| Register Now | |
| My Points | |
| My Games | |
| Page 76 of 77 (1152 messages) | « First page... 74 75 76 77 ...Last page » |
The design is good, but it seems like the Ancient One's effects are all kind of seperate from one another, and there's not a lot of synergy between them.
It definitely still works, but it seems like there should be a money-based interaction with the cultists.
The only major problem I see is the combat modifier. Ancient One combat modifiers don't generally exceed (-6) because any higher and the investigators won't really have a reasonable method for fighting against it, especially since the Ancient One's attack only allows for at most about 3-4 rounds of combat. This Ancient One, in my opinion, is almost literally unfightable. The attack penalty is already pretty severe, but given the nature of this Ancient One it seems like his natural modifier should only be a (-3) or maybe (-4), probably with Physical Resistance or Immunity (Complete dominance over the material world, as an avatar of Avarice)
My Custom Creation Library - Lots of content created, previewed,adjusted for balance very regularly.
His modifier and attack are both easier than Alatch Natcha. AN has -5 but magical+physical resistance, which will overall give you less dice than plain -7. Also AN's attack is also much more severe. And if that isn't enough, AN's slumber ability is also mile more difficult than mine. So as you see, Yegga-Ha is easier than AN in every single way. Not to say he's an easy AO, but everything is relative.
As for synergy, you're right. Wait for my next post.
Without Signature
Tried to download this but got a "Download permission denied by uploader" message.
A baby is the human race's way of insisting that the universe give it another chance.
Hi Everyone,

It's a relatively interesting idea, but you can manipulate X in the final battle fairly easily, especially as some of the weaker monsters gain endless and will keep popping out of the cup indefinitely. What about drawing X monsters, where X = 6 - seals in play, then totalling the toughness, as well as giving the Ancient One the abilities of the monsters drawn (e.g. If you drew a Ghost, it'd get Physical Immunity)
Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
Here's a few things regarding Shaurash-Ho:
"All monsters move to the nearest investigator in a street area or unstable location." - That's a very aggressive clause, but it might be okay since the Ancient One doesn't actually do too much else (namely, this ability is strong enough to compensate for a lack of other abilities). That being said, you need some clarification text for it.
First, when do these monsters move towards players? Is it "for any time they would move normally, they instead move in this special manner", or is it "every turn, each monster moves in this special manner"?
Second, to what degree are the monsters moving? Right now, I'm assuming they just drop onto players from their original location similar to how a flying monster would from the sky, which makes the ability just flat out brutal. However, there's the possibility that the monsters move normally, but instead of white or black they simply move towards the nearest investigator.
These things might be obvious to you since you created them, but for me who is reading it I can't actually tell when these interactions happen, and how they do.
"At the start of game, all investigators are cursed" - Hell no. This is ridiculously debiliitating, and in combination with the previously mentioned clause I don't see how investigators are even supposed to survive. Just for semantics, I'll create a scenario for you, and if you don't want to read it, skip to the bottom where I offer a solution.
Let's assume there's a 5 player Arkham game, and just for fun let's assume your starting party includes Rex Murphy and Sister Mary. By the start of the game, Sister Mary is unblessed and every other investigator is cursed (except Rex Murphy, since he already starts cursed). Since one of Sister Mary's only true strengths is that she starts blessed, she's now fairly crippled to being very below average, but that doesn't even compare to the other 3 investigators you've effectively made completely nonfunctional, and Rex Murphy is Rex Murphy so whatever. What's it going to take to come back from this situation? Assuming no one rolls their curse off, it will take 20 toughness in monster trophies and 4 encounters to shave off all the curses, and you would add 5 more and an additional encounter if you aren't playing with Sister Mary. This is also a condition you need to fulfill while being completely hounded down from all directions by monsters that you can't effectively get away from, and you certainly can't fight. TLDR: It's too hard, and not really any fun unless it is literally the Ancient One's ONLY ability.
What I would recommend is to forcefully curse only the first player at the start of game, or to have every player roll for the start of game curse. At least give the investigators a chance to fight back.
"-X, where X is half the toughness of all monsters on the table. 13 track, no resistances or immunities." - This isn't bad, but it's a little easy in my opinion. I'd recommend knocking it down to a 12 track and changing the -X to be "draw 3 monsters, and his combat modifier becomes half of their combined toughness". Unfortunately, I don't have any suggestions on his attack since I don't know anything about the creature.
My Custom Creation Library - Lots of content created, previewed,adjusted for balance very regularly.
Hi Shining Aquas,
Thank you very much for you comments and suggestions, hope you'll find this second version more balanced and playable!

So, Chthonians don't do earthquakes any longer, Hounds of Tindalos don't teleport on investigators in locations, Flyers don't fly anymore, Stalkers move like normal monsters, Fast monsters are slow and so on? And the Shadowy Figure don't eat clues any longer. Or did you intend to transform all black bordered monsters into Stalkers?
Plus: you said monsters have to move following the arrows. So, what happens if we have monsters on expansion boards with no investigators in? Do they move? Or not? Since they can't catch the train (according to your wording, they move one space / movement, so at a certain point they won't be allowed to enter the Bishop's brook bridge, for instance, because of the arrow leading in the opposite direction; plus the bus depot in Innsmouth and the Kingsport Station don't have any arrows leading to the main board), what happens then? What happens if the special movement of the Dark Druid is triggered?
Plus, the attack during Final Battle is based on terror level advancing (a la Glaaki). So, it'd make clever the design of the AO if his powers helped the terror level to boost a little. Like: "every time a Cultist is defeated, raise the terror level by one" (and with Endless cultists, you risk to cry blood before the game ends)
Finally, wording: "Warlocks [and so on] gain Endless". Full stop. No need for further clarifications.
(sorry, I see now it's a repost. I should have posted before :-/ )
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
Custom Arkham Horror material / Arkham Horror Fan Creation League Scenarios
Much better :-) Very last question: are you sure about the +1 doom for insane / devoured / retired investigators? Could be really heavy to deal with (if you're unlucky, this could mean +4 doomers in a single game, which means you're playing against an 8-doomer doom track, that can imply an 8-turn game, which is impossible to win by sealing unless you're very lucky with your starting items - read: Elder Signs flooding Arkham). Not saying you have to change this, just saying it requires a lot of playtesting to be sure it's feasible before final combat
Ok, that was my very last comment, I promise :-)
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
Custom Arkham Horror material / Arkham Horror Fan Creation League Scenarios

Thanks to you for fixing and posting countless times the AO!
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
Custom Arkham Horror material / Arkham Horror Fan Creation League Scenarios
| Page 76 of 77 (1152 messages) | « First page... 74 75 76 77 ...Last page » |