I think this has been talked about before again and again, but I am kind of a new player. I just wanted to know if their has been a final word or perhaps official clarification or endorsement from Kevin Wilson or someone about any changes to at least make these big dudes beatable? Coming from someone with a very small mind
Final words on Quachil Uttaus and Tsathoggua?
Both of them are eminently beatable (read: sealable/closeable), Tsat easier due to the longer doom track, although not having access to the Science Building is annoying and not devouring people (which can be a plus).
I guess they are beatable in that respect, but I was meaning in regard to actually battling them in the final battle. Whilst some argue that having them unbeatable in the last battle makes for a different strategy, what difference does it make playing Azathoth? In that sense it just makes them seem like filler, really being shovelled out with little play testing just to add another number to the games' components.
All bashing aside (which perhaps I may have gone a bit too far in that last paragraph to other eyes), I was just looking to see if there has been any reply or official response to this conundrum from the higher ups… perhaps some commonly agreed on balancing modifier.
Of course, I could use house rules and change it myself, but just curious
…
In retrospect, I'm really just making a fuss about nothing aren't I? Oh god :/
They are designed to be nearly impossible to beat in final combat. Just make sure it doesn't come to that!
At the risk of being torn apart by an angry mob (of one), there's always Call Ancient One….
You can try CAO but I still think you'd be utterly wrecked.
SammyBoyFTW said:
In that sense it just makes them seem like filler, really being shovelled out with little play testing just to add another number to the games' components
QU is from the Innsmouth expansion, and AOs were getting pretty strange by then.
It's fair enough that there are one or two AOs which are unbeatable in normal circumstances, and which you have to come up with some kind of 'trick' to beat, i.e. acquiring all possible useful allies etc. Even then, QU is pretty much impossible, as has been discussed at length on these borads … but there's also some entertainment value in an uncompleteable challenge, i.e. you're just trying to see how many hit points you can knock off them before they kill you.
Walk said:
Paraphrased from General Zod: "Why do you say these things? When you know I will devour you for it?"
jgt7771: Because I know my replacement will carry on the fight (and they'll have my trophies).
Tibs: As I've said before, the variant whereby you can choose which investigators you start with allows for many exploits. In this instance, Harvey (or some other 7-sanity person), Daisy, Norman, and Lily. Daisy read Livre D'Ivon for Call Ancient One and gives it to Harvey, Harvey buys some weapons and goes monster hunting (and closes a gate and grabs a clue), Norman closes gates, and Lily tries to stay safe. Then, Harvey casts Call Ancient One with seven trophies and Lily and Norman knock Quachil into next week. Even if Norman's luck fails, Quachil won't have more than three Doom tokens, and enough clues will take care of him (although you might need to throw in Hypnos to ensure there are enough).
The whole purpose of unbeatable Ancient Ones is to thwart the strategy of just gearing up for Final Battle, forcing the players to close/seal Gates to win. Quachil Uttaus is almost a joke: immune to everything, no allies, and you're dead one at a time. It's obvious you're meant to avoid him at all costs.
There's a whole list of Ancient Ones besides these that I find unbeatable: Rhan Tegoth, Cthugha, Cthulhu, Yibb Tsstttssslll, Zhar of course---- and most of the others are nearly unbeatable (maybe cause I suck at strategy)