Application Change Request

By chico2323, in Mansions of Madness

As always, suggest making this an option as there will be people who prefer the current method of presentation.

During skill tests, hide the portion of text (of which quantity can be substantial) for the pass and fail sections.

Allow the player to perform the test and then click Pass or Fail.

This is beneficial in a couple of ways.

1) Reduce clutter of text

2) "Increase" flavour so players can not weigh pass count vs fail (this one is purely preference and thus this should be an option as opposed to a change)

I think this would be a neat improvement =]

If this were a video game RPG, I'd agree. But as a board game, it flows better with just one page for the whole interaction. That said it could be formatted better for quicker reading of key points from across the table.

Also, they already do what OP is suggesting for all narrative related tests. The only tests on a single page are the combat encounter effects.

Attack tests, horror tests, evade tests, and mythos effects. All those tests have something in common - they may affect more than one investigator at the same time.

Naturally, one of the investigators can pass the test, another one can fail it. I don't see a viable way to hide pass/fail effects in this circumstances. A "some have passed, some have failed" button could be added, but I think it's a clunky solution.
Another idea would be to hide the pass/fail for those attacks/mythos that can only affect a single investigator. I can't speak for the others, but I prefer consistency: Either hide pass/fail effect for all tests within a group, or show those for all tests within that group.

Comment above is reasonable and something I had not considered. An example would be the horror test which could not be hidden.

However specifically for combat tests (making attacks with various weapon types) I believe it's always handled by a single investigator where this feature could be utilized.

Good points above. I suppose that's the only case this would apply to: when an investigator makes an attack.

It could use the same interface as the 'hidden result' where you have to tap in the number of successes. Though I can see that might interfere with the flow of play, in exchange for a more thematic experience.

Good points above. I suppose that's the only case this would apply to: when an investigator makes an attack.

It could use the same interface as the 'hidden result' where you have to tap in the number of successes. Though I can see that might interfere with the flow of play, in exchange for a more thematic experience.

Yes, this could be implemented here. But I'm unable to tell if these would be a good choice. There are already some complaints along the lines of "I interact more with the app than with the board".

On the other hand some players (me included) would prefer to eschew the physical components and just make the whole thing electronic.

But how it's been executed, the physical components serve as a nice DRM system. It's hard to effectively pirate a game with that many physical components

All good points made. Can throw me in the boat that says it's fine to display both pass and fail results, but it should be formatted a little better so it is easier to just read the flavor text, the test, and the desired result without having to skim the full text. A few line breaks and/or color coding would help significantly.

My group and I play it that someone else reads the combat encounter text for whoever is performing the combat and doesn't reveal the results to them until after the dice are rolled and the number of successes tabulated (unless a choice needs to be made first of course). Helps keep the tension going and provides more interactivity for all involved. Obviously, this doesn't work for solo play, but if you are playing solo, it's just you and the app anyway.