MustardTheTroops said:
avec said:
My mod for Hypnos: While Hypnos is in play, there is a -10 penalty to all skill checks.
My mods for Bast and Nodens: similar
Played with this last night. Hypnos. Lemme just say: it's very difficult. The only strategy I could come up with, once I realized I couldn't pass the gate closing checks without spending lots of clues (with McGlen) was to go to the Newspaper and look for jobs, then head over to the Curiosity Shop to shop for elder signs and sit and shop, or have encounters to let money build once it ran out. I lucked out and got an elder sign right as the doom track was half filled, but the streets were full of low powered yet-unbeatable monsters. I ran out, got through an otherworld (no critical checks required) got back and sealed my first gate. Then I ran into an Elder Thing. 6 Fight + 6 Tommy Gun = 12 -10 = 2 for combat check, and failed my first few, and he ended up eating my tommy gun. He couldn't hurt me, but I couldn't hurt him. Also, I couldn't evade. I wasn't sure what to do, so I just ended my turn. Luckily, a mythos card killed the elder thing for me. (Question: What do you do in that situation?)
Shortly thereafter, on my way back to newspaper (I lost my retainer) the doom track filled. Final combat was a brief affair.
My constructive criticism: The bonus to Hypnos seems rather more than offset by the penalty. Consider adding another benefit, or perhaps decreasing the penalty mod. I'll try again at -9, but I don't think it'll be a significant change.
Thanks for the feedback. I recommend that you play it 10 or 20 more times for the subtle complexity of the herald to sink in.