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Mansions of Madness: Second Edition» Forums » General

Subject: A Minor Chage I'd Love to See rss

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Donny Behne
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There's a lot that's great about this design. I love the card damage mechanic, the app is really well done, the feel and ambiance is brilliant (if you aren't playing with sound going through a high end audio source, you are really missing out). There's one very small part of the app I'd change though.

When passing a test with a pass/fail mechanic (so not "X negates") I'd love to see the pass and fail results hidden with buttons to indicate you passed or failed. Roll the test, click pass or fail, read the results. It would add a layer of mystery and make things a bit more interesting. I know why they did it. From a gameplay perspective, knowing if you NEED to pass or can afford to fail will dictate if you spend clues or focused effects. But I also think the knowledge of the test informs that and forcing you to make the decision first can be very tense.

Anyway, all around this game is a huge success, that's just a neat thing I'd like to see. Definitely not mandatory, but perhaps a tick box that you can enable if you want to (think Dead of Winter Crossroads app, choosing to read options without results).
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Enon Sci
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+ Multiple Save Slots.

+ Undo button.

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Chris Rindfleisch
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I actually agree, since I always played that way as keeper in first edition. I would present the test, but I wouldn't say what the consequences were till they actually did the test.
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Allan M. K.
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Agree, my thoughts exactly after our first play through. At the very least some legibility improvements to the way the PASS/FAIL results are presented would be great. Breaking the paragraph up with a couple of linebreaks and bolding of keywords would make a huge difference
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T H
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I think this would be a good idea. Actually I kind of have a similar house rule, when I read the app to my family I don't read out the consequences or the pass conditions, just the test roll they need to make. I think it makes it better and no one has complained for a change since I let them know that's how I'm doing it.
 
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Bill Braskey

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Yes, just tell me the results after I either Pass or Fail.
FFG was probably trying to keep the amount of clicks as low as possible, but this seems worth the effort.
 
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Justin Colm
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The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. They may as well just do away with that whole mechanic as it would be worthless. I doubt it's ever even been considered.
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James Derbyshire
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Maybe we're a bit dim, but I'd really like a way to track who has had their turn. Turns are quite quick, but can be broken up by app and reading, so we keep forgetting who just acted blush and whether my turn was just before the Mythos phase or whether it's my turn now, or didn't I just investigate that, or was that last turn?
 
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Chris J Davis
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High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. I doubt it's ever even been considered.


Umm... Except that some tests in the app are already like this. blush
 
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Justin Colm
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bleached_lizard wrote:
High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. I doubt it's ever even been considered.


Umm... Except that some tests in the app are already like this. blush


Key word: 'some'. Not 'all' or 'the majority'. And generally they're trivial ones that can be attempted again for a successful outcome, not ones essential to killing monsters or countering / avoiding damage.
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Chris J Davis
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High Flying Bird wrote:
bleached_lizard wrote:
High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. I doubt it's ever even been considered.


Umm... Except that some tests in the app are already like this. blush


Key word: 'some'. Not 'all' or 'the majority'. And generally they're trivial ones, not ones essential to killing monsters or countering / avoiding damage.


But it has, at least, been considered (and implemented).
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Justin Colm
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bleached_lizard wrote:
High Flying Bird wrote:
bleached_lizard wrote:
High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. I doubt it's ever even been considered.


Umm... Except that some tests in the app are already like this. blush


Key word: 'some'. Not 'all' or 'the majority'. And generally they're trivial ones, not ones essential to killing monsters or countering / avoiding damage.


But it has, at least, been considered (and implemented).


Okay, I will amend my sentence: "I doubt having hidden success /failure results for all tests was ever considered".
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Justin Colm
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Norbert666 wrote:
Maybe we're a bit dim, but I'd really like a way to track who has had their turn. Turns are quite quick, but can be broken up by app and reading, so we keep forgetting who just acted blush and whether my turn was just before the Mythos phase or whether it's my turn now, or didn't I just investigate that, or was that last turn?


Use the 6 Symbol tokens, or any other type of chit. When you've taken your turn take one of the tokens. That way you don't lose track.
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Bryce K. Nielsen
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I really wish there was a clearer sense on the "time remaining". We never know if we're supposed to be rushing, or have a breather and can take some time doing more searches, etc.

-shnar
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Donny Behne
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High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results. The challenge of the game is just about right. Not being able to make informed decisions on when to spend your clue tokens would really unbalance it. They may as well just do away with that whole mechanic as it would be worthless. I doubt it's ever even been considered.


Hence why I said it would be nice if it were an option. If you were fine with the increased difficulty and willing to trade it for a heightened thematic experience, than you can turn it on. If not, don't. I'm not trying to change the game for everyone, just for those who would like it that way.


shnar wrote:
I really wish there was a clearer sense on the "time remaining". We never know if we're supposed to be rushing, or have a breather and can take some time doing more searches, etc.


I like this aspect. Less information means increased tension and a more thematic experience. All these seem like fun options to include that can be toggled on or off.
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Bryce K. Nielsen
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kelann08 wrote:
shnar wrote:
I really wish there was a clearer sense on the "time remaining". We never know if we're supposed to be rushing, or have a breather and can take some time doing more searches, etc.


I like this aspect. Less information means increased tension and a more thematic experience. All these seem like fun options to include that can be toggled on or off.

Yeah, but I wish there was some sense of urgency. Sometimes the game is good at suggesting "Hurry up" (Escape from Innsmouth did a good job with that), sometimes it's very quiet and you have no clue, only to find out BOOM! Ritual is done! Wait, what ritual?

-shnar
 
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Roger Edwards
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High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results.


I dont think that's what the OP is suggesting. You'd still know how many successes you'd need to pass, just not what the consequences of failing would be.
 
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Donny Behne
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cloud64 wrote:
High Flying Bird wrote:
The whole testing mechanic is undermined if players don't know what to consider a successful roll before finding out the results.


I dont think that's what the OP is suggesting. You'd still know how many successes you'd need to pass, just not what the consequences of failing would be.


I didn't read it that way, but definitely agree with this. You should for certain know what you need to succeed. What you won't know is whether or not you should spend clues to avoid the negative result. You might be fine with the result to keep the clues for something. That's the choice you have to make and why it increases the difficulty slightly.
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Arthur Peterson
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I hope they NEVER add an undo button. I'm afraid it would break the game, because then we'd find ourselves tempted to peek into a door and then undo if it looked like something we couldn't handle, etc.

Because there's no undo, decisions matter.
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Jan Tuijp
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zpeteman wrote:
I hope they NEVER add an undo button. I'm afraid it would break the game, because then we'd find ourselves tempted to peek into a door and then undo if it looked like something we couldn't handle


O, grow some will skill, please.

Seriously, I understand your concern but an undo-last-action button is really necessary. Sometimes you accidentally click or tap on the wrong spot and at present there's no coming back from that. That sucks. Even a limited set of undo-actions (say three or even just two) would go a long way to avoid disaster.

 
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ICE 0ne
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In Eldritch Horror, you're suppose to read up to a test or decision and then stop until it's resolved. I imagine that's the intent here, for whoever has the app to only read to the test. An issue arises when you project the app onto a tv and everyone can read the entire text. That's my reasoning for wanting to see it separated with pass/fail buttons.
 
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Chris J Davis
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ICE 0ne wrote:
In Eldritch Horror, you're suppose to read up to a test or decision and then stop until it's resolved.


That's not at all the rule in Eldritch Horror. I believe that's an optional rule in the RRG, but it's not the default rule.
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Todd France
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Jan Tuijp wrote:

zpeteman wrote:
I hope they NEVER add an undo button. I'm afraid it would break the game, because then we'd find ourselves tempted to peek into a door and then undo if it looked like something we couldn't handle


O, grow some will skill, please. :)

Seriously, I understand your concern but an undo-last-action button is really necessary. Sometimes you accidentally click or tap on the wrong spot and at present there's no coming back from that. That sucks. Even a limited set of undo-actions (say three or even just two) would go a long way to avoid disaster.


How about a confirm button (in a different spot than the option)? "You've opted to drop all of your items and run away. Is that what you really want to do?"

Sure, extra clicks, and makes it feel like playing "Who wants to be a Millionaire?", but could avoid some fatfinger errors.
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Edmund Cheow
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I wouldnt mind adding some sort of timer for the puzzles too tho.. adds to the suspense..
 
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ICE 0ne
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bleached_lizard wrote:
ICE 0ne wrote:
In Eldritch Horror, you're suppose to read up to a test or decision and then stop until it's resolved.


That's not at all the rule in Eldritch Horror. I believe that's an optional rule in the RRG, but it's not the default rule.


Under hidden information, it's "recommended" someone else reads the card so as not to reveal the results of passing or failing.
 
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