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Subject: Dead 2-player role combinations? rss

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Are there any 2-player role combination that would make it nearly impossible to win on a difficulty where we on average have a win rate of 50% or so?

I play games with just my girlfriend, so while waiting for the game I'm a little worried about how well it will scale down to two random roles.

I wouldn't mind collaboratively drawing 3 role cards and choosing 2 for us to play, but I also wouldn't want to make the game unnecessarily easier or less varied.
 
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Reverend Uncle Bastard
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Th334 wrote:
Are there any 2-player role combination that would make it nearly impossible to win on a difficulty where we on average have a win rate of 50% or so?

I play games with just my girlfriend, so while waiting for the game I'm a little worried about how well it will scale down to two random roles.

I wouldn't mind collaboratively drawing 3 role cards and choosing 2 for us to play, but I also wouldn't want to make the game unnecessarily easier or less varied.


There are a few combinations that are very effective (dispatcher and containment specialist is one), but almost any two role team will have a shot at victory. Well, as much of a shot as anyone given how tough this game can be
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reverendunclebastard wrote:
Th334 wrote:
Are there any 2-player role combination that would make it nearly impossible to win on a difficulty where we on average have a win rate of 50% or so?

I play games with just my girlfriend, so while waiting for the game I'm a little worried about how well it will scale down to two random roles.

I wouldn't mind collaboratively drawing 3 role cards and choosing 2 for us to play, but I also wouldn't want to make the game unnecessarily easier or less varied.


There are a few combinations that are very effective (dispatcher and containment specialist is one), but almost any two role team will have a shot at victory. Well, as much of a shot as anyone given how tough this game can be


Gotcha! Seems like it's the other way round. Then my variant would only result in us playing the stronger combo more often, which is not what I wanted to achieve. Thanks.
 
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Pwned Pawn
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I think the worst combo is Researcher/Scientist, because neither one has planes on their dice, only boats. It makes getting around to problem areas very difficult.
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It just occurred to me.

If you can beat the game with some roles, but cannot with the other roles, just reduce the difficulty when you draw the other roles.

This way you'll still get the challenge level you want plus will get to explore every possible role combination.
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Christopher Evans
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This game is also fun when running multiple roles per player. I find it is not as difficult to do this as with some other games. For this game and Elder Sign in 2 player games we always get two roles/investigators each.
 
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Devon Greatwolf wrote:
This game is also fun when running multiple roles per player. I find it is not as difficult to do this as with some other games. For this game and Elder Sign in 2 player games we always get two roles/investigators each.

Yeah, I know, but you can't identify with your characters as well when you play two of them, and on some psychological level some people will always avoid doing that, if possible. It's especially bad when you play in a team with two characters. I guess if you just played for the whole team, it would make certain sense: you would be telling the whole story, rather than from the perspective of one character. But when I have two characters and you have two, neither can we identify with them, nor we can even tell the whole story, each of us will be telling only half a story.

If that makes any sense. I don't play games with many people, but from online videos I know that, for example, Rahdo and Jen most likely wouldn't play two characters each in any game
 
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Christopher Evans
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Th334,

I understand what you are saying and can fully see your points considering loss of immersion and story. I believe it is a bit easier for me to stay immersed when running multiple characters as I used to play RPG's quite frequently and sometimes found myself playing multiple characters and/or DM'ing and running a character and/or several NPC's. Also, as I truly enjoy attempting to write I find that keeping differing perspectives for characters to be manageable. I do want to restate that I understand and can sympathize with what your are saying. As an example, I have friends who can't understand how I can can be actively invested in reading several (usually 5+) books at the same time and keep all the stories/information sorted. What confuses me about those same friends is that they can be invested in 10+ TV shows and not see the correlation...LOL. Anyway, I say again I understand you points, appreciate the discourse and conversation, and will quit rambling now. Peace be with you...
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Actually, we just played our first three games yesterday (one once on normal and moved to heroic, yay!) ... and we basically were just making group decisions anyway. The only personal aspect was rolling dice. The game is more at the Euro puzzle end of spectrum, so I think we can definitely put 3-4 characters in front of us and just take turns rolling dice for them, while making all decisions collectively We'll try that.
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Pwned Pawn wrote:
I think the worst combo is Researcher/Scientist, because neither one has planes on their dice, only boats. It makes getting around to problem areas very difficult.


Spot on. My wife and I play this quite a bit and the Researcher/Scientist combo wrecked us due to mobility issues. Bunching up meant that we couldn't reach distant threats, and spreading out (capitalizing on the Researcher's sample forwarding) still wasn't enough on Standard to salvage things. Not impossible by any means, but a spike in the wrong place can just ruin this pair's day.
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Pwned Pawn wrote:
I think the worst combo is Researcher/Scientist, because neither one has planes on their dice, only boats. It makes getting around to problem areas very difficult.


On the other hand it makes finding cures very easy (They don't need to be near each other for the researcher to pass stuff on to the scientist, while the scientist doesn't need to roll as well, and therefore can find cures with fewer dice). I think that combo would likely wind up either winning or losing fast.
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Gizensha wrote:
Pwned Pawn wrote:
I think the worst combo is Researcher/Scientist, because neither one has planes on their dice, only boats. It makes getting around to problem areas very difficult.


On the other hand it makes finding cures very easy (They don't need to be near each other for the researcher to pass stuff on to the scientist, while the scientist doesn't need to roll as well, and therefore can find cures with fewer dice). I think that combo would likely wind up either winning or losing fast.


Yup, I can support this, I remember winning on Heroic 2-player with this combo.
 
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