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A place to post all of your home brewed material: scenarios, ancient ones, investigators...
Moderator: FFGAntonffgjafferGeckoMack MartinThe Spaniard Topics: 337 | Posts: 9527
Custom Items, Allies and Skills
by Unknown
Published on 18 March 2009 - 20:05:55
Page 21 of 22 (316 messages) « First page... 19 20 21 22 ...Last page »
Reply #301 | Published on 20 June 2011 - 14:59:02

Dismiss Ancient One, Revised

My previous version of this spell makes it difficult to battle the more powerful Ancient Ones, those with a Combat Rating of -5 or better, without spending clue tokens. This version makes battling those powerful ancient ones more doable:

Without Signature
Reply #302 | Published on 20 June 2011 - 15:24:48

 isn't it too powerful ? You could beat Cthulhu with Daisy (or any good spell caster) in few turns with a handful of clues... I think it is way too powerful :-)

Reply #303 | Published on 20 June 2011 - 19:39:26

amikezor said:

I think it is way too powerful :-)



This is Amikezor's idea of understatement ;')  What he meant to say was way way too powerful.

Reply #304 | Published on 21 June 2011 - 04:20:15
Reply #305 | Published on 24 June 2011 - 21:34:30

Avi_dreader said:

amikezor said:

 

I think it is way too powerful :-)

 



This is Amikezor's idea of understatement ;')  What he meant to say was way way too powerful.

 

Don't forget the Sanity cost, which has to be paid each round. Even if the character has Iron Will, by the time the Ancient One awakens it's rare for any character to be at full Sanity or Stamina unless they have time to prepare, or are lucky.

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Reply #306 | Published on 25 June 2011 - 01:49:40

jeremyj621 said:

Avi_dreader said:

 

amikezor said:

 

I think it is way too powerful :-)

 



This is Amikezor's idea of understatement ;')  What he meant to say was way way too powerful.

 

 

 

Don't forget the Sanity cost, which has to be paid each round. Even if the character has Iron Will, by the time the Ancient One awakens it's rare for any character to be at full Sanity or Stamina unless they have time to prepare, or are lucky.



It's really not difficult to spend one turn to get all investigators up to full sanity.  Especially if it looks like the Ancient One is going to wake up.  In other words...  It would almost take deliberate non-planning to not be able to pull it off.

Reply #307 | Published on 25 June 2011 - 14:50:46

Dismiss Ancient One, final revision

Perhaps my previous version of this spell is too powerful, especially since it was "cast and exhaust." Now that it's "cast and discard," the spell is more of a last-ditch defense instead of a primary weapon, as it should be.

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Reply #308 | Published on 25 June 2011 - 18:44:51

jeremyj621 said:

Dismiss Ancient One, final revision

Perhaps my previous version of this spell is too powerful, especially since it was "cast and exhaust." Now that it's "cast and discard," the spell is more of a last-ditch defense instead of a primary weapon, as it should be.



It's still essentially a game winning card.

All you need is a blessed investigator with 20 clue tokens and you win.  Much easier than going for a sealing victory.

It has the same problems that come up with Call Ancient One, except this is even more potentially abusable.

http://www.arkhamhorrorwiki.com/Call_Ancient_One

It's fine if you don't plan on using it effectively, but even still...  You're likely to be able to get off several doom tokens from an Ancient One instantaneously in final combat (and most of them aren't too difficult to beat regardless).

Perhaps if you specifically stated that clues can not be used for this check.


 

 

Reply #309 | Published on 26 June 2011 - 03:25:03

Avi_dreader said:


Perhaps if you specifically stated that clues can not be used for this check.

For info, some characters do not spend sanity when they use spells (for the previous version).

That is an excellent suggestion from Avi.

Just to understand, what motivates your spell ? You feel like the final combat is too difficult ?

Reply #310 | Published on 27 June 2011 - 00:20:02

amikezor said:

Avi_dreader said:


Perhaps if you specifically stated that clues can not be used for this check.

 

 

For info, some characters do not spend sanity when they use spells (for the previous version).

That is an excellent suggestion from Avi.

Just to understand, what motivates your spell ? You feel like the final combat is too difficult ?

Yeah, I was trying to design a spell that would make a battle with the Ancient Ones more survivable, especially with 5 or less players. The Epic Battle cards tend to apply penalties to the players, especially in the early stages of the battle (such as having to pay Sanity or Stamina before attacking, subtracting one from the result of each die (essentially applying a temporary Curse to all players), etc. Sure, players should focus on closing the gates before the Ancient One awakens, but more often than not, luck just isn't with them since they also have to deal with loss of Sanity and Stamina (and items), and collect clue tokens; not to mention trying to fulfill Personal Stories if players have the Innsmouth expansion, and collect the other rewards which make this game fun to play. The official Ancient Ones I believe were designed to be difficult to beat with anything less than six players. I think most playtesting must have been done with the maximum number of players: eight. It's a dilemma. The Call Ancient One spell is interesting since it's an official Fantasy Flight spell and not a custom creation. Maybe I'll have to buy the Black Goat expansion! LOL!

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Reply #311 | Published on 27 June 2011 - 03:02:42

jeremyj621 said:

amikezor said:

 

Avi_dreader said:


Perhaps if you specifically stated that clues can not be used for this check.

 

 

For info, some characters do not spend sanity when they use spells (for the previous version).

That is an excellent suggestion from Avi.

Just to understand, what motivates your spell ? You feel like the final combat is too difficult ?

 

 

Yeah, I was trying to design a spell that would make a battle with the Ancient Ones more survivable, especially with 5 or less players. The Epic Battle cards tend to apply penalties to the players, especially in the early stages of the battle (such as having to pay Sanity or Stamina before attacking, subtracting one from the result of each die (essentially applying a temporary Curse to all players), etc. Sure, players should focus on closing the gates before the Ancient One awakens, but more often than not, luck just isn't with them since they also have to deal with loss of Sanity and Stamina (and items), and collect clue tokens; not to mention trying to fulfill Personal Stories if players have the Innsmouth expansion, and collect the other rewards which make this game fun to play. The official Ancient Ones I believe were designed to be difficult to beat with anything less than six players. I think most playtesting must have been done with the maximum number of players: eight. It's a dilemma. The Call Ancient One spell is interesting since it's an official Fantasy Flight spell and not a custom creation. Maybe I'll have to buy the Black Goat expansion! LOL!

Noooo...  The original ancient ones are quite easy to beat with small teams 3 or less.  The smaller the easier actually.  A one investigator team can kill almost any one of the base game AOs with ease.  Why would you think it easier to kill an AO the more investigators you have?  You need to get *more* good equipment to pierce through the AO's defences, and the more characters in a game, the harder it is to get off doom tokens.  I'd say it's quite the opposite way around, where the larger your team, the harder it is to beat the AO in final combat.  What is your reasoning behind this idea?

Reply #312 | Published on 28 June 2011 - 16:27:03

Avi_dreader said:

 

Noooo...  The original ancient ones are quite easy to beat with small teams 3 or less.  The smaller the easier actually.  A one investigator team can kill almost any one of the base game AOs with ease.  Why would you think it easier to kill an AO the more investigators you have?  You need to get *more* good equipment to pierce through the AO's defences, and the more characters in a game, the harder it is to get off doom tokens.  I'd say it's quite the opposite way around, where the larger your team, the harder it is to beat the AO in final combat.  What is your reasoning behind this idea?

Almost all games I've played have been with four or five players and in the cases where the AO has awakened (more often than not) the players end up losing no matter how well equipped they are. Fewer players can easily scramble to close all the gates to win, but then they tend to lose out on other elements/rewards of the game.

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Reply #313 | Published on 29 June 2011 - 12:01:36

jeremyj621 said:

Avi_dreader said:

 

Almost all games I've played have been with four or five players and in the cases where the AO has awakened (more often than not) the players end up losing no matter how well equipped they are. Fewer players can easily scramble to close all the gates to win, but then they tend to lose out on other elements/rewards of the game.



I think of the game as a time scramble ;') but I realize most players of it disagree with me.  It's kind of amusing to me how Arkham is the only game I've ever played where people value the experience more than winning.

Reply #314 | Published on 02 July 2011 - 16:36:11

(1910) Ford Model T

A vehicle that grants extra movement points, and allows the carrying of passengers (other investigators).

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Reply #315 | Published on 21 July 2011 - 16:58:45

I've removed my Dismiss Ancient One spell since Call Ancient One (from the Black Goat of the Woods expansion) does essentially the same thing. Since Call Ancient One is an official FFG creation, I'll go with that.

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