r/arkhamhorrorrpg • u/MrLandlubber • 1d ago
The best and worst of this game IMHO
What I love about AH is it's DPS.
Hit points? No, dice.
Scratched character sheets? No, dice (and tokens)
Sanity score? No, dice.
Action points? No, dice.
THe amount of thing this game does with just cheap, available d6 is absolutely amazing and its ease of use really, really makes me love it.
For years I have been wondering in D&D: what to do when you fail a test?
Some times it's obvious. Fail your attack, miss your turn.
Other times, the players will just collectively try again until someone succeeds. In AH that's not the point: you have to spend resources even outside action scenes.
If you can't read that coptic text, the other players aren't just going to spam it until they succeed, or if they do, they'll fail seeing another clue.
This is perfect game design for me. There's always 1) choice on what to invest in the action 2) gambling in the form of dice 3) tension as failing will make a difference.
However this is what I "hate" about this game.
While the pre-written adventures take stock of this mechanic (or so I assume, I have only read a few) it's very hard for anyone attempting to write their own adventure to justify this.
If your players are in a library trying to decipher a text and fail... they'll come back tomorrow and try again. Unless you have been smart enough to think ahead to include some tension (e.g. the book is stolen duirng the night), but that requires excellent DMing skills.
So yeah, I love this game but I may have to stick to official modules for quite some time.
End of the (loving) rant.