1 or 2, agreed :'D
All-Expansion Dilution Solution
jgt7771 said:
Tibs said:
Okay, you seem to have really put your back into this. This has effectively chipped away at my wall to allow some of your rats in. I believe I will try this---first, without Innsmouth, then eventually with--and see what I think about "all expansions" then.
I suppose congratulations are in order, Tibs. You came at me with math instead of "oh, just do it!" emotions.
(But I'm going to change your "roll a 5 or 6" to "roll a 1 or 2". It feels a bit more thematic to draw from the more punishing "special deck" if you FAIL your "Mythos roll".)
I've been trying the no-Innsmouth version, and it's worked extremely well. Each time I've played I've had at least two gates open in Dunwich, and at least two Act cards. It really feels like I'm playing pure Dunwich and pure King in Yellow.
Do I usually do the "just try it" thing? I know I'm bad at testing a lot of things I make or suggest before submitting them. But when dealing strictly with probabilities, how good something looks on paper is exactly the same as how it works in practice.
Yeah, you can change the 5-6 to 1-2. Just make sure that the involved dice each have a 1/3 chance of activating the concentrated deck. I just chose 5-6 because people are more accustomed to looking out for those numbers instead of all other results.
The fact that the variant works to almost identical probabilities while using simply one or two dice with a 1/3 chance each is majestically poetic. And the -2 investigator handicap we'll recieve for using Duwnich, Kingsport, and Innsmouth together will actually be deserved!
Holy crap... It's going to be -2 now? Yeesh... Seven open gates ;') four monster limit with a three investigator team... I'm going to have to get used to that.
Avi_dreader said:
Holy crap... It's going to be -2 now? Yeesh... Seven open gates ;') four monster limit with a three investigator team... I'm going to have to get used to that.
And if you use both Dunwich and Innmouth together, the gate limit is increased by 1. So with a 3-investigator team, it's a gate limit of 9.
You pretty much have to use the variant now ![]()
Question to Tibs:
The ratios of Dunwich and Insmouth cards look fine. However, if I calculate correctly, the propability for an Arkham encounter is only 56% at this point. This could result in quite some emptiness in the hometown. 44% for the special deck is quite much.
Did you try to play with that distribution yet. What was the result?
Results with the non-Innsmouth version have gone well. At least two Dunwich gates opened each game. We drew one or two Act cards each time—and not merely near the end of the game.
The mod is to make sure that Innsmouth and Dunwich don't fall so far behind that the negative player and +1 gate limit handicaps feel like they're undeserved. Most of all the mod makes sure the Act cards remain a strong threat.
If 56% of the gates opening are in Arkham, I don't see that as a problem at all. Arkham has 11 unstable locations, and Dunwich and Innsmouth have 9 total. 55% of the unstable locations are in Arkham—seems like an appropriate match to me!
Tibs said:
Avi_dreader said:
Holy crap... It's going to be -2 now? Yeesh... Seven open gates ;') four monster limit with a three investigator team... I'm going to have to get used to that.
And if you use both Dunwich and Innmouth together, the gate limit is increased by 1. So with a 3-investigator team, it's a gate limit of 9.
You pretty much have to use the variant now ![]()
No it isn't ;') three investigator team with three expansions. -2 players. Hence, it's like a one player game. Hence eight gates. As for a gate limit of 9, with two or one investigator, there's nothing in the rules indicating that you can have a zero player team ;') so there's no reason to expand the gate limit. I'd say if you're willing to play under those crippling circumstances, you should probably play a custom variant or use a guardian (hypnos in particular).
Avi_dreader said:
Tibs said:
Avi_dreader said:
Holy crap... It's going to be -2 now? Yeesh... Seven open gates ;') four monster limit with a three investigator team... I'm going to have to get used to that.
And if you use both Dunwich and Innmouth together, the gate limit is increased by 1. So with a 3-investigator team, it's a gate limit of 9.
You pretty much have to use the variant now ![]()
No it isn't ;') three investigator team with three expansions. -2 players. Hence, it's like a one player game. Hence eight gates. As for a gate limit of 9, with two or one investigator, there's nothing in the rules indicating that you can have a zero player team ;') so there's no reason to expand the gate limit. I'd say if you're willing to play under those crippling circumstances, you should probably play a custom variant or use a guardian (hypnos in particular).
No, in the Innsmouth rules it says that if you are specifically using Innsmouth and Dunwich together, the gate limit is increased by 1. For a 3 or 4 investigator team, this means a gate limit of 9.
I'm going to start a new thread with my revised math so that it'll be in the first post. Currently people have to see page 2 for my revisal. Let's let this thread just sink. I don't want to be someone who spams the board with the same thing a bunch of times.
EEEEE!!! RULES POSTED?! WHY NO ONE TELL AVI?! IEEE IEEE! ::Eats own brain::
::Scribbles on wall with brain and blood:: DOOM