Whenever we play now, after having played the original for so long, we groan whenever we get one of the Dunwich weapons. Were these new crap weapons specifically intended to water down the offensive capability of players? Really, What’s with a magical sword that you get to swing once per round?
Why are the Dunwich weapons so full of suck?
Are you dissing on the Golden Sword? What the heck?
It takes up one hand and provides a +5 bonus. You're usually only in one fight a turn. So it really holds up very well.
-Frank
The weapons give a huge one shot bonus...so are best used to kill one big nasty vs. hordes of little guys.
jezuz christ... you must not play games a lot... better weapons generaly compensate trough penalties.
MrsGamura said:
The weapons give a huge one shot bonus...so are best used to kill one big nasty vs. hordes of little guys.
Yeah, and since the Ancient One is considered a "big nasty" I've heard the Carbine Rifle and Golden Sword being accused of being "too good" way more often than sparking a groan. You get to refresh those weapons between every combat test against the Ancient one. A character with a carbine and a .45 is pretty much guaranteed to blow up Nyarly.
-Frank
Negalith said:
Whenever we play now, after having played the original for so long, we groan whenever we get one of the Dunwich weapons. Were these new crap weapons specifically intended to water down the offensive capability of players? Really, What’s with a magical sword that you get to swing once per round?
::Blink blink:: ::laughter:: you're being ironic, right? A one handed plus five weapon?
I dont know about you guys, but nearly every game I play tends to find monster surges puting 3 or 4 cretaure in a single space. My group is often rendered paralized an unable to move because they cant possibly handle more than one or two creatures at a time with weapons that stop working.
Negalith said:
I dont know about you guys, but nearly every game I play tends to find monster surges puting 3 or 4 cretaure in a single space. My group is often rendered paralized an unable to move because they cant possibly handle more than one or two creatures at a time with weapons that stop working.
Nope, that almost never happens in our games. I'm surprised it happens to you, if you're using Dunwich.
Hit one - evade the next.... Next turn, take out the second.....
Perhaps we get more monster surges than most so far.. buts its really common for us to get 2 or three culsters on the board... particularley on gates of 5 creatuires that never move.. getting in those last couple gates is a REAL challenge. Even if the bonus lasted the entire firght it may help, but only the first roll. If ya dont kill the firt time... your really screwed the second try.
Negalith said:
I dont know about you guys, but nearly every game I play tends to find monster surges puting 3 or 4 cretaure in a single space. My group is often rendered paralized an unable to move because they cant possibly handle more than one or two creatures at a time with weapons that stop working.
Why would your monster surges cluster like that, it doesn't make sense. You know you're supposed to spread the surges out evenly, right? How many players do you play with? Even in an eight player game, monster surges shouldn't be such a problem (because it's not difficult to afford shopping for constant combat items in addition to temporary items for some of the tougher monsters).
The only reasons I can think of for clustering is that you have only 1 or 2 gates open at a time, or every mythos phase results in a surge.
Maybe you should change your play style a bit to let more gates be open at any one time so your surges spread out more.
dkw said:
The only reasons I can think of for clustering is that you have only 1 or 2 gates open at a time, or every mythos phase results in a surge.
Maybe you should change your play style a bit to let more gates be open at any one time so your surges spread out more.
Like I said, it doesn't really make much sense to me. Even in an eight player game where it would be possible to keep the number of gates open to one or two, there's no reason to think you wouldn't be able to afford to shop for better back up weapons.
Generally yes we do a pretty good job closing gates as fast as we can.. which means... there are genrerally only one or perhaps 2 open at a time. When you have 5 or 6 players... poof you get 3-6 critters on a gate each surge. If they happen to be in Dunwitch, where there is no monster limit, I've seen 8 crtters sitting on each of the 2 remainng open gates.
dkw said:
The only reasons I can think of for clustering is that you have only 1 or 2 gates open at a time, or every mythos phase results in a surge.
I've also see clustering -- usually due to monsters that don't move. I wonder too if it has to do with how you interpret the rule regarding "spreading out the monsters evenly" when there is a monster surge. I've always taken it to mean that you spread the new monsters evenly among all the gates, even it leads to there being a cluster of monsters clumping at a new gate. But I could see that someone could interpret it as meaning add the monsters so that after new ones are added they are evenly distributed. I prefer the former since to my mind the monsters are surging into Arkham from every possible source without being aware of what monsters are already present.
Negalith said:
Generally yes we do a pretty good job closing gates as fast as we can.. which means... there are genrerally only one or perhaps 2 open at a time. When you have 5 or 6 players... poof you get 3-6 critters on a gate each surge. If they happen to be in Dunwitch, where there is no monster limit, I've seen 8 crtters sitting on each of the 2 remainng open gates.
::shrug:: you should always prioritize Dunwich Gates for immediate sealing. Also, if you're playing a five or six player game, a one shot item shouldn't be a problem, just use it against a tougher monster in the stack and use backup weapons in case of failure. Wala.
Yeah, ricedwlit, the former method is correct, monsters that are coming onto the board don't care where already-present monsters are located. I don't see massive clumping as often as Negalith does, but it can happen, and it's not unlikely that the next few Mythos draws don't force any in the clump to move. My group tends to ignore such places entirely unless they have adequate Sneak/Fight to deal with the pile, and for us it's a rare pile that has absolutely no monsters with low Awareness.