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Subject: Mechanics you would like to see added to EH rss

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Xelto G
United States
Ohio
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Personally, I'm puzzled that we haven't had any monsters yet with abilities that activate when an investigator moves onto their space. Certainly some of these creatures should have the ability to create traps, cause general panic, or something like that. I mean, we have "when summoned" abilities. Why not have a ghost-type creature that causes sanity damage when you move onto their space, or a number of hunting-style monsters that force an encounter on a roll of 1-X when you move onto them?
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Joe Crane
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Because then things start getting fiddly. I like my set rounds, action, encounter and then draw a horrible card and flip the table over set up as it is. I think they are trying to keep it pretty straight forward.
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Jason Carrington
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I would like to see things to try to make the stories a bit more memorable. I would pull on a little inspiration from risk Legacy or other campaign games. There would be a small envelope of 5 to 10 cards (relics, spells, etc.) that are "locked". During the game if you fulfill some some condition (like pass a specific test by at least 3) you will unlock a specific card as your reward. You would get the card immediately for that game and then at the end of the game the card would get shuffled into its respective deck so that you could randomly draw it in a future game without needing to unlock it again. Hopefully every time I get that card in the future I will think fondly of the character that unlocked it and the task they had to do.


If we go deeper down the what-if trail, I would like some events that say something like "Pass a Will check to close the gate and claim this card as Experience with Time Travel" The last part would be highlighted or something so that you could easily see it later. Then other event would be slightly different based on your past experiences. I get that there is a limit to what fits on cards and what players can track, but I don't like when my character goes on a crazy adventure comes out of it unchanged.
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aurelian
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As the decks grow larger I feel that some sort of deck "tutoring" or filtering effects could be useful to offset dilution. I'm thinking particularly of investigators trying to locate the right asset, artifact or spell suitable for the game situation.

So for example, effects such as:

- instead of gaining an asset at random, take the top 2 or 3 (of appropriate type) then choose 1 and discard the other(s).

- ditto with spells and artifacts.

- perhaps even allow the investigator to take any asset, spell etc. of their choice from the deck - as an occasional one-off effect I don't think this would too powerful.

- also some effect to re-use discarded assets would be neat, eg. select an asset from the discard pile (think Kerosene, Holy Water etc!)

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Mark Bauer
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Xelto wrote:
Personally, I'm puzzled that we haven't had any monsters yet with abilities that activate when an investigator moves onto their space. Certainly some of these creatures should have the ability to create traps, cause general panic, or something like that.


This seems kind of tricky, since in EH the investigators are always allowed to look at monster tokens. It's not really a trap if my investigator knows that, when he enters Rome, he cause a bad effect.

sthill46 wrote:
- perhaps even allow the investigator to take any asset, spell etc. of their choice from the deck - as an occasional one-off effect I don't think this would too powerful.

ugh... think about a fairly new player that starts to look through the asset deck to get the best item for his situation... This could take half an hour till he's through
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Xelto G
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Anduin wrote:
Xelto wrote:
Personally, I'm puzzled that we haven't had any monsters yet with abilities that activate when an investigator moves onto their space. Certainly some of these creatures should have the ability to create traps, cause general panic, or something like that.

This seems kind of tricky, since in EH the investigators are always allowed to look at monster tokens. It's not really a trap if my investigator knows that, when he enters Rome, he cause a bad effect.


"Trap" may have been a poor word choice. But you know how so many Arkham Horror enthusiasts keep showing up here and saying that the monsters have no effect on the game? Overall, I prefer EH's approach that you're not committed to fighting absolutely everything you pass by. But I also think there should be some exceptions. And I think there should be monsters that have a general effect on an area that doesn't necessarily involve combat.
 
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Kris Wolf
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Xelto wrote:
Anduin wrote:
Xelto wrote:
Personally, I'm puzzled that we haven't had any monsters yet with abilities that activate when an investigator moves onto their space. Certainly some of these creatures should have the ability to create traps, cause general panic, or something like that.

This seems kind of tricky, since in EH the investigators are always allowed to look at monster tokens. It's not really a trap if my investigator knows that, when he enters Rome, he cause a bad effect.


"Trap" may have been a poor word choice. But you know how so many Arkham Horror enthusiasts keep showing up here and saying that the monsters have no effect on the game? Overall, I prefer EH's approach that you're not committed to fighting absolutely everything you pass by. But I also think there should be some exceptions. And I think there should be monsters that have a general effect on an area that doesn't necessarily involve combat.


There are Monsters whose reckoning effects cause them to move and encounter investigators or deal damage to investigators on the same/adjacent space.

It seems very consistent with EH overall structure to relegate this to the reckoning effects.
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Zach

Austin
Texas
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I think it would be very cool if there were mythos cards or mysteries that would spawn non-played hero NPCs with very limited abilities. Like maybe you have to escort someone to a space to solve a mystery, or meet them within 2 turns to gain an artifact, or some such thing to add more of a story element to the board.
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Nathan McCullough
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Personal stories is a constant request I see on here, and I'd add that I want that back also.

I'd like to see air travel added in. Fly from one city to another on the same continent, but to get it requires an influence roll or something.
 
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David "Davy" Ashleydale
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It might be cool if some Monsters had sets of cards in the same way as Spells and Conditions. So, when you first put a Zombie token on the board, for example, you search through the Monster deck until you get to the first Zombie card and set it next to the space. Then, when someone encounters the Zombie, they have to flip the card and see if there are any initial effects they have to deal with.
 
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Zen Shrugs
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randomlife wrote:
It might be cool if some Monsters had sets of cards in the same way as Spells and Conditions. So, when you first put a Zombie token on the board, for example, you search through the Monster deck until you get to the first Zombie card and set it next to the space. Then, when someone encounters the Zombie, they have to flip the card and see if there are any initial effects they have to deal with.


Cool idea!

I believe that the next expansion (Under the Pyramids) will feature something along those lines for one particular kind of Monster:

Spoiler (click to reveal)
Abhoth's Cultists apparently have a Special Encounter deck (like the extra decks that Yog-Sothoth and Cthulhu have), so when you encounter one, you draw a card rather than resolving a normal combat.


It's not quite the same as what you're proposing, but it sounds like fun.
 
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Thibaud Dejardin
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2 things are really missing in the game:

-The personal stories from Arkham horror: They added a lot of theme.
-Nyarlathotep . My favourite Goo is not yet in the game. Sad. soblue
 
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