Invisibility - I look at it this way: the invisible character doesn't want to be found - period. So if they find themselves stuck in a doorway, the invisible character will GLADLY let an enemy pass by and "through" them
Thanks for bringing that up about the Envelope X. Googling spoilers was literally the only way I was making my way through that and the GH sub (despite being one of the best and most helpful communities on reddit) will generally do everything in its power to convince you not to go that route. I feel fine about "cheating" on this one, and appreciate knowing there are other rebels out there!
For us, when a cultist summoning a skeleton causes them to die we place the skeleton on the space the cultist was on rather than an adjacent space. We pretend the skeleton summoned was the cultist's own.
If rules stand in the way of fun, go with fun and not with rules. There are numerous ways of making the game easier/harder if you want to. But in the end you are doing this to have fun. E.G. When deciding focus or movement for monsters we often let them be more intelligent than they actually are because we know what would be more inconvenient for us. On the other hand if a long and tedious scenario comes down to literally the last card draw from a modifier deck, we have decided to end it in our favour no matter what, since we do a bit of roleplay anyway (and if you feel bad about such a thing give yourself a penalty for the next scenario or less loot or whatever) My point is, don't be afraid to adjust this game to your playgroup.
My favorite house rule: Monsters that do something other than attack will focus a logical target. Healing monsters will try to get in range of damaged monsters, looting monsters will move to coins, etc. Makes the game feel more real and immersive when the monster AI is a bit less dumb.
Today I learned that we have been inadvertently house ruling invis. We allow you to invis in a doorway, but we still let monsters find focus and move towards it, even though they cannot get there. Have had it happen a few times that there is a pile of monsters clogging the doorway after the invis character moves out, so its kind of a two-edged sword in that case.
I think that allowing them to pile up can be a big advantage depending on party comp. if you have some good AOE you can really decimate a room that way!
We did personal quests, the ones that require you to do something in order to unlock a string of quests. After the character hits level 7 or 8, we just opened up the mission for personal quest and go for it. Also we made retirement optional. Some personal quests are way too easy and if you still wonna progress your character, you can.
A lot of my late game retirements I went back to familiar classes. Saved the bother of learning a new class for a few scenarios. We usually played with 3-4 though which makes unlocking classes easier.
invisibility should be treated more like a trap that deal direct dmg to enemies passing by. You could have cards that are "turn invisible, retaliate 3" and the common rule is that you deal that retaliate dmg to enemies who bump into you
That doesn't seem too broken, the weaknesses of summons is they can't open doors and they are lost. Do you use a lot of summons? Do you find they make scenarios take longer?
@@TheMexicanSuperman1 haven't played beyond Gloomhaven but it did sound like Isaac had regrets in making invisibility too strong and summons weak/costly. Did you have any house rule for auto kills? Those seem to break the deck modifier system and intentional miss possibility
First, thank you for your content. As someone new to this game and not accustomed to complex strategy games, your advices are invaluable. Now, about that puzzle in envelope X: For context, i play solo and it just happens one of my favorite character (The Brute) has the Vengeance Personnal Quest. I would really like to push this quest up to the end and properly retire this character. I also happen to love puzzle games (sudoku variants and other stuff of various difficulties). I had no idea there was a puzzle in there but i don't mind the small spoiler, it makes me more excited to get to that point. I would love to be able to solve the puzzle by myself without relying on an online solution. I understand by scrolling through the comments that there is a typo that make it confusing. Maybe other problems. My question is: Can someone points me to some way that i would be able to solve the puzzle as it is intended without just looking for the solution. Or is it irredeemably broken? Also, please avoid spoilers if possible.
Agree 100% on envelope X. I inadvertently spoiled it for myself when deciding if I needed to buy the “upgrade” for FH. I still held off unlocking it until we had all the clues, but some groups can beat GH without encountering all the clues - and that typo, yikes! If it were implemented well it would be one thing, but this puzzle is unfortunately poorly done and is a weak spot for an otherwise great game..At some point in the game’s life I think this has to become ok to talk about with proper spoiler tags.
Invisibility nerf is interesting. I wouldn't agree with avoiding city or road events again since some of them look like repeats but have different outcomes. I don't think it hurts to remove enhancement stickers but it is really more of an endgame quality of life improvement when you're not going to retire and everyone is usually fairly overpowered for the content.
I use a more... realistic... rule for invisibility. If an invisible character opens a door, the enemies draw focus to the visible players. But, if the enemies collide with the invisible character whilst moving toward the focused players, as in they HAVE to stop on the invisible characters hex, not before, or after. They engage that character, not the initial focus. This solves invisible player tomfoolery of any kind, and feels more... realistic... It doesn't make sense that an invisible player would even be an obstacle. The enemy doesn't even know they're there. Invisibility remains effective, so long as the enemy doesn't have to stop on their hex, and still means the invisible character needs to consider whether they actually want to open a door or not.
There is a Reddit post regarding definite changes that comes to Frosthaven. Maybe you could make a video about it :) Regarding invisibility I go with the post's recommendation: enemies can move through invisible characters and also can find focus that way.
Invisible characters acting as obstacles seems pretty easy to implement. Our house rule is only one character can go invisible per round, including the enemy.
I have an odd feeling that the main developer's idea of envelope X was to make something really bizarre and absurd, like to force you to face something you've never experienced in the game. Also it may become even a bigger problem if you play a translated version. Gladly we already started to use tabletop sim so we could keep 2 parallel 'investigations'. But in the end we solved it mostly with a help of a pure luck, cuz one of the insite ideas we took was from a person who haven't even ever played with us and was just randomly involved once.
I was using “house rules” without even knowing it. Which I found out while playing the digital version by myself. The battle goal of “never leave a hex adjacent to an enemy.” I’ve always moved but as long as I stayed adjacent to an enemy it’s acceptable. The digital version failed me on the BG when I moved around behind an enemy (staying adjacent for the move) Such a dumb interpretation. Maybe because it was a jump move, but still never moved a hex further away
Come and watch me play Magic The Gathering: Arena!! The BEST decks to beat the meta!! ruclips.net/channel/UCXFLYWi1sEIbgSb-kYvssJg
Invisibility - I look at it this way: the invisible character doesn't want to be found - period. So if they find themselves stuck in a doorway, the invisible character will GLADLY let an enemy pass by and "through" them
Thanks for bringing that up about the Envelope X. Googling spoilers was literally the only way I was making my way through that and the GH sub (despite being one of the best and most helpful communities on reddit) will generally do everything in its power to convince you not to go that route. I feel fine about "cheating" on this one, and appreciate knowing there are other rebels out there!
Not a single ounce of guilt lol
For us, when a cultist summoning a skeleton causes them to die we place the skeleton on the space the cultist was on rather than an adjacent space. We pretend the skeleton summoned was the cultist's own.
If rules stand in the way of fun, go with fun and not with rules. There are numerous ways of making the game easier/harder if you want to. But in the end you are doing this to have fun. E.G. When deciding focus or movement for monsters we often let them be more intelligent than they actually are because we know what would be more inconvenient for us. On the other hand if a long and tedious scenario comes down to literally the last card draw from a modifier deck, we have decided to end it in our favour no matter what, since we do a bit of roleplay anyway (and if you feel bad about such a thing give yourself a penalty for the next scenario or less loot or whatever)
My point is, don't be afraid to adjust this game to your playgroup.
Agreed, fun is ALWAYS #1
My favorite house rule: Monsters that do something other than attack will focus a logical target. Healing monsters will try to get in range of damaged monsters, looting monsters will move to coins, etc. Makes the game feel more real and immersive when the monster AI is a bit less dumb.
Today I learned that we have been inadvertently house ruling invis. We allow you to invis in a doorway, but we still let monsters find focus and move towards it, even though they cannot get there. Have had it happen a few times that there is a pile of monsters clogging the doorway after the invis character moves out, so its kind of a two-edged sword in that case.
I think that allowing them to pile up can be a big advantage depending on party comp. if you have some good AOE you can really decimate a room that way!
We did personal quests, the ones that require you to do something in order to unlock a string of quests. After the character hits level 7 or 8, we just opened up the mission for personal quest and go for it. Also we made retirement optional. Some personal quests are way too easy and if you still wonna progress your character, you can.
A lot of my late game retirements I went back to familiar classes. Saved the bother of learning a new class for a few scenarios. We usually played with 3-4 though which makes unlocking classes easier.
I do love the house rule of the option of retirement of a character once it hits level 9.
Especially on JOTL.
invisibility should be treated more like a trap that deal direct dmg to enemies passing by. You could have cards that are "turn invisible, retaliate 3" and the common rule is that you deal that retaliate dmg to enemies who bump into you
We really like controlling summons because that is the most fun!
That doesn't seem too broken, the weaknesses of summons is they can't open doors and they are lost. Do you use a lot of summons? Do you find they make scenarios take longer?
We ran into a lot of clogged halls with 4 players but it does seem more epic.
@@brianflansburg8934 they're pretty much the same time. It really helps the longevity of some classes
@@brianflansburg8934 otherwise, we have to do monster rules with summons and that's more thinking, so that'd take longer imo
@@TheMexicanSuperman1 haven't played beyond Gloomhaven but it did sound like Isaac had regrets in making invisibility too strong and summons weak/costly. Did you have any house rule for auto kills? Those seem to break the deck modifier system and intentional miss possibility
My group plays at Max difficulty but we can talk to each other about everything
That works!
First, thank you for your content. As someone new to this game and not accustomed to complex strategy games, your advices are invaluable.
Now, about that puzzle in envelope X:
For context, i play solo and it just happens one of my favorite character (The Brute) has the Vengeance Personnal Quest. I would really like to push this quest up to the end and properly retire this character. I also happen to love puzzle games (sudoku variants and other stuff of various difficulties). I had no idea there was a puzzle in there but i don't mind the small spoiler, it makes me more excited to get to that point.
I would love to be able to solve the puzzle by myself without relying on an online solution.
I understand by scrolling through the comments that there is a typo that make it confusing. Maybe other problems.
My question is:
Can someone points me to some way that i would be able to solve the puzzle as it is intended without just looking for the solution. Or is it irredeemably broken?
Also, please avoid spoilers if possible.
Agree 100% on envelope X. I inadvertently spoiled it for myself when deciding if I needed to buy the “upgrade” for FH. I still held off unlocking it until we had all the clues, but some groups can beat GH without encountering all the clues - and that typo, yikes! If it were implemented well it would be one thing, but this puzzle is unfortunately poorly done and is a weak spot for an otherwise great game..At some point in the game’s life I think this has to become ok to talk about with proper spoiler tags.
I'll find a way to get a vid out on it for sure, properly spoiler tagged of course
Invisibility nerf is interesting. I wouldn't agree with avoiding city or road events again since some of them look like repeats but have different outcomes. I don't think it hurts to remove enhancement stickers but it is really more of an endgame quality of life improvement when you're not going to retire and everyone is usually fairly overpowered for the content.
I played Pandemic Legacy, and I completely understand the urge to rip those cards in half. Thank goodness we play on TTS.
lol resist the urge!!!
Why do you suggest not to rip up the cards? 🤔 In case I want reset the game at some point in the future?
I use a more... realistic... rule for invisibility. If an invisible character opens a door, the enemies draw focus to the visible players. But, if the enemies collide with the invisible character whilst moving toward the focused players, as in they HAVE to stop on the invisible characters hex, not before, or after. They engage that character, not the initial focus.
This solves invisible player tomfoolery of any kind, and feels more... realistic... It doesn't make sense that an invisible player would even be an obstacle. The enemy doesn't even know they're there. Invisibility remains effective, so long as the enemy doesn't have to stop on their hex, and still means the invisible character needs to consider whether they actually want to open a door or not.
There is a Reddit post regarding definite changes that comes to Frosthaven. Maybe you could make a video about it :) Regarding invisibility I go with the post's recommendation: enemies can move through invisible characters and also can find focus that way.
Invisible characters acting as obstacles seems pretty easy to implement. Our house rule is only one character can go invisible per round, including the enemy.
I have an odd feeling that the main developer's idea of envelope X was to make something really bizarre and absurd, like to force you to face something you've never experienced in the game. Also it may become even a bigger problem if you play a translated version. Gladly we already started to use tabletop sim so we could keep 2 parallel 'investigations'. But in the end we solved it mostly with a help of a pure luck, cuz one of the insite ideas we took was from a person who haven't even ever played with us and was just randomly involved once.
I was using “house rules” without even knowing it. Which I found out while playing the digital version by myself.
The battle goal of “never leave a hex adjacent to an enemy.” I’ve always moved but as long as I stayed adjacent to an enemy it’s acceptable. The digital version failed me on the BG when I moved around behind an enemy (staying adjacent for the move)
Such a dumb interpretation. Maybe because it was a jump move, but still never moved a hex further away
I play GH two player and we do not hide battle goals. Coop after all.
There are a limited number, eventually you get a good idea of potential options. What's your goal with more open information? Just easier perks?
No, no, no, no, and hell no!!!!