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Neph,
Quite a while ago now (I think it was two FFG forums ago) we had a discussion about horror checks in AI. The gist of this was that the rules would scale to different numbers of players better if players only have to roll one horror check per monster *type* during a combat (instead of per monster). So for example, if there are four ghouls and a witch, that’s two checks (one for the ghouls, one for the witch).
In the end you agreed that the rule would officially be changed to “one check per monster type”. However, I don’t think that the rule booklet has ever been updated to reflect this.
Cheers,
Chris
Thanks for the reminder. I’ve somehow lost track of my file which has the list of suggestions for updating the rules, so I haven’t done much with the rules since their release.
For now, by all means, house rule it. I’ve also added it as errata, above.
I really like AI, playing alone first, than in a RPG-like fashion with my gaming group.
Though I do not feel right with the time development concept.
1) strike bad and it goes really fast
2) go lucky and it will not move at all
I replaced it with cumulative subtime. You roll the dice at the end of the turn and add it to previously rolled. If you hit target or more, then time track advances and set the cumulative subtime to zero.
Math behind:
Original / mine / comment
with 4-6 development / target 6 / set so that probability at 2 round would be roughly same
1. round 50% / 16% advancement / better chance to stay with current situation first round
2. round 75% / 72% advancement / almost same ratio both systems
3. round 88% / 95% advancement / new system allows more then 3 rounds roughly just once per 20 time track investigation, old 2-3 times
4. round 94% / 99,9% advancement
5. round 97% / 7775:7776 advancement
6. round 98% / automatic advancement / old system could be stuck for eternity, though the odds are small (but on some dices…) new one advances after some time, no matter how lucky you are
Target for 5-6 should be set at 7, so at second round chances are roughly the same.
Target for 6 set at 9.
Target for 3-6 set at 4-5
Target for 2-6 set at 3
Just one more comment to the math mayhem above.
With 4-6 rolled advancement, you stay AT AVERAGE two turns in one place. But in half cases only 1. And sometimes much longer.
With cumulative system, you stay AT AVERAGE 2.14 turns in one place. So not a big change here (2 turns more through whole investigation…) BUT you make it mostly to the second turn and just rarely to the fourth.
Overall game time left same, randomness cut down a bit. (random nature on 20 samples can show its ugly face…)
French RULES can downloaded from the french Arkham wiki at: http://wiki.horreuraarkham.fr/index.php?title=La_Page_des_Créations
If anyone still update this website, please send me an email.
Disclaimer: I don’t own AH, I’m just drooling over it for now.
The multiple man fighting system makes sense to me, but when you are using AI as an expansion, why can you only use the multiple man fight in the streets? What’s wrong with mmf in the locations?
I can understand no mmf in other worlds, due to their other worldyness/mystic weirdness. But why not locations?
There is a brand new case book, just in french for now. Available at the french wiki:
http://wiki.horreuraarkham.fr/index.php?title=La_Page_des_Créations
Nephilim, are you still updating this website ?
I don’t know that “updating” is the right word. I’m maintaining it in the sense that if someone writes a casebook and asks me to add it to the site, I do. Sadly, there’s not been a lot of interest in writing casebooks, and my personal game group has pretty much moved on from Arkham Horror, so I don’t really have a testbed for making my own creations.
Did you write the casebook you linked to? If so, do you mind if I add it to the site?
I guess I somehow missed Carl A’s comment earlier. To answer your question, Carl, the rules state (I believe) that you can use the cooperative combat system in any location, not just in the streets. If you know of a place in the rules which contradicts this, (a) it is wrong, and (b) please let me know where.
Yes I wrote this case book. I shall translate it in english one of these days (hopefully not in such a long time). Please add it to the site. That’d be great.
Can you add the french rules as well ? (same page on the wiki
We are in the process of translating rl’yeh in french and I am writing a second case book (though, only starting).
If you write another casebook, I would be more than happy to test it
)
a brand new design for the vignettes by BukarooB:
http://wiki.horreuraarkham.fr/images/c/cc/Enquete_a_Arkham.jetons.pdf
Wow. I played AI Cthulhu last night with my regular game group and it was a huge hit. We all agreed at the end that this was the game we wanted when we first found out about Arkham Horror. I have been prevailed upon to write a mission for AI, and will be starting that soon.
The only concern we had was that the overall play seemed to be too easy. We played with 5 characters (Agnes, Tommy, Ashcan, Silas, and Ursula, and we just overpowered everything, and completed the investigation with relative ease. There was plenty of excitement, and we had a few trips to the Hospital and the Asylum, but overall we felt that there was much less pressure than in a normal game of Arkham Horror. In reflection today, I was trying to find out if I had done anything wrong in interpreting the rules.
I found one question regarding the rules that would have affected things in a major way: When in a Vignette, do you continue to move from paragraph to paragraph in a single turn, or do you simply do one paragraph per turn (per encounter phase)?
This would have slowed us down tremendously, and in the endgame sequence, we had two investigators with blessings who never had to roll for upkeep through all of the Vignette’s paragraphs, as there was never a clear end to a turn. Each paragraph told us to turn to another paragraph, except for a few in the main part of the game that specified that we should stay here until next turn.
I looked through the rules again today, and did not find anything that clarifies this. What is the proper way to play it?
Since I do not think Nephilim check this website anymore, I’ll answer: your turn ends when you moved to another cell of the same vignette or when you return to arkham. So you read up to the point where you move to [X2] and then you wait for the next otherworld encounter phase.
yes, please write a new book case (it is a lot of work but it is worth it !! strange eons is of great help on this). There are 4 in english, 2 in french (which we should translate one of these days
, more to come would be neat !!
I don’t commonly comment but I gotta admit regards for the post on this amazing one : D.
Hi,
just a question…
the encounter phase “in other world” stops when we moving from square to square ?
- from N1 to N2 example ?
or only when it is writen or when we return to arkham ?
thank you…
Right, when you change from N1 to N2, it stops and you have to wait for a new turn.
Bradly Wynn…
[...]Arkham Investigations » English Rules Version 1.3[...]…