 7, 2013

Zulily Zoetrope posted:

You have to long rest if you have less than two cards in your hand at the start of a round. Since he's used his stamina potion, the only way to avoid that is to announce a short rest at the end of this round.

Yes, but I thought salthebard was the cragheart? Did I get them backwards?

Edit: Yes, I agree the brute has to rest though.

Edit2: Update1 mentions which person is which character, my bad, I did have them backwards! I thought salthebard was the cragheart for some indescribly silly reason. I think maybe you should add who the current players are to the OP. If only to prevent me from making more stupid posts in the future!

namad fucked around with this message at 12:06 on Dec 28, 2018

namad
Nov 7, 2013
I've just made myself look like a fool, but, I strongly recommend the brute long rest. Yes, if there are enemies on the board it's usually a bad idea to long rest, however... The brute is about one turn's movement in front of the party and the brute could use the healing. In my RL campaign the brute was often charging ahead of the party so quickly that it made sense for him to long rest sometimes, just to intentionally waste a turn, even if he didn't want the healing. Your handsize, and your long rests create a sort of maximum turn counter for the mission. Although I think this mission is going too well for it to matter. I did want to play devil's advocate since I think most people would recommend the short rest. Edit: Also, boots.

Of course I just made myself look insane by confusing one person with themselves, so ya know, no need to listen to me :)


Edit: Oh also another suggestion for That Italian Guy. It'd be cool if every update listed every player's hand count, discardpile count, lostpile count. As these numbers actually matter more than HP in many ways. Gloomhaven helper though assumes real players will have the cards in front of them. Maybe just type the numbers into every future update? It might make the flow of combat easier to follow? Especially in parties with say a tinkerer, the lost card pile starts to matter a lot more than hp counts. In terms of determining how "dire" a dangerous place has become.

On top of that, again, mostly with support characters like the tinkerer and others, knowing the number of cards in an allies discard pile can matter more than knowing their hp. Not in this party lineup, but well, if the number is that important, maybe it should be kept a running tally of? I used to, when I was playing a tinkerer, ask my allies how many cards were in their discard pile about once per turn.

namad fucked around with this message at 12:19 on Dec 28, 2018

namad
Nov 7, 2013

That Italian Guy posted:

The idea is to keep track of current hand, discarded, lost and active cards with the (mobile friendly) spreadsheet under the Players Overview section.
The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green in turns following the one they are played in. Available items are also shown there.

That way there is a fully itemized list and not just a numerical count. I originally thought about tracking this in the thread, but it would be too long - half of every update would just be a tally of cards.

The spreadsheet is only useful to people who are caught up with the thread. I agree, it would clutter the thread needlessly to track all of that information in the thread. However 9 numbers per update... wouldn't really clog the thread, and it would allow for new fan's of the let's play to read old mission reports and have some sense of which missions were more difficult than others. In my mind I love gloomhaven, so I'm planning for this let's play to go on for years and have 100s of new fans join any moment now :)

The spreadsheet is fine for me, and for the players, but for picking up new fans, I feel like some numerical track in the updates would be good. If 9 numbers is too many, maybe just track lost cards (or maybe just cards in hand, whichever seems most important)? That's 3 numbers per update. Imo it makes for a good summary for anyone trying to catch up. I'll let it drop after this though. I feel like I might be badgering you too much.

namad
Nov 7, 2013

That Italian Guy posted:


The Bandit Archer is focusing Rocky, since it has the lowest initiative among the heroes closest to him. Then, following the ranged attacker AI, he moves up to his movement until he no longer has disadvantage against the focused target. Both E1(2) and E3(2) were potential valid locations; in this case, it's up to the players to decide where the enemy will move. I've moved the Archer to E1(2) as it's a better spot to Push him into the spikes, in the improbable event of his survival. This kind of decision is something the players will be able to rectify in between updates, if needed be.


In my RL party we decided that players would not decide cases of ambiguity and I'd roll a d10 and make odds/evens the choice (we were using d10s for monster hp). This meant there was less to think about. It also rarely matters. It might make the thread go faster to use my house rule on this one too. Then again with 24hours to think it over, it'd be pretty easy to decide where to put the archer, unless the players disagree. As you might be able to tell my RL party disagreed a lot. We actually just rolled a dice and let that decide everything whenever we couldn't agree on something the party was supposed to decide. That makes me wonder. Did you go with a 3 man party instead of a 4 man party because 3 men always have a deciding vote?

namad fucked around with this message at 11:51 on Dec 29, 2018

namad
Nov 7, 2013
Another main reason to skip road events, IRL at least, is that after a scenario your real human beings are exhausted as it's been about 2hours and you don't want to instantly do another scenario until the next game night. It's basically impossible to remember to skip the city event and level up process a week later. So we always just did the road events. If you're used to playing games for 6 hours straight though skipping the road events could be nice I guess, in theory. If visiting the city and getting city events wasn't so awesome. Also yeah, both city and road events unlock awesome stuff (although very rarely) and you skip both by continuing the mission.

EDIT: Also in regards to Backup Ammunition you gain the EXP even if you don't use the bonus target, but you still need to make the ranged attack actions. As far as I know you cannot make a ranged attack action against nothing (In fact I do not believe you can ever play an action that does absolutely nothing at all). Although I do believe you can heal someone who is at full HP as this doesn't count as nothing? I'm not sure? There are later mechanics that lead me to believe that healing someone at full hp counts as a valid action, I might be wrong though. I always played as if healing someone who was at full hp was a valid action, I don't want to discuss it too much because it's a spoiler as to why that would make logical sense.

namad fucked around with this message at 01:56 on Jan 3, 2019

namad
Nov 7, 2013

Zurai posted:

It's on its 3rd or 4th printing, it's just that each print run sells out quite quickly. I'm quite certain that there are UK distributors of the game, they may just be out until the next print run.

Yeah, this game has never been "in stock" you'll need to keep an eye out for the next print run and buy it right away. The game is also often scalped at like 150-200% MSRP.

namad
Nov 7, 2013
I vote for:
Go back to Gloomhaven, then move to Scenario 2 - Barrow Lair.
Also let's increase the scenario difficulty to +0




Also, I think maybe we should vote on going back to the city, forever, as in, after each scenario we're simply in the city. That way we can vote on what to buy/levelup/dointhecity right away.
The step of voting to return to the city, then having another step of voting what to do in the city just wastes a day. I honestly cannot think of any reason to not return to the city. Unless it's quite a bit later into the game and our event decks are looking quite thin. Or if we've decided to repeat a mission for some reason, which might mean it would make sense.

The game rules really don't give you any reason to skip road events, yes they're bad, but city events are so good that they make up for it. We could probably just return to the city everytime until 2020 and then consider skipping road events, maybe. Basically, if anyone retires before level 9, I just can't see us running out of amazing unique rare special positive city/road events. The bad events suck, but, the decks don't shuffle (until you retire), so, the only way to get the good event is to simply encounter all the bad ones.

namad fucked around with this message at 19:59 on Jan 3, 2019

namad
Nov 7, 2013
I think we should stick to 10 donations, there's no reason at all we're forced to have a party of 3. So I don't think we should gain a benefit from it. Also, IMO, for spoiler related reasons, the secret unlocks you gain from donations are more critical to get more quickly in 4 man parties. So I think that with 3 people 10 is still balanced. I could be totally wrong about this, but that's how I see it.

namad
Nov 7, 2013

Piell posted:

Just a little tip on Stun traps for new players - If someone purposefully moves onto them, they are stunned for (basically) two turns - the rest of their current turn, and their next turn. If someone is forcefully moved onto a stun trap when it isn't their turn, they are only stunned until their next turn. This goes for all temporary conditions - they end on the character's next turn, so if it happens on that character's turn they are effected for that turn and the next turn.


I believe the rulebook words it like this:
If you have a status effect on you at the beginning of your turn, when it is the end of your turn, that same status effect wears off (if it is a status effect that naturally wears off after 1 turn).
Which is exactly the same as what you said. Basically it works like summoning sickness in magic the gathering. If you stun an enemy for example, directly, it'll be stunned for 1 turn. If someone makes themselves invisible they're invisible for the rest of the current turn, and then additionally until the end of their own next turn. (So with a cloak of invisibility you'll want to go fast, then slow, which we've already seen somewhat in scenario 1). It's much more common to invisible yourself than to stun yourself, however of course, as you point out, stunning yourself works the same way.

In MTG terms an effect with duration 1, will need to pass through 1 upkeep phase, then during the next end of turn phase it will expire. If you're in an end of turn phase and are debating removing a 1 turn effect, just ask yourself if that effect was in place at the beginning of that character's turn or not. (My IRL party actually screwed this up many many times.)

Also I Vote B. Do not eat those berries.

namad fucked around with this message at 22:56 on Jan 5, 2019

namad
Nov 7, 2013

Are the players supposed to see that "02" ? This thread will make "remembering" what's on the back of event "02" very easy. Maybe moreso than it should be? Given that it'll take 6-16months to see the card again (honestly IRL or in this thread), without the thread, and without being allowed to check the back, I think players memory of past events is supposed to be vague? Maybe for posterity of the thread the numbers on events should be redacted from all the images? Allowing players to go back a year and read the flavor of the card's front and back, but without being able to see the numbers their certainty will be slightly more vague, as I imagine it's supposed to be? I can't really explain myself any better without being spoilery. Sorry if this doesn't make any sense.

namad
Nov 7, 2013
I actually agree with Elephant Ambush 100%. I have been overly backseating. I think it's a very fun and important part of the game to be able to see the outcomes that didn't happen. He is right. My point is so trivial and nearly pointless that it's probably best to leave things as they are. There are a small handful of events for which what I've said matters, and makes sense, but... I've already been spoiled badly on them, and I'm sure all the other veterans in the thread have too. No amount of OP editing can erase memories from my mind.

Sorry I said anything! Events are like, one of the coolest parts of this game, imo. Feel free to edit them or not edit them, or cheat and stack the deck to make cooler things happen!

namad fucked around with this message at 19:35 on Jan 6, 2019

namad
Nov 7, 2013
I don't think you should open the door because there's basically no benefit to doing so. You'll likely be in a situation where the only one who could attack an enemy in the 2nd room is the mindthief who is too far back to actually do so. I'd say the main reason to open a door is because you'll be able to perform useful actions inside the next room, or that you benefit by having the enemies charge you, for reasons we've not yet seen.

Now if the brute plays a move 4 and then doesn't want to waste it, sure, I guess he can open the door. Saving that move 4 for the next turn though would be even better in most cases like this. The good thing though is you don't have to decide now. If someone critically misses an archer the 3rd person to act can kill that archer instead of opening the door.

Edit: Zurai I am sorry if you drew Professional Aggressor. That's a bad draw this early on. If you did draw professional aggressor, then the 6 battle goals are in perfect order, and not random :) That said, in my RL campaign I had a friend who ALWAYS chose aggressor and then refused to co-operate with the team. Until he singlehandedly lost us an easy mission. That that said, if Zurai does have aggressor this is absolutely a fine turn for him to open the door against his teammates wishes. There are far more deadly situations in which to open doors than this, far far. Arguing about aggressor is one of the most fun memories I have of my time in Gloomhaven though. Without any strife the game on normal gets a bit too easy. If you're in perfect harmony I've seen plenty of people on BGG claim to go up to hard or very hard even. I think normal+minor lack of co-operation is the intended way to play the game though (we're mercenaries afterall).

namad fucked around with this message at 01:24 on Jan 8, 2019

namad
Nov 7, 2013
I think the only thing the players should be able to surmise at this point is that the next room might contain archers. If the archers in their current room are standing still and shooting, or not shooting at all, opening the door last will be safe. If the archers in the current room are moving forward a bunch and then firing a long range shot, opening the door last action may be bad, because it will allow any possible archers in room 2 to reach them. Only the player opening the door will be able to hide from them. In this case, given the lack of overall available information about possible threats you've never seen, a large factor in determining the safety of last action door opening would be to see the enemy draw their card for the turn first. Then re-think it.


EDIT: I edited this post many times, flip flopping on what was, and wasn't a spoiler, until I ran downstairs and got my scenario book out, it is a spoiler and a huge one.

EDIT #5: It's not a spoiler, I thought it was, I thought it wasn't, I thought it was, repeatedly.

namad fucked around with this message at 10:45 on Jan 8, 2019

namad
Nov 7, 2013

Zurai posted:

Bosses do have an AI deck, but it's largely comprised of "Special 1" and "Special 2" cards. They do have a couple normal attacks.

The key here is that, monster attack decks are spoilers for new monsters, and I wasn't sure if bosses special moves were spoilers or not, but, given that the scenario books tells you about the boss' special abilities in paragraphs you're told only to read after opening the next door, I realized it is a spoiler, and so I removed all mention of it from my post. I hope you didn't read my post while it contained the offending information, or that you're a veteran who already knew it. If you read my post during the 2 minutes it contained spoilers I am sorry.


TL;DR
I'm trying to avoid ruining surprises in this game for any new players who haven't seen them yet.

namad
Nov 7, 2013
I was assuming at least one person reading the thread, if not more, doesn't know. Although yeah, anyone who has played gloomhaven has likely seen mission #2.

namad
Nov 7, 2013
Silly me, of course, the stat sheet card! Sorry for all the whining then. Anyways, yeah, with summoners you either wanna make sure you can all charge into the room on the same turn, or retreat backwards until they summon ten of the enemy. I'm really hyped, I love this mission design, it's tough, but fair, and requires a set of very unique strategic moves.

namad
Nov 7, 2013
I recommend from this point onwards only using your boots of striding to deal damage to the boss. Boots of striding are pretty key to this scenario, imo. Although with the boss dipping back to rear corner of the room, you might want to focus on the archers, and just hope the boss quickly rotates back towards you. Either or. Or both.

namad fucked around with this message at 12:30 on Jan 10, 2019

namad
Nov 7, 2013
Personally I wouldn't lose a card (and your boots, which are probably going to be used once this mission total) to be able to attack the boss near door B on the following turn, because either he'll stay there long enough you can just attack him the turn after that (2 turns from now) without blowing a lose card. Or he'll move to door C instantly (25-33% chance I forget which) in which case you'll want to consider using those same resources to reach door C. At least not for a hit of only 3 damage. I could be wrong though. The last time I fought him we had a totally different team makeup than this one.

namad fucked around with this message at 22:16 on Jan 10, 2019

namad
Nov 7, 2013

Narsham posted:

Note that it is also possible to prevent damage by losing two cards from your discard. This is almost always extremely bad, but for a Spellweaver thinking about getting all her lost cards back it can be a viable option.

Using the odd loss card to reduce incoming damage is indeed valuable, but remember too that in many scenarios, using a loss card can also reduce the amount of time it will take to win. That is good for everyone, not just you.

This can also be a good reason to short rest instead of long resting. If you're not safe, and you have no cards in your hand you'll be losing twice as many cards to prevent damage each time you're attacked (at low hp). If things are really desperate it can even be a reason to short rest with 1 card in hand, but I doubt I've ever done it in that case. (Even if I encountered situations where I should've, I would've been too stubborn).

namad
Nov 7, 2013

That Italian Guy posted:

^^^ Welcome aboard!


Step A is fairly light, most of it is copy/pasting card names into cells and then spreadsheet magic does the rest (plus ofc the actual Gloomhaven Helper part and screenshot).

Step B is quite admin intensive, even with the assistance of Spreadsheet magic. GH's cards being as varied as they are in effect, I still need to fix a lot of the text manually unless the turn is literally "use card A to attack target X, then use card B to move to hex Y", which is rarely the case. Plus ofc all the TTS, and Gloomhaven Helper admin (and screenshots).

Aside from thread clarity considerations, I don't think I would be able to overlap 2 parties, since I'm also hosting a CYOA game on the days I run Step A updates :/

BTW, I'm finally home so the update will follow momentarily!

Which CYOA game is that? I'm curious about CYOA games.

namad
Nov 7, 2013
Rocky 2 gold and immediately donate to the Sanctuary.
I agree with this.

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namad
Nov 7, 2013
I don't even understand the conflict here?

What's the other interpretation? I could see there being an argument if someone played a top action move and a bottom action move. However you can't ever activate a pressure plate in the middle of a single move action. In between a top action move and a bottom action move, I could see some room for debate? That rule does seem a bit unclear.

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