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[PA] Addressing major Hell Time Issues
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LuckyHastur
110 Posts
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April 20, 2020 - 2:25 pm

I think you have to stay in Hell Time at least 1 round, taking 1 round of attacks.

Also, when you exit Hell Time, you can only go to the start area.

Besides, you pop the Invasion Token when you enter Hell Time, so you have the Demon on the board in the farthest area.

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LuckyHastur
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April 28, 2020 - 11:03 am

How about this as a house rule: Instead of going into any unshadowed area, you either move to the start area (for an easier game) or you move to the area right in front of the Demon Lord (for a much harder game).

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Sandy Petersen
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April 26, 2020 - 10:21 am

I guess I never saw teleporting around the map by use of Hell Time as a major exploit, probably because

(A) it’s not useful on some maps

(B) it’s not useful against all Lords (as has been mentioned, even puny Baphomet discourages you from a Hell Time teleport).

(C) it spawns monsters from the Lord’s invasion token, which is often troublesome later on.

I do agree that on some maps, against some lords, it’s handy. I suppose in PA2’s rulebook I could instigate a rule to mitigate this (just as in the second-edition rulebook I plan to completely clarify the invasion token spawning!).

Suggestions on easy, rules-lite mitigation are welcomed and I WILL be reading this thread.

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LuckyHastur
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April 24, 2020 - 11:54 am

arubbo said
The phrases like “wasting Hero Turn” and “assume you roll well enough to kill the demons” make me think that there is still something you might be missing, or that you haven’t actually played the game vs these Lords and utilized hell in this way.

True, I haven’t played that way. When I go into Hell Time, it’s because I am going to attack the Lord. I do not immediately retreat.

Perhaps I am not clarifying myself well.

What I mean by “wasting a Hero Turn”: Your turn ends when you exit Hell Time, and moves on to the next Hero. So even though the other heroes get that free movement, you are not doing anything else with one hero. If you cannot tell how that is a bad thing, I don’t know how to explain it.

What I mean by “assume you roll well enough to kill the demons”: When you attack demons, you need to roll dice to see if you kill any demons. You could roll a bunch of 1s and not kill anything. Or maybe you can only kill Larvae when you need to hit a Fiend. You can’t really rely on dice, at least not without allies helping you.

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Anthony Rubbo
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April 24, 2020 - 11:22 am

The phrases like “wasting Hero Turn” and “assume you roll well enough to kill the demons” make me think that there is still something you might be missing, or that you haven’t actually played the game vs these Lords and utilized hell in this way. But, more importantly, it sounds like getting you to understand should be less of a goal for me than getting myself to understand that you just don’t look at this as a problem, and that is totally 100% cool.

Either way, thank you for your responses – they have allowed me to harden my case for it and add more reasons / examples. If the design team is interested in sealing up one of the few major bugs in an otherwise phenomenal game, this thread is available for their review!

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LuckyHastur
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April 24, 2020 - 9:33 am

I’m not saying Movement has no value. I just don’t think it has as much value that you’re are ascribing to.

In addition, yes, you could potentially jump to a spot, then take your turn, kill some demons, then move back to safety in an area behind you. That assume you roll well enough to kill the demons, but never mind that. The real problem with that is you are wasting one player’s Hero Turn just running into Hell Time and running back out.

Let me put it this way. This game is a sundae. It has ice cream, chocolate syrup, whipped cream, and chopped nuts on it. All of that combines together to make the sundae delicious (i.e. makes the game hard).

Now the nuts (which is the movement in this analogy) is not the most prominent or important part of the sundae, but it’s not unsubstantial either. It is the least important part of the sundae, but the sundae wouldn’t be as tasty without the nuts.

What you’re saying is, “I can pick out the nuts, so the sundae needs to be remade.”

What I’m saying is, “Picking out the nuts is harder that just eating the nuts, so why bother?”

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Anthony Rubbo
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April 23, 2020 - 10:50 pm

Movement is restricted to only 1-2 spaces, only once per round, and only on the player’s own turn. Movement must have value otherwise there wouldn’t be these restrictions. The rules of the mechanism provide large sources of this value at a cost dependent highly upon a variable external to the mechanism itself – the Lord’s Menace. If the cost is low (some Lords / situations), zero (Cthulhu / 4-6 headed Scylla), or negative (Asmod), then severe problems can occur.

Hmmm…what you’re missing could be surrounding the comment about spending Hero actions?

Leaving Hell, each player goes wherever they want to. If it’s within two spaces of hell, they get to attack, and move back into Hell, at zero cost.

If it is not within two spaces of Hell, fine, they still get to be wherever they want at the START of their turn, which has _immense_ value. They can attack in their space, and then AGAIN move, either to safety, or back to start, or in a position to aid someone, or wherever is optimal.

And, then yes, as you mentioned, on the last player’s turn, you can send everyone back to Start to get free resources at the beginning of next round if you wish. And/or if you like, leave the next Start player within two spaces of Hell so they can begin this again the following round.

I have explained the problem in terms of inherent mechanism balance, of granting free access to scarce resources, and of the benefits to starting your turn wherever you like. I hope it helps! If not, you might just have to play to see!

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LuckyHastur
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April 23, 2020 - 6:31 pm

If I missed something, I’d like to know. I just don’t think that the teleport is as powerful as it sounds.

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LuckyHastur
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April 23, 2020 - 6:27 pm

The crux of the “Broken” seems to be that the movement you gain from exiting Hell Time is too overpowered. But is it?

Let’s assume that Lord Asmod is the Lord for all of these maps. He’s the only Lord that provides a benefit to players, a random player gains 1 Luck. Which, by the way, isn’t that good. (And if player’s tie the d12 roll, won’t even happen.)

There are only three benefits for teleporting I can think of. 1) You could go to the start space and recruit, 2) You could move to an area that’s overrun with demons, and 3) On a map with different sections, you could move to a different action.

Let’s assume the best possible scenario. The player right before you is the one to start Hell Time, so your turn stats after the teleport. You gained the Luck from Asmod’s Menace/Reward. There are only 4 Despair Dice, and Invasion Token on the Lord’s Space results in 1 Gryllus and 1 Larvae.

I’m also going to consolidate the rounds in order to spin out the scenarios and keep examples simple.

First Scenario: You go to the start space and recruit. If you are Penrod Wallenstein, you could potentially grab the highest cost (and theoretically the best) Trooper without spending Courage.
Benefits: You gain 1 Luck and 1-4 Troopers, and if there are demon’s about to exit, you can fight them.
Downsides: Two more demons on the board, and you’d have to be Penrod for best results. Probably not easier than just moving back there normally.

Second Scenario: You go to an Area with demons you need to kill now. In our best case scenario there can at max be 2 Demons and 2 Larvae, and there cannot be a 4th Circle Demon. Let’s assume that there is 2 Grylluses and 2 Larvae. It’s pretty much impossible for any character to have more than 2 dice this early in the game. So you can only kill 2 demons.
Benefits: Gain 1 Luck, and you kill 2 demons, so you gain 2 Courage as well. If another player is there, you could kill all four.
Downsides: Two more demons on the board, and you’ll probably take damage on the Demon’s turn. If another player is there, the Courage bonus potentially lessened. (Since it’s likely you spend a Courage or two to help another character.)

Third Scenario: You jump to another section of the map. In maps like the Space Station or St. Petersburg, there are different tracks you need to keep track of. You could potentially jump into a different track and deal with the demons there.
Benefits: Pretty much the same and Scenario 2, with the addition that you are in a different part of the map.
Downsides: Same as Scenario 2, but you’re potentially facing down a huge line of demons. If another player doesn’t follow you, you’re by yourself and can’t be helped easily.

Let’s combine all the Scenarios together. You jump to a Starting Area in a different part of the Map, where demons are about to exit. Let’s make it even easier, there is a Gryllus and Larvae there only, and an ally follows you to an adjacent space.
Benefits: 1 Luck, potentially 4 dead demons (With 4 Courage gained). Now you’re on the other part of the map with a friend. Oh, and 1-4 Troopers.
Downsides: Two more demons on the board. Probably not easier than just moving there on your turn.

So let’s recap. At best, you get 1 Luck, 2 Courage, 2 Courage for your ally, and 1 to 4 Troopers, plus a net gain of 2 dead demons. This is assuming that all dice rolls go your way. (I know nothing about statistics, but it’s got to be less than 25% all together.)

I’d argue that is not overpowered. And even if you were to, say, go back an forth into Hell Time to gain Luck, 1) You’d be wasting a bunch of Actions for at most 5 luck, and 2) Luck’s not actually that great. At least, it’s not overpowered.

Luck is basically Courage except it can power 10 different gifts. Let’s go through them as see how “overpowered” they are. (All of these gifts need the player to spend 1 Luck to activate.)

Arcane Attack: Perform an additional attack. Pretty good, but potentially not as useful if you kill all the demons with a single attack. Also, probably not as useful as the initial attack as the lower toughness enemies are probably dead. But potentially could kill a 4th Circle demon in one turn.

Brevet Rank: Let’s everyone Recruit, no matter where they are. Really good, except you still need to roll a die to see what you get. Is a Volunteer on the fly really worth a Luck?

Brigadier: Gives you 4 points of Troopers in any Ambushes. That’s really good.

Fire Team: Let’s your Patrol Trooper attack during the Ambush Segment. Really good, if you have Troopers with you.

Frag Grenade: Adds a d6 to your combat per Luck spent, and you can spend up to 3 Luck. Really good.

Incantation of Raaaee: Instead of a normal help, you can increase all on an ally’s dice by 1. Pretty good, it increases you chance of killing a Gryllus from a two-thirds chance to one-half. (16.67% chance increase, if I’m not mistaken.)

Pray for a Miracle: If you die, you gain 1 Health. Seems really, really powerful, but the Doom still goes up. Still really good.

Saaamaaa Ritual (Seriously, what is with these names?): Reduces a double toughness demon to a single toughness. This is super useful, but really situational. Only the Cacodemons and 5 4th Circle Demons have double toughness.

Seal of Solomon: Let’s you move to another hero. I guess if you need to get somewhere fast, but it isn’t too hard to get where you need to. Obviously, it’s better on certain maps.

Sergeant: Increases an Ambush’s attack. Useful, if you’re in an Area with a big Ambush.

Wizard Eye: You can attack in any Area. Very Useful.

See, the most useful of these Gifts require Hero Actions to use. If you waste your Hero Actions going in Hell Time and taunting the Demon Lord, you’re not going to be using them too often.

Plus, it may not work all the time! Asmod’s Menace is that all players in the fight roll a d12. The highest roll falls under Asmod’s Control, and per his/its reward, they gain a Luck. No one falls under Asmod’s Control (and gains the Luck) if two rolls tie.

If you go in by yourself, you are guaranteed the Luck, but 1) you wouldn’t be “exploiting” the teleport, 2) you’d have to be close to the Demon Lord, which isn’t always the case, and 3) you’d waste your Hero Action. Entering and Exit Hell Time ends your Hero Action, so you’d have to wait until all the Demons move and attack before you can even do anything else.

So yes, you could get a bunch of Luck. If you don’t want to do anything else.

The best exploit I can think of is if you have the Incantation of Raaeee, you could jump into Hell Time, gain the Luck, and then jump to an area with an ally who’s going to attack and boost them. However, this tactic is 1) pretty situational, as the ally would have to be right next to the Demon Lord in order to use it every round, 2) the attack isn’t that more powerful, and 3) you’d have to hang out by the Demon Lord, which not only means you can’t Recruit, but also means the demons are their strongest. (Because when they march down the map, multiple attacks will lessen their numbers.)

Not really that powerful.

Interestingly, in my research I found 2 other Demon Lords could be “exploited’ in a similar way to Asmod.

Lord Humbaba gives a Courage for each Pestilence you exit Hell Time with, and his Menace assigns Pestilence equal to the number of players. In, say, a 5 player game, going in by yourself means you get 5 Courage! But also you’re poisoned 5 times over and will probably die.

The Spider Mastermind lets a player Recruit in any Area they exit to. Of course, every time you enter Hell Time, the SM gains an additional attack every round you fight it. Obviously, you do not want to enter and exit Hell Time over and over, or the SM will gain like 10 attacks a round.

I hope this clears everything up!

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Anthony Rubbo
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April 22, 2020 - 8:03 pm

Scylla (with 4-6 heads), Cthulhu, and Lord Asmod are some of the biggest problems, with Asmod being the worst.

The primary inherent Hell negatives I noted above – invasion tokens are not included (and, if you’re leaving mounds of invasion tokens lying around, it’s not going to go well regardless. The game is designed, from experience and what’s been written, for players to battle the boss throughout the game).

So, yes, one solution is to rebalance Menaces. I would have suggested that, except:
a) it is more work
b) it is more lines of errata
c) it constricts the design space If any further content is created

Best solution is to fix the mechanism by reducing its dependency on external game variables for its balance.

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LuckyHastur
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April 22, 2020 - 5:54 pm

So I was wrong about most of my points in my first post, BUT…

Looking at the Lords, all of them do Bad Stuff immediately when you enter Hell Time. The only three Exceptions are Asmod (Who gives a player a Luck.), Cthulhu (Who gives player’s Sanity Token, so if you take none you have to retreat immediately.), and Scylla (Who grows two heads. Potentially, if she has all her heads, nothing happens. Otherwise you’re are undoing previous progress) All other Demon Lords attack, or give you conditions, or summon more demons. Spider Mastermind INCREASES the number of times it attacks, and you cannot retreat from Stroma.

Not to mention, the Invasion Token still pops when you enter, so you have a new contingent of demons to deal with and/or more doom.

I don’t think all that is worth a free teleport.

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Anthony Rubbo
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April 21, 2020 - 7:49 am

Perhaps a cost of one doom per hero retreating before the first fight. Sending everyone to start may be too disruptive for normal play, and may not fully solve the problem in certain maps. You do not want to discourage frequent Lord battles, as that is a hallmark of the game. And in actuality I find it interesting (tactically and thematically) to portal through hell for personal use, but, at an appropriate cost.

My philosophy for house rules – they are there for personalization of your game, not for fixing. If something needs fixing, you try to help the designer and make it a real rule. That’s what I hope others do for my published designs, anyway.

This game is awesome – I have written a post describing the many ways. There are just a couple core engine rules that need to be addressed In a hotfix.

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gilbertguillen
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April 21, 2020 - 7:07 am

If you find it to much power gaming and it works, then add a house rule to avoid it.

I have 1 rule for myself so far, I made Dorothy only able to help as max as 4 times at a time right now, hoping Sandy to lower her power a bit for PA2, I will try to power game your strategy to see how it goes, maybe is to OP, maybe not I don’t know.

So far I see it as an easy fix, If you leave the lord without fighting, you can only retreat to the Start Area.

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Anthony Rubbo
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April 21, 2020 - 12:35 am

There must be an inherent negative to entering hell to counterbalance the free infinite movement points you receive for the entire team (and free Luck) by entering and instantly retreating. Invasion tokens popping and causing Doom is situational and independent of the core Hell mechanism.

The inherent negatives are:

– Menace (which for several Lords is not a negative, and sometimes a positive, as detailed)
– It costs a movement to enter Hell (however this is more than compensated by moving each member of the team independently wherever they wish, including yourself, afterwards)
– The player must end his turn (Remember you can attack before you move, so there is typically no loss)

If your argument is that there is no value to free movement (or free luck), I cannot help you there.

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gilbertguillen
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April 20, 2020 - 11:32 pm

arubbo said
Currently there is way too much utility out of just jumping in and out of Hell, using it as a massive teleporter. For some Lords there is virtually no downside due to lack of substantive Menace effects (e.g Cthulhu, Scylla), and for at least one (Asmod), you actually gain an additional benefit from jumping in and out on top of teleportation, and should do so on almost every player’s turn.

There are any number of ways of addressing this (a forced round of attacks, a doom increase if everyone retreats without attacking, etc.), but perhaps it can be rolled into the next official rule patch along with fix to Lord’s Movement. Could be a good combination adjustment, as one may make things slightly tougher and the other slightly easier.  

Mmmm, now that I have my copy on hand and give it a full check and 2 games, let me see your stance:

Teleporting, not really.

Let’s see your examples:

1. Chthulhu, Menace: You MUST assign at least 0-6 insanity tokens to each hero, if choose 0 for all yes, you can retreat, but WHY, you can’t hurt him, if you don’t attack him, if at least 1 hero gets 1 sanity token, all other leaves and he remains to receive a full attack from him, he rolled a 4 on his D4? that’s 4 attacks, he is dead, you have 2 more doom and Chthulu full health. The point stated makes no sense.

2. Scylla: Menace grows 2 heads, starts at full, so first time its no use, she is a 1 crown lord, anyways not super hard, but once again, enter to leave?? WHY?? you gain no benefit, she gives nothing if you leave, you still have a full Lord full of health, makes no sense to leave just to move somewhere else, to what spawn deamons???? if you spawn all well may be a little less dangerous, but means as well less courage for your team, less gifts, less everything on a time base game where you will eventually lose doing so.

3. Asmod: Menace. the controlled hero gets 1 luck, well still entering to leave for only 1 luck???? why???, same thing as with Scylla bro.

so strategy, entering to teleport to anywhere, let’s say its the first player in 3 player game, first player enters and brings everyone, he leaves, where there might be deamons, where that hero can’t act any longer, other heroes instead of fighting as well leaves and attack somehwere, and enters again, to again all players leaving, so final player can attack and move again to again leave??.

I may see this to thin ranks in the way you are pointing it out, but I see a flaw here, 1. to enter the lords area (unless a gift) you need to spawn all invasion tokens, probably gaining 1 or 2 doom in the process, you will have less deamons to kill at the very moment, BUT at what price??? probably you will continue doing this every round?? maybe will be useful, maybe not, what if you can’t kill cacodemons cause you have not enough dice initially, or fiends and start leaving the board scoring Doom, Legions play a good role to, that will be as well you will be facing the lord in the very very late game (increasing play time) but how many lord cycles you got??? a 4th circle demon can as well fuck up the team.

I would love to see a game you using that strategy and how you play it, to see at what extend it may be “broken”

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Anthony Rubbo
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April 20, 2020 - 11:58 am

Currently there is way too much utility out of just jumping in and out of Hell, using it as a massive teleporter. For some Lords there is virtually no downside due to lack of substantive Menace effects (e.g Cthulhu, Scylla), and for at least one (Asmod), you actually gain an additional benefit from jumping in and out on top of teleportation, and should do so on almost every player’s turn.

There are any number of ways of addressing this (a forced round of attacks, a doom increase if everyone retreats without attacking, etc.), but perhaps it can be rolled into the next official rule patch along with fix to Lord’s Movement. Could be a good combination adjustment, as one may make things slightly tougher and the other slightly easier.

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Anthony Rubbo
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April 30, 2020 - 9:00 pm

It feels like there is a strong philosophical design reason behind sending each person to wherever they wish coming out of Hell, and I don’t want to mess with that too much if you like it for the game (encouraging frequent Hell visits, thematic use of the “Gate”, etc.)

If that is the case, my best thought currently —

————

The Opening Hell Time Exchange: 

– Lord’s Menace, followed by Heroes’ attack

Each Hell Time Round after:

– All enemies attack, followed by Heroes’ Attack / Retreat (as normal)

I like this because it sets the stage nicely with an opening volley, and then each “normal” round STARTS with the Lord and his minions attacking first, which feels more thematically appropriate.

————

If you have strong reasons for allowing retreat before the first Lord attack, then instead:

– Doom advances once each time a Hero retreats from Hell Time without attacking.

————

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gilbertguillen
35 Posts
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May 2, 2020 - 8:09 pm

Why not a simple fix:

If you leave hell without fighting on the first helltime round, you can only leave to the Start area 

 

Just saying 

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