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Let's Play Arkham Horror Already!

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  #271  
Old 01-05-2009, 10:35 PM
Stiv Stiv is offline
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Related to the Lavos card, my girlfriend was told by some of the guys at the game shop she bought the expansions from that they had created an investigator team consisting of the lovable scamps from the Mystery Machine (I guess that somebody would have to make an Amusment Park Owner big bad card to complete the excellence).

I wish I could remember what the sensible rules for making your own damn cards are so that I could do the same thing.
  #272  
Old 01-05-2009, 10:41 PM
Sarcasmorator Sarcasmorator is offline
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For investigators? Roughly $25 worth of money and items and an ability that makes sense and isn't too overpowered (at least not without something to balance it out).

EDIT: Strange Eons gives you a limit of $35 worth of stuff, total, and factors in things like clues, skills and so on. Go nuts.

Last edited by Sarcasmorator; 01-05-2009 at 10:52 PM.
  #273  
Old 01-05-2009, 11:12 PM
Sarcasmorator Sarcasmorator is offline
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I made a Robo:



More to come. If anyone wants the Strange Eons files for these things I'm posting, PM me.
  #274  
Old 01-06-2009, 01:46 AM
Sarcasmorator Sarcasmorator is offline
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Here's one for Magus:

  #275  
Old 01-06-2009, 06:38 AM
ChefCthulhu ChefCthulhu is offline
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Robo is way way way to strong...

No way should he have a fight of 7 auto pass horror checks and have 10 sta....

With the way he currently is setup I'd use him for solo runs and just wipe the floor with most games.

Magus is also way more powerful then any investigator I've ever seen. Spells are powerful things and essentially getting to use them with 0 cost is a major ability. With a Lore of 7 with this makes him pretty much unstoppable with just a couple spells.

To fix both I'd change their fight and lores to a more average track as their special abilities already make them gods of fighting/spell casting already.
  #276  
Old 01-06-2009, 08:04 AM
Merus Merus is offline
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What if Magus reduces the sanity cost of spells by one? 4 sanity does become a bit of a handicap in that case, as I'm not sure there are many 1-sanity spells.

Robo's Fight is way too high, considering his Horror immunity and high Stamina. I'd junk the pay/lose stamina for sanity clause, making it very easy to break Robo.
  #277  
Old 01-06-2009, 08:18 AM
Elfir Elfir is offline
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Sanity + Stamina = 10
The only one I know that's different is the little girl in one of the expansions whose stats add up to 8.

My brother and I had the idea to make Chrono Trigger investigators as well. I think he has the notes from when we figured out what items they should start with. Lucca had a Flamethrower and Gate Key. ^_^
  #278  
Old 01-06-2009, 08:23 AM
ChefCthulhu ChefCthulhu is offline
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Woh... one thing I just noticed is the set items for Magus....

Elder Sign and Find Gate.... NO NO NO!!!!

OMG NO!!
  #279  
Old 01-06-2009, 09:37 AM
Sarcasmorator Sarcasmorator is offline
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Guys I'm just noodling around here and trying to find items/powers that match the characters. Balancing can come later.

Quote:
Originally Posted by Elfir View Post
Sanity + Stamina = 10
The only one I know that's different is the little girl in one of the expansions whose stats add up to 8.
Strange Eons lets you "buy" extra Stamina/Sanity at the cost of some of the items/skills/clues/etc. you would otherwise be able to give a character.
  #280  
Old 01-20-2009, 02:48 PM
sraymonds sraymonds is offline
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A group of 6 actually managed to win against Abhoth Sunday night!

Then I realized we were playing it wrong.

Oh well.
  #281  
Old 01-20-2009, 03:27 PM
Brickroad Brickroad is offline
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Generally yeah if you beat the Big Bad it means you were playing it wrong.
  #282  
Old 01-20-2009, 04:41 PM
Elfir Elfir is offline
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Quote:
Originally Posted by Brickroad View Post
Generally yeah if you beat the Big Bad it means you were playing it wrong.
Some of them are pretty easy if you've seen the battle looming long enough to prepare. If everyone survives the battle though, then I'd agree you're probably playing it wrong.
  #283  
Old 01-20-2009, 04:48 PM
sraymonds sraymonds is offline
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We won because Combat Checks and Fight Checks are different and you can't use magic swords or flamethrowers against gates. I also forgot how many doom tokens are needed to awaken the Old One.

Yeah, it was all my fault. But we had fun!
  #284  
Old 01-20-2009, 06:07 PM
ChefCthulhu ChefCthulhu is offline
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My biggest thing with Akham Horror is that as long as everyone is having fun it's perfectly fine.

After playing quite a few games of it (Solo and group) I'd have to say for new players using Azathoth as the GOO is pretty much the best "learning" setup you can get. Having as few rules modifications in place means less things to mess up. There is also the benefit of having the players focus on actually sealing/closing gates and exploring which gives people a feel for what all the locations have for encounters.... ie. in desperate times sitting in the science building can get you some nice events to help tip the scales a bit.
  #285  
Old 01-20-2009, 06:17 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by ChefCthulhu View Post
My biggest thing with Akham Horror is that as long as everyone is having fun it's perfectly fine.
My wife really hates to lose this game — she feels like if we lose, the whole experience was a waste of time. Makes it tough to try out new GOOs and such, because it's really hard to beat them if your luck is bad. I have to go through the Mythos deck and weed out some of the nastier cards before we play our next game, or else we probably won't play another after that.
  #286  
Old 01-20-2009, 06:56 PM
ChefCthulhu ChefCthulhu is offline
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If you have the expansions I would highly recommend leaving out the whole King in Yellow Expansion then. That one from my experience is one of the worst. Dunwich can also be bad with certain investigators and player numbers. When playing with 2 players I recommend that you each play 2 investigators. I find that 4 investigators really is the optimum number for challenge level.
  #287  
Old 01-20-2009, 07:01 PM
Sarcasmorator Sarcasmorator is offline
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Yeah, we play with two investigators each.

What really killed us was the "2 doom tokens, no gate" cards, which I'm going to take right back out. And buying items when playing against Y'Golonac really sucks. He woke up after only five or six rounds. We got him about halfway down before he ate us with his stupid hands, though.
  #288  
Old 02-08-2009, 07:30 PM
sraymonds sraymonds is offline
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Did you at least have fun?
  #289  
Old 02-08-2009, 07:45 PM
Tomm Guycot Tomm Guycot is offline
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Yeah if we'd managed to close the woods one of the THREE times we tried, we would have won.

I want a complete CT character deck please. Then I want 3 different time period boards (gates open in all three but only need to closed in one, except for special cases where you have to be lost in time and space in order to reach a new time). This would, you know, balance the Godlike character sheets. I want CT horror, stat.

What do the little symbols on the left and right of each location mean? Please explain.

Also: how does one get a Retainer?
  #290  
Old 02-08-2009, 07:59 PM
Sporophyte Sporophyte is offline
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Alright so I have no one to play it with, but this thread really makes me want this game. Where would I be best off buying this from?
  #291  
Old 02-08-2009, 08:00 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by Tomm Guycot View Post
What do the little symbols on the left and right of each location mean? Please explain.

Also: how does one get a Retainer?
The little symbols tell you what you'll most likely gain from a successful encounter.

I know you can get a Retainer through an encounter at the Newspaper, but that's the only way I can think of.

Arkham Horror Wiki!

Quote:
Originally Posted by Sporophyte View Post
Alright so I have no one to play it with, but this thread really makes me want this game. Where would I be best off buying this from?
I'd go with Thoughthammer or Newspiel. They've done me no wrong when I've ordered from them.

Y'know, the game is also designed for solo play.
  #292  
Old 02-08-2009, 08:29 PM
Sporophyte Sporophyte is offline
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Quote:
Originally Posted by sraymonds View Post
I'd go with Thoughthammer or Newspiel. They've done me no wrong when I've ordered from them.

Y'know, the game is also designed for solo play.

And it's ordered.
  #293  
Old 02-08-2009, 09:42 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by Sporophyte View Post
And it's ordered.
We should take a count as to how many people ordered AH because of poetfox's LP.
  #294  
Old 02-08-2009, 09:59 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Tomm Guycot View Post
I want a complete CT character deck please. Then I want 3 different time period boards (gates open in all three but only need to closed in one, except for special cases where you have to be lost in time and space in order to reach a new time). This would, you know, balance the Godlike character sheets. I want CT horror, stat.
I've finished most of the main cast. Let me tweak a bit and I'll post them all up.
  #295  
Old 02-08-2009, 10:39 PM
sraymonds sraymonds is offline
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The Arkham Horror Wiki seems to have a few stubs in there, and I'm tempted to jump in there and punch up some entries.
  #296  
Old 02-09-2009, 01:36 AM
mr_bungle700 mr_bungle700 is offline
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I love that this thread still gets updated.

It is legend.
  #297  
Old 02-09-2009, 01:45 AM
ChefCthulhu ChefCthulhu is offline
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So the Second Season of the Arkham Horror league is getting ready to get started.(http://new.fantasyflightgames.com/ed...s.asp?eidn=379) If anyone in the Northern Va/DC area wants to form a team for the challenges let me know. Otherwise I'll likely solo them or duo with the SO.
  #298  
Old 02-13-2009, 01:44 AM
SpoonyGundam SpoonyGundam is offline
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Quote:
Originally Posted by Nich View Post
My innate -1 Sanity damage meant I could cast those spells for free, AND the Skill I drew was Expert Occultist, so even if I screwed up a Wither cast I could just try again once.
Sadly, the ability doesn't actually work like that. I thought it did too when I started playing.

The rules in one of the expansions clarifies that the "Sanity losses" bit is different from the Sanity costs of spells. So Harvey won't lose any Sanity from spilling a bottle of ink at the newspaper or from failing a horror check against a Byakhee or whatever, but he does spend the Sanity cost for spells.

There's an investigator in the Kingsport expansion that does reduce the Sanity cost for spells, though.
  #299  
Old 02-13-2009, 02:00 AM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Nich View Post
Ahhh... yeah, I thought that seemed to be too good to be true for what was obviously a spellcaster type. Mind you, it would help if they'd clarified that in the actual rules and not the expansion rules. ;P
I think it's in the FAQ somewhere, too. Recommended reading for any Fantasy Flight game.

Edit: Weird, the standalone FAQ isn't on FFG's site anymore. If anyone needs it, PM me with an e-mail address; I've got it. Otherwise it's in the back of the Dunwich Horror rules. And then there's more in Kingsport.
  #300  
Old 02-13-2009, 02:08 AM
SpoonyGundam SpoonyGundam is offline
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Quote:
Originally Posted by Nich View Post
Ahhh... yeah, I thought that seemed to be too good to be true for what was obviously a spellcaster type. Mind you, it would help if they'd clarified that in the actual rules and not the expansion rules. ;P
It would have! There are some other relevant things to the original mentioned in the errata in the expansion rules, but I'm pretty sure those are actually accurate in the newer printings of the game. Harvey's ability is still vague enough to cause confusion, though.

But Daisy can be pretty boss if you ever pick up Kingsport. The last time I played, my roommate picked her and I drew the goddamn Necronomicon as one of my starting items. I pass it and a Motorcycle off to Daisy to cancel the movement penalty of the book and, hey! A chance for a free spell every turn!
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