“Float like a butterfly, sting like a bee. His fangs can't bite what his eyes can't see. Now you see me, now you don't. Yig thinks he will, but I know he won't.”
In a pure horror game, Nathaniel would be ridiculous. But Arkham is Pulp Horror, and pulp is ruled by the mean right hook.
In terms of similarities, Nathan has a similar card draw to Mark (assuming you get your gloves out), and a damage potential surpassing Zoey. NaCho loves punching enemies, and if you’re playing right, a great deal of your deck will help you do that. Unlike some of the investigators, your weakness can be solved with your greatest strength, it will just take longer. (Hopefully you have some instant damage and a 1-2 punch, or someone to evade Tommy Malloy.)
With a little creativity and a deep understanding of the action phases of the game, Nathaniel goes from cool to superlative. Not only can he do bonus damage in the investigator phase, he can counter-punch during the enemy phase, play a fast attack (get over here!) during upkeep, and Ambush during mythos. It’s unlikely you’ll be able to do that every turn, but in a three or four player game, those extremely tough bosses become viable to defeat. If you get your draws, Nathan is like having another half of a guardian.
When you don’t, things are going to get rough. With your gloves taking up both hands, either hope for bandolier so you can add another weapon, or rely on vicious blows.
Handcuffs can help you fill the gap. Like most guardians, you weren’t going to be hitting the books for clues, and your evasion isn’t superb. But sometimes, it’s easier to put someone on ice. Especially Malloy.
There’s nothing like going one on one with an Elder God, or throwing dynamite with that plus one damage aplomb.
Go the distance with Nathaniel, you’ll be glad you did.