I have been lax on posting anything. Some of that is due to the Traveller CG needing me to do things right now. But, mostly, I think it’s because I’m not in the habit and my game playing is often-impaired.
I was going to post on one thing, maybe Shadowfist, until I realized I’m at a confluence point.
- Playing Shadowfist regularly and last session I realized how long this group has been playing
- Need to build decks for upcoming V:TES tournaments
- Played new HoR4 mod in a long time
- True Dungeon transacting
Let’s work backwards as all right-thinking people do.
I remain invested in investing in building a collection of tokens I don’t need. If only gaming didn’t have numismatics in the form of things worth way more than the coins I used to numis, it would be less costly. But, who cares besides my heirs? No, I got to thinking about how my perception of token usefulness has evolved.
Oh, I don’t want to state what I think is better of the 2017 stuff than I used to, as someone may actually read this blog and I might have some influence on market valuations to my detriment. After I finish getting what I want of 2017 tokens, I’ll look to post an analysis as I did with 2016 tokens.
Where I didn’t used to be into 2015 ultrarares, I now see how some are more relevant to someone who can’t restrain themselfs to just what amuses themselves. So, let’s talk about something I won’t impact in a way that is meaningful to me.
My non-wizard builds struggle mightily when it comes to choosing melee weapons, since melee combat hasn’t been a thing any of our group has cared about and, thus, we haven’t made any effort to acquire weapons. Now, if I melee, my preference is Barbarian for obsidian cannonage. So, one-handers are useless. But, Ranger gets shafted by having to double one-hand and Paladin might be silly and run a shield in melee for set bonuses. Still don’t actually care, but it would be an upgrade over +1.
Now, Boots of the Four Winds is just better (and only some $700 more expensive), but there really aren’t a ton of ways to increase ranged damage for non-Mighty ranged weapons. I have various builds, some sillier than others, where I want more ranged damage and aren’t going to STR-blast with a +1 Mighty Sling. Plus, everyone had to have this to make Four Winds.
I actually want one of these, now, for, uh, increasing ranged damage while also getting a to hit bonus over Bracers of Archery.
Before the news about treasure-enhancing Ioun Stones, this would not have been as all that. Absolutely fascinating to all right-thinking people is that this still isn’t good for my builds. I actually have significant competition on the ear slots … because that’s a totally normal statement in life. I don’t have much in the way of quality Ioun Stones. It’s also only two more slots, which means you are sort of netting one slot, which just seems bad. Now, if my ideas for INT, WIS, CHA increasing Ioun Stones get made and those attributes did more than increase Will saves, then I might start to care.
Is this or Gauntlets of Linked Fury better for Barbarianhood? I still tend to view stat bonuses over damage bonuses, though decreasing DEX isn’t trivial. I own one of these, so I’ve satisfied my brutishness.
Why do I value this more highly? Because someone who shall remain named Warrior bugged me about how this would be the best Bard instrument to pick up. I refuse to yield. I think a Bard airhockeying defeats the true reason anyone would want to Bard – hovering around other players and annoying them when combat is going on.
I didn’t realize til just now that it allows ranged attacks as well as melee attacks. That’s somewhat more interesting. Still, if I’m Barding, I want to be casting spells or, possibly, “abusing” my ability to cast more scrolls than any other class. We also don’t need it because we will someday perfect the perfect party of perfectness and name our own special TD runs using a little token called … auugghhh, not in the neck, not in the neck.
With one exception, I still have no sense of what HoR4 is about. The exception? It is the Mantisliest Mantisfest of all Mantisdom in my play.
I feel like mods are self-contained and don’t really stretch into new territory. So many of the mechanics changes have trivial impact to me, thus far, except that my Honor doesn’t really go up. Sure, if Glory did something, not having Glory go up would be different. I got an option to spend five favors to do something. Except, now that I have some idea what favors can be used for, I fail to see the desire to spend five favors on something that doesn’t really do anything I care about. Maybe if I was part of a group that found amusement in doing group mechanical things, I would feel differently.
I feel so much like I’m meandering. I’m also sucking. Yet again, I’ve played a mod with a bunch of INT rolls. I love the irony of my playing a moron in an INT campaign. Playing a non-Moshi in an INT, Mantis campaign. I rule like a fool.
I need to both capture the quintessential meness of my deckbuilding ways while also understanding that I’ll be in a metagame where I can’t just hunt until my inevitable victory. It can be something of a struggle as I seek to play a clan burdened with Dominate while trying to find a way to bleed effectively. Guess I’ll have to Presenceless vote or whatever. Graft Presence … wait, okay, solved my deckbuilding crisis!
I’m not expecting to play much in the way of pickup games, so there’s only so many decks I really need. Will single box it of probably seven decks.
What’s impressive about the Shadowfist group isn’t that we’ve played for years, it’s that we are consistent about play when people are not traveling or lack specific events that interfere. Weekly play is the tame of the game! Never antiremember this.
Now, because we did lose a player who hated our house rules, we have been playing more three-player games. Three player has been very different. For one thing, we are burning for power. Now, is that because people’s decks are not playing all of the standard power gen cards out of boredom or is it because you can’t keep your site structure as intact when only two people can stop you from successful attacks?
Then, games feel far more vicious. You kind of have to either wall up or beat down, rather than just hunting until inevitable victory. It’s a disturbing world of … of … aggression that violates all of my principles of game maiming.
We played three games Thursday. I played my new 7 Masters deck and it lost, thus breaking the stricture of the omniverse that 7 Masters can only lose to 7 Masters. I did cancel a Dance of the Centipede on my The Fox Outfoxed on a Haunted Forest duping a Mobius Gardens. Then, I played an old Warriors deck, which has sucked a lot more than it did early on. I just had dudes, which didn’t stop people who had other dudes but did prevent the player who didn’t dude much from winning.
Finally, I won the last game off the brutal power of an Exorcist in a Long Black Hearse, an Imp, and a Jian. I was dudechoked for when bids for victory could be made because I kept holding on to cards I never played, like Spirit Wrack, Poisoned Wound, and Underworld Coronation.
So, yeah, I do do things that are gamingishlyable. They just are kind of coin-flippish in consistency. Did I mention that I played Aztec Pyramid in one of those games and it supposedly influenced an opponent’s decision to play a card. Rule like a fool. Rule like a fool.