I think in that first short, 60-90 minute Mansions scenario, you start off kind of poor in the way of weaponry. Between Mandy, Pete, and Joe, we had one weapon to start with: a fire extinguisher. We gave that to Pete, who proceeded to bludgeon the ever living hell out of anything that so much as moved with it. Mandy later got a decent attack spell and Joe ended up with a knife – which wasn’t bad, because it seemed like his combat checks with a bladed weapon tended to be agility checks, and that’s his high stat with a 5.
Still. Joe felt like a liability because he’s a private eye who has mediocre lore and observation and will (I mean, one of those should be at least a 4, right?) It just felt like Pete was handling the combat roles with aplomb, and both he and Mandy were doing just fine with observation and lore checks…and both were funneling instill bravery spells and flesh ward spells at Joe to keep him from getting his fool self killed before they could finish the investigation.
What I think I really love about MoM is the way it gets the Lovecrafty bits about putting your characters through the grinder exactly right. When you come out of a scenario, typically your characters are carrying wounds or insanity or both and teetering on the edge.
Also love the way the game ebbs and flows. How you can go from feeling like “We’ve totally got this!” in one turn, to “Holy crap, we’re all dead” a few turns later, and then back to “Wait, we might actually win this thing…”…and it’s never felt particularly arbitrary when the game turns like that, and it provides you with opportunities to get out from under and still win, and slaps you silly when you do bad things.