Picking VS Random Investigator

By Barl, in General Discussion

The two groups I play EH with like to get random investigators instead of picking, which is fine, though I do think it can ramp of the difficulty a bit. And the designers seems to agree, since the rulebook tells you to choose an investigator ;)

When i am playing by myself, I like to choose since you need to have a diverse team and with some AOs you "need" to have certain investigators.

So far I have this list:
Shub - Leo Anderson and Diana Stanley as my gatecloser/spellcaster since she is also good in combat.

Cthulhu - Silas

Yog-Sothoth - Akachi and more spellcasters than fighters

Yig - Leo again as well as an more fighters than usual.

Most of the time I play with 4 investigators and have 2 fighters, 1 spellcaster and 1 support character, sometimes I use Charlie Kane but usually it is another spellcaster with fleshward, bless and such.

What other Investigators have you found works well with particular AOs and how do you and your group prefer to pick investigators? I haven't got MoM yet, but I would like to hear about the new investigators and AO and what combos work both with the expansion and the base game.

There's a very good article about this (in case you're interested in reading a detailed analysis of the investigators) written by Eugenio on BGG. Here .

Sorry if I don't answer your question directly. But I like randomly picking investigators when I play solo (2 investigator solo).

I'm about to play a game with 4 other friends this weekend. I am thinking of a way to make it random, but with some form of choosing. For example, I believe I will let everyone pick what kind of career they would like if they were back in the late 40's.. And since no one else has played the game, every career will be related to a particular investigator (picking Politician = Charlie Kane).

...sort of a "roleplay" way of going about it.

I typically draw two random and pick one.

Yup, sorry, I pointed you at the thread, but never answered the question. I always go 100% random

I always go full random (except that the four investigators that were active at the end of the previous game are excluded from the initial pool in the new game).

Picking can devolve the game to auto-picking the best investigators and never seeing what else is on offer. Far better to deal two investigators per player and have the players choose from one of them. That way you still have some choice in the matter, but you get to see investigators you would not otherwise see.

We roll for 2 and choose 1.

We tried rolling for them randomly but now we play it via a cycle. When investigator defeated, one cannot use them for the next game, so as we go against each ancient one we eventually go through most of them until we run out then the game is lost. With more investigators now we yet to really try the method again, we are busy trying to set up a day where we can play all AOO in a single day.

We do it like this:

Pick (#ofPlayers+2) random Investigators, then hand them around the table, each player may choose 1.

Then, AFTERWARDS, we're rolling for our GOO (next game, we only roll among the remaining GOOs, though, so eventually we get to fight them all, sometime).

Investigator replacements during the game are ALWAYS drawn randomly. No choosing allowed here.

Edited by diceman2k4

I go 100% random unless I am with newcomers, then I let them choose one they like and then we shuffle a deck of investigators that go well with the investigator he picked and draw randomly.
We do this to make his game ''easier'', although we also try to get in trouble on purpose so he can feel the tension.

Edited by Etamrhat

I dont understand how you can win game against Yog-Sottoth where you need use a spell and you pick up randomly only fighters? Thst almost 100% lost! Or if you play against Yig… random means also 90% lost

Because winning against all odds is more fun (and more epic). :)

Me, I enjoy the Losses almost as much as the Wins. Somewhere in between all the failed dice rolls, there's always a good story to be found, and most certainly some memorable event.

Edited by diceman2k4

Random choice makes for a much more interesting game as you have that extra consideration of having to make the group dynamics work.

Bear in mind that for the game setup investigators are determined before the AO is chosen. You would always pick your AO based on the mix of Investigators you end up with.

Now if you are a real glutton for punishment then choosing both random investigators AND AO could set you up for an unwinnable game from the start.

Yes I like when game is hard. But to play game where is no chance is not fun. If you pick up random against Yig is almost 90% lost. Anyway if you have fun to play already doomed game up to you

My group always gets two random investigators and chooses 1 of them.

My group always gets two random investigators and chooses 1 of them.

We try this way in yesterday session. It is quite interesting! When you choose from 2 is better then 1 but still is limit you somehow so we lost in the end.

True, going random is difficult, but it's also interesting. Honestly., I understnd that part of the game is strategically selecting a good pool of investigators, but in the end I find this extremely limiting. I think a good boardgame should allow you different paths to victory, and thus technically every AO should be beatable by any combo of investigators. So, in the last year, I always go 100% random. I'm 70-30 with non-staged Mythos decks, so, I guess it's ok (but don't take my numbers as significant, since I play EH a lot less than other games, and mostly for testing, so, the numbers are definitely skewed)

With the large investigator pool and reduction of difficulty once MoM came out, I've gravitated toward using random investigator selection. I play solo with four investigators selected from a random pool of six (where, for additional fun, the six are selected from those investigators not used in my two most recent games). If anyone dies then I have to select from one of the original six. (When more than two die I finally get a free choice, but again, not from the two most recent games).

I find myself coming up with creative combos to cover the need for gate closing, clue gathering/generation, asset creation and monster take down.

Edited by ricedwlit

Hey guys I try random method and I fall in love within. Now you can learn some new teams combinations . Also is make game more harder and if I wonna go for more hard level I play with odd number. 3 investigators at random is good difficulty level

In our group we draw two investigators each and pick one. And usually we keep our choice secret until everyone picked an investigator.

That way we get some choice, but the group composition of investigators is still quite random.

If we have a large group [we had 7 ppl], I encourage everyone to try a character unfamiliar to them, There is a good chance that character will die and you can get your favorite next. If your character sucks eggs you can play with reckless abandon and at least be entertaining.

More complicated than it should be :) but...

New players: Randomly draw from a pool of investigators who don't start with spells.

Veterans: Randomly draw from whatever's left. Discard and draw again if you've played the investigator before.

Injury or Insanity: Pick an investigator who will help us win! :D