Hello,
Thanks again to those that answered my flying question last night. It was quite timely, as we played a 5 player game, and it came up more than once.
A couple of things came up, though, that we weren't sure on. Any assistance is greatly appreciated!
Upkeep:
- Blessings--Player rolled a 1. Insisted he could use a clue to re-roll. I'm thinking it's not a skill check, so no.
- Healing Stone -- Card says player gains 1 Sanity or 1 Stamina, but doesn't limit it to max. Should it be capped? I think there was something in the FAQ that he claimed he found, but I didn't see it.
Movement:
- Evade monster -- Can an investigator continue to move if he evades?
- Player comes back through gate, and a monster is there. Player successfully evades monster, and stay in location. Can the player still close the gate, even with the monster in the location?
Encounter:
- Similar to the Healing Stone thing--player was at max sanity, and had an other world encounter that said "Gain 1 Sanity." Can he exceed his max?
General:
- Skill checks -- If an encounter indicates a skill check like "Fight -1", does investigator get to use weapons, etc? My thought is NO, as it is not a combat check. But, the game seems impossibly hard if you play it that way.
- If your lore, for instance, is 1, and you need to make a Lore -2 check, you fail the roll. But, if you spend 1 clue token, do you get to roll 1 die? I'd say yes, since you accepted the initial result as a failed check.
- Just to clarify, Doom Markers ONLY come off the AO card if an Elder Sign card is used, correct? Using clues to seal a gate just gets the elder sign marker from the pile.
Thanks so much for assistance! As a group, we're really enjoying this one, but want to play it right! Incidentally, we won last night, though based on the questions above, you may agree that we may have gotten some unintended assistance...
! Okay, so it's harder than that of course. Personally, stat of 3 is what I'd like across the board for random skills checks, but most of the time you have to compromise, need more Speed to reach your destination, less Sneak, boosting Will for those checks, counting on your weapons to carry you through combats, which leaves you vulnerable for pure Fight checks, or bane of Dexter Drake, the need for high Lore, leaving him utterly useless come Luck tests. Usually I want as much Luck as I can in OWs (but still need to balance if you're counting on Spells for combat and what not), some Lore is nice in Celeano and Great City. Arkham is a balancing act. Once you get more experience under your belt, you'll start to feel what stats you'll need in particular locations/OWs. Won't be accurate all the time of course, thank goodness for randomness, but every time you do get it right, things are easier. Unless a skill check is of critical importance, I very rarely bother with Clues, so you fail a skill check, meh. If the failure causes a fully-laden investigator to be devoured or something, then Clues come into play, otherwise, I'll save mine for sealing gates.