Set Difficulty vs Scalable Difficulty?

By lazygenius7, in Mansions of Madness

I was wondering how interested people would be in having a scalable difficulty for each scenario? Seems like an easy enough thing they could implement. Several ways it could work:

-More/less punishing Mythos events

-More/less monster spawns

-Stronger/weaker monsters

-Better/worse rewards from successful exploration

-Better/worse starting items

-Harder/easier checks

-Harder/easier map setup (ie objectives further away from each other)

I feel like if they included scalable difficulty it could get us more mileage out of each scenario, especially as a challenging exercise, instead of just experiencing the story.

Thoughts?

You could scale difficulty by changing the number of investigators you play: timers will change, number of monsters spawning, and so on

I have tried the first scenario, we were 5 investigators and it was not very difficult at all...And now this scenario is no longer interesting, i know how it will finish. The difficulty was not very high at all, i'm not thinking the number of investigators change something very important.

The first scenario has something like 3 possible endings, so, after one playthrough it's difficult to know how it will end...

I've played the first scenario 5 times with different amounts of players, and ended up with such varied experiences, I definitely find it replayable. Different maps, different investigators, different choices. We've won some, lost others, and I've seen all 3 of those endings.

Since the app 'trusts' the players a lot you really can vary up your options. The less investigators the harder the games are generally, but you could also do something like 3 actions per player per turn and then every other Mythos phase you do two Mythos phases in a row. Essentially the same number of things on both sides but two Mythos events in row make it harder to recover from. If you are looking for easier you can obviously house rule something in your favor - make it an up front rule like - during Mythos investigators can't take more than 2 damage or horror. Or 2 total combined horror/damage. You could also say something like every 3 rounds, as a group we drop 1 item at random. You could randomly spawn fire after x number of rounds again setting that up at the front. Just some thoughts to help get ideas flowing. I tend to stay pretty close to the rules as designed, but have no issue making it fun for me and my group as needed.

I was wishing for different difficulty option from the beginning. Still do. I know I can house-rule stuff, but what do we have the app for? I also find it unacceptable that I can't manually choose the different scenario version.

The concept of the game is great but the end result leaves a lot to be desired.

I also find it unacceptable that I can't manually choose the different scenario version.

The concept of the game is great but the end result leaves a lot to be desired.

So true, a lot of people saying : There's a lot of versions

Ok, so I want to play to the other versions, i can't organize a play with same players and saying : maybe it will be different, maybe not. It's not a party game, we spending a lot of time in a scenario. Some people have not time for playing 5 times the same scenario, hoping it will be different. It must be different by choosing option for "end" already done.

Different maps usually start with a different tile

Different maps usually start with a different tile

Still, having to restart 3-4 times and then remember which starting tile you already played is not really an optimal solution. We're in the 21st century and it's an app we're talking about.

Different maps usually start with a different tile

Still, having to restart 3-4 times and then remember which starting tile you already played is not really an optimal solution. We're in the 21st century and it's an app we're talking about.

Yeah, but saying there's no way to tell if the map's new or not unless you play through the scenario is incorrect. Also, I don't see a great difference between remembering "I played map 1" or "I played the map where you start in the Lounge".

I don't think they didn't think of this; I think the inability of choose which map to play is a designer's decision.

People having problems with this should mail FFG's customer service (as others have done in the past for other app functionality issues such as no multisave supported) to make their voice heard.

But I concur is annoying seeding the initial items only to start anew if the map's already been played