
Don't write many reviews, but wanted to chime in on this one. IMO, Tommy Muldoon is a powerful investigator who isn't very fun to play, and I don't recommend him. The combination of Guardian and Survivor cards is pretty good (Yorick thinks so too), but he has a few problems that I think make him unenjoyable, specifically because I think he fails to fulfill his "power fantasy" (the thing you pick him and picture yourself doing/having fun with).
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The gun - You might think you want to build around Becky, but I don't think you do. It takes both hands so you're always using ammo for even the simplest enemies, and you don't REALLY want to reload her with your ability too much because you'll need that money to pay for your Allies. Which presumably is what you're playing Tommy for. It's also simply not worth the work for the just okay payoff, and cards you include to buff the weapon may not have enough other attractive targets. I'll get to that later.
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Rookie Mistake - in my opinion, this weakness is both punishing, and more importantly too directly interferes with Tommy being "fun". It is possible to play in such a way that the weakness doesn't affect you much, maybe discarding a Cherished Keepsake rather than your entire board, but until you can trigger your weakness you have to play sort of weird to prevent it from blowing up 13 resources worth of allies (which simultaneously makes your Charisma useless until you refill those slots). I'll probably get hate that it's "not that hard to avoid", and I actually agree if you play a certain way. But that's not the way you wanted to play when you picked Tommy. You might play an entire scenario without having your expensive assets tank for you - but then why Tommy? Special note that Rookie Mistake is particularly punishing for Beat Cop (2), Jessica Hyde, Agency Backup, and The Black Cat, because they take damage and/or horror to do their thing. All in all, I think this is a Weakness that you play around until you draw, and the way you play around is directly disruptive to the thing you want to have fun doing. If you don't play around it, it might undo 20 XP and 14 actions at once between resources lost and card plays. I think it was justified as being needed because Tommy can be very strong, but it kinda ruined it for me.
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The experience problem - There isn't enough experience in the world for Tommy to get what he wants. This is true for all investigators, but it's true to the point of dissatisfaction with Tommy. Stick to the Plan is as good on Tommy as any Guardian, and possibly better as he leverages that first turn Ever Vigilant very well. Unless you plan to only discard Mr. Pawterson, you probably want a couple copies of Charisma. The most exciting Allies you can fit in are things like Agency Backup, The Black Cat, and The Red-Gloved Man, but they're five each, and that doesn't include the Beat Cop (2) that you probably want. Even with all those things, you still don't have a weapon that costs experience (as I mentioned before), or other general utility cards that your classes can play. Trying to improve Becky is more experience. This gets worse if you try to add Drawing Thin in a post Taboo list world.
Tommy is a powerful investigator, and if you lean in to his Guardian and Survivor roots, you'll do fine to great for yourself. I expect comments on my review to say as much. But he didn't really deliver what I was hoping for, and I suspect others feel the same.