Crunchy Time

April 22, 2017

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.

  1. Playing Shadowfist regularly and last session I realized how long this group has been playing
  2. Need to build decks for upcoming V:TES tournaments
  3. Played new HoR4 mod in a long time
  4. True Dungeon transacting

Let’s work backwards as all right-thinking people do.

True Thalersink

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.

+2 Deadly Drow Blood Mace

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.

Boots of the West Wind

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.

Bracers of Supreme Archery

I actually want one of these, now, for, uh, increasing ranged damage while also getting a to hit bonus over Bracers of Archery.

Earcuff of Orbits

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.

Gloves of the Brute

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.

Widseth’s Mystical Lute

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.

Switching equipment.


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.


HoR4 – Early Read

January 11, 2017

While technically not caught up, I feel caught up on HoR4.

As a follow up to Courtier of the Ivory Throne, I’ve had various realizations.

First, I would have likely enjoyed my other most planned build early on in the campaign.  I’m really missing having an Intelligence of 3!  I guess it’s a good thing that I feel like Intelligence has been relatively useful so far in the campaign.  Plus, my other build is more efficient in XP expenditures.

I feel like I’m really scraping to do core things.  Now, after five mods, I have 18 skills, so that’s part of the issue.  I’ve enjoyed using various skills that I thought might be temporary, like Perform: Biwa.  That’s the thing I noticed when planning buys hundreds of points into the future, I was not allowing for doing fun things in the interims between major buys.

But, enough about my character, move on to characters in general, then move on to some thoughts on the mods generally.

In home play, I did great with Void 2 and Fire 2.  Some of that had to do with starting with 117xp.  But, a rather important difference between home play and living campaign play is that I know what my role is in home play.  In mods, I might be running with one group to be able to run for another group.  I feel very, very limited in functionality rolling Nk2 dice pools, having only two Void, and not knowing what skills I need to be better at for challenges.

Of course, the groups I’ve played with eschew Intelligence, so we are missing a brain.  Players don’t make obvious buys, like Investigation, which puts undue pressure on randomness or one PC.

Also, talking about largely starting characters and, often so far, small parties.  Sure, expertise is lacking, but so is versatility.  This will change to some extent.  But, it’s such a difference in feel from when I was rolling 8k5 or 8k4 in my core areas and leaving research to other party members.

Should I respect Void more?  My HoR3 characters had Void 3 right off or quick, so I never saw the Void 2 build in an unpredictable setting.  Void 2 might be far more challenging than I thought.  Also, my Void 2 play with a R-5 character was with someone whose highest ring was the Ka-Ching Ring, so I was abusing mechanics even while fighting the norms.

As I have my plans and I don’t know that V-3 will be more enjoyable for me, I’ll continue on with dumping on Void in HoR4 and see how it plays out.

As to the campaign …


I have no sense of combat in this campaign to this point.  In HoR3, I was surprised how much more fighty the campaign was than HoR2, which was massively investigative in my experience.  So far, couple token combats with one brutal mod and mods with nothing.


My lack of sense of the combat norm is in line with my lack of sense of what the campaign is about at all.  Seem to swing wildly from one thing to another, though I think it’s one of the mods that just seems like it would have fit better being around mod 20.  Couple of the mods are typical fare (also the mods I enjoyed more), highlighting different common concepts in Rokugan.

HoR3, for all that it eventually just stopped making any sense to me at all, early on, felt very coherent.  Early mods were underdeveloped, but they flowed reasonably well from one to another, and the campaign seemed to have themes.

I’m hoping the next mod establishes something about the character of the campaign, as, very much influenced by whom I’ve played with, this campaign seems to be the Yoritomo Campaign of Campaigns.

Getting back to my problems, I need to set my characters on paths to maximize enjoyment.  I may still find a hook to build around, but my previous “defining moments” tended to happen early on, even if Journey to the Burning Sands was Jun’s perfect mod, that was because he was already inclined to find it his perfect mod.

Being the only Honorable PC in my local group hasn’t really been interesting.  I’m also finding it hard to balance motivation to do particular things.

The other thing that helped HoR2 quite a bit with coherency was having mod series that were actually series.  I hope something is done to develop real series, like can have a Balishnimpur series where you actually accomplish something in Balishnimpur.


Because of the lack of consistent magic abuse, the need for combat efficiency is high, yet we still make terrible decisions.  As much as I’m not trying to build toward grappling, of the two fights that have mattered, one of them was an obvious “delay, Full Attack grapple” situation and I went for something else.

Window Shopping

Tatakisu is rich, yet I’ve hardly shopped at all.  That others I’m playing with are more into shopping than previous campaign parties may have something to do with my not getting as into it.  I even have in character interests and don’t look for trinkets related to them.


Certainly been funny.  I don’t know about the sustainability of humor over having some sort of goal.


Talking about campaign mechanics.  I don’t mind the Glory system, which helps prevent the “anyone not G-10?” problem.  I am not liking how Honor has worked so far, though, with too much encouragement to think in one particular way.  The favor system has yet to mean anything to me, so no opinion on it.  Crafting has been irrelevant to us.  Ronin survival was amusing but no longer relevant.  I do like how admin stuff is moved to the beginning of mods.

Don’t know what to think about certs that currently don’t do anything.  I found the sleeping swords of HoR3 just really annoying, as it seemed to promise something that only really mattered for core players.

At least it’s far easier to play things you want to play, like techniqueless schools.


I feel less clear on this campaign than either HoR2 or HoR3.  However, to be fair, I didn’t play HoR2 in anything like the release order, so some of the early mods weren’t so jarring as they may have been to other people.

I feel unclear on whether my main’s concept is going to pay off.  What I was seeing with all of my ideas was the need for kobuneloads of XP.  Probably a lot more fun to just start out closer to what you care about and be able to be freeform with XP, like was the case with all three of my HoR2 PCs.

Callout to Bill and Macy for hosting a weekend of Rokugan and providing oodles of Japanese food.  It’s a good thing to have a local group even if it’s also good to play living campaigns with a diversity of disreputables.

Courtier Of The Ivory Throne

December 31, 2016

So, I played my first Champions of the Ivory Throne module.  Not 00 because I’m not special enough to rate playing mods in order.  Though, I vastly preferred HoR2 to HoR3, and I played mods way out of order, only playing the intro mod very, very late.

I was thinking about how HoR3 turned out.  I may have said this precise thing, but what was such a let down with HoR3 was how my characters had no meaningful arcs, not just irrelevant to the campaign but the campaign was irrelevant to them.  Now, my alt did have some minor arc by marrying into the Crane and was just generally more fun to play.  My main was just muscle for parties – a joke became an ironic joke.

There are reasons for the difference in experience that have nothing to do with the campaigns and their structures and everything to do with who I played mostly with.  The question is:  can I find paths to go down that entertain me more in the absence of helpful other players?

Was there some way to have Moshi Shigeo be fun?  Too forced.  Too much focus on mechanics, with his “No, not a shugenja.  Not a Yoritomo Bushi.  …”  Or, was it really more of not enough focus on finding a hook?  Ikoma Jun had a hook, then Isawa Ryota ended up with some related hooks, not all of which required other players.

Miya Tatakisu still needs time.  But, am I overly focused on mechanics again, or, shall we say, since Miya Heralds have no mechanics, the lack of them?

Where I thought HoR3 was far too much bait and switch to where trying to care about what was going on only was punished, maybe this time I’ll figure out what CIT means to my characters.  What one thing can I leverage into campaign long focus?

Sunday and Monday is planned for more play.  Maybe have more read in a few days.

One thing about not playing L5R of any sort for a while is that I really feel out of a groove.  There’s a cadence to playing mods and there’s being comfortable with your character sheet that you play to strengths and remember your role.

I forgot a bit of psychology with my character that could have enriched the experience – don’t avoid risk, it’s boring.  I did already have one of those “amusing if you pay attention to what amuses me but not so much if you don’t care” moments.  Let’s just say I rolled Initiative … and then didn’t roll after.

I suppose I should be encouraged that Intelligence was actually useful in the mod, though it also generally frustrates me as I’d like to increase INT but can’t remotely afford it forever or until I stop planning my buys hundreds of points into the future and just impulse buy.

One thing I’ve got to get away from is how when I look at the mechanics of 4e, I see repetition.  I see grappling and no-dachi and shugenjahood and Reflexes and all of the other good stuff and am just bored with it.  Yet, I’ve played a R-5 bushi with Agility 2 and Void 2.  There is fun to be had in not doing the good stuff.  Maybe that was part of the problem with Shigeo – fighting the bad stuff of his school with good stuff, instead of just being really weird all over the place.  Tatakisu does go in for mechanical “this is something different for me and should be fun”, even if the first mod completely defeated what he was supposed to be good at.

On a side note, my local group is shugenjaless.  That’s so scary.  We may have to actually use good combat tactics and not suck at Perception, er, be amazing at Perception (somehow, with Water being one of my dump Rings) to compensate for lack of gods.  Well, HoR2 wasn’t all about shugenja in my play, so maybe I’m overparanoiding.  OTOH, HoR2 used 3/3r, where everyone was bonkers powerful if they knew what they were doing.

I won’t be playing my alt, Kuni Johin, for a while, but I should flesh him out for those rare times when I expect to play him.

Getting back to something, good tactics, here’s the lesson for today so that you get something useful out of this post rather than listen to me whine.  Understand stances.

Lots of folks do Full Attack wrong.  Your action options are incredibly limited.  But, that’s less of a concern than knowing when you should adopt it and when you shouldn’t from a “I want enemies dead but remain alive” standpoint.

Know the Initiative order precisely, even when there’s a single enemy.  Factor in that even in FA, if you have enough ATN and your opponent has enough WP, you may just end up getting missed, as what happened yesterday, when the roll against a comrade was a 16, but the -10 ATN was nullified by the +10 WP.

Are you making much use out of FA?  Do you need it to hit?  If not, are you calling Raises that really matter?

On the flip side, is it any worse than Attack Stance for the situation?  If not, +2k1 is a big deal.

The issue with Attack Stance is knowing when not to be in it.  Sometimes, you have to adopt it on round one because you don’t know if you will attack or not.  I’m still at the point where I have to spend a simple action to draw a weapon (which, by the way, almost no one ever requires of people running around with large weapons, oh, and yes, I didn’t say string a bow, I said draw a weapon for … reasons).  So, right now, still a lot of default to Defense.

Full Defense is just awful.  Yet, I thought about it … and dismissed it when I realized I still would need to draw a weapon before attacking.  It exists for those rare occasions when doing nothing is productive.  I might use this some if I end up in parties that just overpower the opposition, like was common in HoR2.  Again, if we don’t run with real healing, taking damage is suicidal.

Speaking of doing nothing, if I play properly, I should be using Center Stance far more than I ever did in the past.  I still need XP to get to the point where I can do nothing and do something next round, but I’ve got to plan out the timing of Center, including factoring in the Initiative bonus, including considering the possibility of using the +1k1+Void bonus on things besides attack rolls and damage rolls.

Well, the thrust and parry of this post wasn’t supposed to be everything about stances, so let me throw out a second lesson for the day while talking about playing a courtier in a shugenjaless world and the need not to explode into a fine red mist.  I need to pay far more attention to Void Point reserves and spending VPs on ATN bonuses at the beginning of rounds.

My common tactic may become:  “Center Stance, Initiative N.  Spend VP on +10 ATN for the round.  That’s it, let me know when round two is up.”  Now, that’s in the short term, where my Reflexes of 3 and lack of sturdiness are more relevant.  Eventually, need to switch out of this mode of thinking.

Though, much like being flexible with stances, being flexible with VP spending and maneuvers is … is … is what makes L5R 4e actually a far superior combat system IMO to most RPG combat systems.

So, lesson three, think about these things before you roll Initiative and have plans in place for how to play out combat.  Or, hope someone drops Be the Mountain on you and Paths you when you are feeling a might peckish, and don’t worry about sound tactics at all.

Building L5R Characters – Great Clans (Part Two)

September 2, 2016


Mantis Brawler (I’m down now, you’re down later.)

A complete punchmeister school.  Small weapons suck.  Punching in 4e does not.  Hands of Stone, race to Jiujutsu-7.  Never worry about someone taking your beatings away.

While already unexcited by unarmed experts in a samurai game, do we really need an entire school designed around being prone?

SR-1.  No longer penalized by being prone, except you have to squid your enemies.  I’m sure they will never just walk away from you.

SR-2.  If you know you are going to take someone out without 5 damage, always gain.  If you don’t know, probably not going to bother to use this.  Two star kind of ability.

SR-3.  This does hardly anything.  Around a zero point ability.

SR-4.  Get this late.

SR-5.  “Hey oni lord, let me roll near you and kapowie!”  Does something, just that the Tattooed Monk Fister gets to jump around and fist things, where you break dance to murder.  The former is somewhat more magic samurai, as sad as it is to say that a monk is more magic samurai.

Mechanically okay (because you totally run up to someone and roll around at their feet until you murder them), thematically just tiresome.  Actually, with low Honor, low money, some not terribly good skills, this is not a good PC choice.  It’s really a one shot session where the PCs have to deal with the pirate octopi.

Tsuruchi Bounty Hunter (Strangely courtierish.  Be a yoriki.)

Awfully focused, again, the theme of GC schools.  At least the skills and stuff are more generally useful than, say, a Mantis Brawler.  Actually, because this is reasonably suited to HoR play and (assumedly) home play, the abilities should get a lot of use.  In the Princess Police campaign, we were constantly going after someone specific.  As I find the Tsuruchi Archer School the most boring in existence as I cannot think of anything else to do but be good at murdering things with arrows (and dueling), at least this is somewhat less dull.

SR-1.  Limited.  Maybe two stars.

SR-2.  Isn’t this rather redundant to the SR-1 ability?

SR-3.  The amount of time you spend trying to get someone of higher authority to sanction beatdown could be quite funny.  Or, if you have an EM in the party, trivial.  Dazed is incredibly annoying, as is Knockdown – does push to a build with STR, AGI, and REF.

SR-4.  Good simple attacks.  Just think about a TBH that paths to Jade Legionnaire and hangs with an EM all of the time.  I fleshcutter/knockdown/daze you twice a turn.  Living a long row to hoe dream.

SR-5.  Even better is if your EM is a Bayushi Courtier.  How does this ability make any sense?  I study people, therefore I know your deepest secrets if I happen to recognize you?  Yeah, whatever.

Yoritomo Shugenja (It’s a shugenja … that isn’t totally bizarre.)

Tsuruchi/YS double stack for all of the sleezemeisters out there.  Don’t get Spellcraft natively.

Earth deficiency not good.  Can still heal and murder, still get Jade Strike at SR-2.  Slow to get Be the Mountain, though.  Thunder is not bad for FR.  Shifting weather is cool … or maybe hot … or unseasonally pleasant.

Moshi Guardian of the Sun (Almost not terrible.)

I really like the Moshi Family.  I actually kind of like the Yoritomo Family.  Despise, well, mildly despise the Tsuruchi.  Those are the only Mantis Families.  There are no others.

The technique is crap.  If it was just get +1k0 attacks or +1k1 ATN to Guardee, that would be sweet petunias.  To limit it to Moshi defense is just awful for play.  Shockingly, this is more of a NPC ability … almost like GC was intended to run a ton of weirdly specific and generally weird NPCs at parties.

Kitsune Ranger (Eh, okay.)

Hunting doesn’t suck.  Stealth in rural is not worthless.  Of course, this should be in the Lesser Clans supplement along with the Fox bushi school.

Son of Storms

See my kata analysis post about how awful this is.

Strength of the Mantis

What??  How about just moving away from the enemy and then shooting, like normal archers?  While I’ve seen the penalty occur, L5R is not up to handling tactical movement in such a way to coherently enforce the penalty.


This is one of those ancestors I’m all over.  I love strange abilities that might come up in play.  “Hold on, everybody, I’ll run into the burning building to rescue Timi-san while you murder Flaming no Oni.”  Unfortunately, I already did Moshi in HoR3 and the only ancestors I can imagine HoR ever using are the HoR2 type.

Osusuki & Akomachi

Pretty sweet, too.  I can see playing a Fox in a home game.


Void Versatility

It’s only 4 points.  You are a Greater God already, might as well be that much more broken.

Asako Henshin (Less broken than last edition.)

Ranks two and three are narrow.  It’s far, far less broken than the 3e/3r Asako Henshin.

I would be curious to see playing one in 4e just to see what it’s like, besides absurdly annoying in whether you can use a skill before the SR-1 ability expires.  I played one in Third.  That was some crazy shit.  I played in a mod with one in HoR2 and that was absurd – “I Earth zot you until you are fully healed.”  The only balanced thing about that edition’s version was that it made more sense to increase someone else’s Agility to 9 rather than my own, as I wasted too many rounds buffing before I 10k10+infinity attacked.  Anyway, off topic.

Asako Inquisitors (Too annoying to bother allowing.)

Requirements are annoying … not to achieve but to adjudicate.  Disruption is wacky, though stopping someone from a R-4 to R-6 spell is kind of worth doing.

SR-2.  Gee, encourage shugenja builds.

I don’t know that gaining one kiho for a rank is really all that.  I suppose that so many kiho suck means you don’t need a lot of them, just abusive stuff.

Elemental Legions (Am I gaining over normal Shiba-3?)

Sounds interesting, but is it?  Isn’t it a lot like the normal tech, except there’s strange nonfighting uses of gaining a rank in a skill?  It does say end of skirmish, so it doesn’t appear to work outside of combat.

Order of Chikai (Really, how much of this is necessary?)

More of the same.  Very, very sameish.  Just seems like I want to do cooler things than do the cool thing better.

Dance of the Winds

No.  Trivial.

Strength of the Phoenix

Yes.  See kata post.


So, two abilities kind of work against each other.  Really a matter of how restricted spells are in your campaign, where it’s probably never worth 12 points, but, maybe, you really want to overload on spells.

In PP, our party shugenja got to choose any spells they wanted around IR-4.


This.  This, on the other hand, is broken stuff.  Find the shuggie with this ancestor and go Shadowlandsing.


Shosuro Actors (I disbelieve.)

I could easily recuse myself from the whole chapter, being far more inclined to play a Spider* Clan character.  Let’s keep moving and see if I find something to comment upon.

  • Even though I find the Spider even more ridiculous than the Scorpion.

Yogo Wardmaster (Wait, this is kind of cool.)

First problem – messing around with overpowered stuff doesn’t tend to produce less overpowered stuff.  Simple spells is so broken, see the D&D Alchemist that is the Tamori.

Second – forcing touch attacks is something, something possibly very frustrating, though buffs are easy.

Third – adjudicating removal of wards is annoying.

Otherwise, an interesting shugenja.  Not interesting enough for me to play a Scorpion or DS to Scorpion Schools, but whatever.

Kuroiban (Shrug.)

So specific.  Not that interesting.  See last post about problems with witchhunter detection power.

Strength of the Scorpion

Plus three!  Assumedly isn’t limited as Feint damage is limited (everyone remembers this restriction, right?).


Um, absurdly good mechanics for thematics you were going to embrace anyway?  I get the Yogo thing.  I just don’t care about it.


Okay bonus.  Investigation rolls are key rolls.  I don’t like ancestors that are easy to lose and this one strikes me as too easy to lose.


Meishodo Shugenja (Not broken?)

Be wary of any messing with magic system.  On the other hand, I just don’t find the brokenness in this school like in Tamori and Yogo (both of which, btw, I’ve GMed for – maybe I should mention these things earlier to give me some credibility).

Sure, it’s an autosucceed on R-3 spells in one round.  It’s really R-4 and higher spells that are dicey in the middle of combat.  No matter the wound penalties, your Path will go off on you.  Of course, this brings up the problem of how to handle Path with this technique.

Moto Vindicator (Too balanced?)

I am constantly forgetting how much I want to play this school.  I just have higher priorities, like my priority of playing a courtier in HoR4.  I did have a backup written up for HoR3, or something.

This school is just pulled into too many directions.  You want REF for the SR-1, PER (and probably AWA) for the SR-2, Earth to mess with Shadowlands stuff (plus double stack Horiuchi Willpower), AGI to hit stuff, INT for L: Shadowlands.

I tried several builds and none of them made me that happy.

Ide Trader (What does this do?)

What does this do?  It involves ally rules, which I’ve never seen work.  It involves Way of the Daimyo rules, which need massive clarification.  It involves pursuing a career as a merchant patron, which is kind of arbitrary.  Can’t we just have a technique that gets you more cash that doesn’t require running a trade vessel?

Moto Fanatic (I guess?)

Full Attack – situational.  Reduction – always good.  I just don’t feel strongly about this.

Utaku Horse Master (Yeah, gender equineness.)

I think this is actually pretty studly.  Oh, sure, you don’t get the Shiotome awesomeness (at low ranks), but a shugenja can get by with one path, covers any terrible bushi techniques at SR-2, gives courtiers something useful.

While Hunting is way better than the other two, Horsemanship can help you win that race, and who doesn’t love handling animals?

Strength of the Unicorn

See kata post, probably useless.


Pretty boring and weak.


Kind of questionable benefit, in that shugenja normally function in a godly way even with a deficiency.  Suicidal sounding demand.


I just can’t take this seriously for PCs other than the kata, and I already talked about them in my kata post.

Heritage Tables

More not really caring.  I don’t completely eschew randomness in character creation, in fact having used random rolls to determine lifepath stuff or whatever.  I don’t care that they aren’t balanced.  I don’t hate these tables.  Just don’t really care.

Part Two

After going through part one, I really wasn’t feeling that I was providing a lot of value add.  Lot of things are obvious.  Some things I’ll miss because I just won’t bother figuring out how to build an Inquisitor or will never be allowed to play a Henshin or will never want to play most of the GC things.  Then, stuff I do like – some of the ancestors, requires specific campaigns and very specific characters.  Then, Kitsune stuff should be in a minor book, should be more extensive, and other minors should get some actual mechanics, like kata.

So, why do I like the supplement so much?  Good nonmechanical content.  Moto Vindicator, Lion Paragon, Kensai, some ancestors are things I’m interested in.  Kitsu, Strength of the Spider, maybe something else are things I’ve played.

Some stuff actually works.  Way too much stuff is really NPC mechanics.

Building L5R Characters – Great Clans (Part One!?!)

August 30, 2016

… the supplement.

While I played Shadowfist twice recently after a considerable break due to travel, while I backed a failed Kickstarter and forgot to even promote it, while there’s other stuff, most visitors would rather read about L5R.  Plus, MTP wanted me to do this.

Great Clans is one of the better supplements for 4e.  It also happens to be far less annoying in finding mechanics than Emerald Empire.  I could start with EE to get into why Lion’s Shadow is not broken in 4e, but there’s more to do, here.

Speaking of broken, HoR4 came out with character creation rules and I was amused by the forum post about unbanning Lion’s Shadow after more consideration.  Some interesting choices.  I really don’t see the need to ban Feint.  If anything, I’d imagine the new Increased Damage rule to make combat more brutal, while also not helping k1 weapons.  It does help Strength builds but hurts Agility, where it’s really Reflexes that’s overpowered.  Anyway, a topic for another time.

So, the point isn’t to go over all new mechanics.  The point is to be oriented to building/advancing characters with GC mechanics.


Kaiu Engineer (Problematic – makes stuff.)

I’m going to be kind of loose about things, e.g. not insert Excel tables of point values.  But, point valuing or whatever is more relevant for something else.  Kaiu Engineer is tons of problems.

The skill list is nuts for typical play.  Really, only Battle would be something I’d see someone care much for in, say, HoR play.  Why does it even matter since one rank in skills is kind of just a thing?

Um, SR-1 technique.  Both effects only apply to school skills, which you had no control over.  Other than Battle, when would you use this ability?  How many Battle rolls are you planning to make?  Why is an engineer more focused on mass combat than Lion Bushi schools?

Sure, you would only play this school if you were planning to craft.  Making stuff is a pain in the ass.  Sure, HoR3 had crafting, which was meaningless to me since anything involving interacting with staff was off the table, but maybe it worked.  Still, requires more infrastructure to be relevant.

SR-2.  First ability is irrelevant to play.  Second ability should be nigh irrelevant to play – roll below your SR.  So, I get damage emphasis at this rank and it gets somewhat better as I rank up.  For my totally balanced siege weapons, like how the weak one does 4k4 damage and ignores 10 Reduction.  Now, admittedly, 4k4, 8k8, and 10k8 damage does tend to produce more low kept dice than, say, 7k2.

SR-3.  This is why I don’t see allowing this school, ever.  I’ve had a character with armor make by a Kaiu.  It was rather absurd.  Making stuff is typically either inconsequential or, like here, OP.

SR-4 is okay.  It’s rather funny, actually, with the ole Dai Tsuchi/War Fans build.

SR-5, see SR-3.

Kuni Witch-Hunter (Problematic – overspecialized.)

Solid skills.  I’m big on what this school is supposed to be good at, but let’s start with some of the problems.

SR-1.  The problem is the concept of detection.  If you aren’t likely to detect something, then this ability is a fail – it’s what your whole school is supposed to do thematically.  If you are likely to detect something, why have anything to detect as a challenge?  I just see balancing encounters/challenges being a huge problem with this sort of ability.  The saving grace, I suppose, is that it’s a contested roll.  You aren’t just trying to hit some TN but get to match rolls with something, where, as soon as a roll is called for, it becomes meta on whether something is Tainted or not.  It’s like how detect traps style abilities really need the GM to roll to avoid metagaming.

SR-2.  I like what the ability does, but this is an ability that gets used by other characters all of the time because not everybody sits there and goes “Oh, if I allow you to know something with that largely useless INT trait, then I step on the toes of this school nobody is playing.”

SR-3.  So uneven.  It’s like being an Utaku Battle Maiden – am I going to wreck you or am I going to pale against many other bushi?

SR-4.  I finally started trying to process kiho because of my Nezumi character, of course.  So many of them suck.  I’m sure a decent one will be found, but I don’t have the interest in thinking through the proper build to have the Ring requirements to get what you want.

SR-5.  I so love this ability.  But, it’s a R-5 technique, so it’s virtually meaningless.

The school is overly specific for most play, being rather terrible I imagine for HoR play.  For focused play, it has some relevant abilities, but it also produces something of a problem of balancing challenges.

Toritaka Exorcist (Problematic – overspecialized.)

I guess it’s the theme of the book to introduce mechanics that are way too specifically oriented to doing one thing.  This is just more of the same issue of the nature of challenges.  The thematics are there for this and the above, but, as I came to discover, L5R mechanics actually matter.

Strength of the Crab

I talked about this before, but it’s good.  Reduction is awesome.


I haven’t done any analysis on ancestors.  Guess I start as I really like a few in this book.  Eleven is too expensive.  Sure, at some point pretty quick, may be rolling 11k4 attack rolls and love the rollover dice, and all of the skills are high tier, but I just can’t generate the love for the +1k0 disease that afflicts 4e.


Danger, danger, … making stuff.


Daidoji Scout School (Problematic – side mechanics.)

Oh look, another school that introduces “NPC” stuff.  It’s almost like this book is trying to give the GM options, when the GM can always hand wave siege weapons masters or whatever.

I have basically no concept of this school in play other than that one mod I didn’t play but ran that had these sorts of dudes.  Okay, my one comment on this school is that I see it being even less oriented to play because it’s set up really well to be a loner school that focuses on ranged combat.  Lonering = bad.  Ranged combat is already kind of OP, then you add in simple attacks and combining range with traps to make combat only interesting for those who find this sort of heavily tactical combat interesting.  I can see cool setups, but they would likely involve these guys as antagonists.

Kakita Artisan (Sure, why not?)

Maybe I’m biased because I realized my last Tattooed Monk was really a Kakita Artisan.  Maybe it’s because only the SR-5 technique involves much in the way of making stuff.  But, I can see this working.  I see it working about as well as corebook courtiers, which means not all that great for most play but with potential for the clever/dedicated player.

Kakita Jester (Is this a … joke?)

Who cares?  I’ve run a Jester from 3r.  It was entertaining for a bit, but I lost my ability to think of things to do.  I just expect the act to get tired.  My opinion is that it sounds better than it works in practice to play “oh, L5R is so funny with jesters who can mock the rigid social conventions the rest of us … like”.

Kakita Master Artisan (Problematic – interpretation.)

So, so different in my mind from normal Artisan.  Where normal Artisan I can see having that swaying effect schtick being manageable, if vague, this gets into too much interpretation for the final technique, too much boring for the penultimate technique, and still rather NPC-ey for the first technique.

Strength of the Crane

Completely reasonable.  Kakita Bushi desperately need ATN bonuses for when they take rounds off doing nothing.  Daidoji Iron Warrior is so busted that I don’t know if I get too excited by the potential to get an ATN high enough to be more problematic.


I admit that with how much ground I need to cover, I’m not all that keen on looking up all of the spells covered by this, but +1k1 on spellcasting is really, really powerful.  One of the ways that non-gods catch up to gods is that spellcasting rolls don’t scale the same way tetsubo/no-dachi rolls do.  Bonus to Meditation is actually rather not bad.  Meditation is all about hitting TN20.  Given limited XP, as much as you want Meditation-5, it’s not all that likely.  Often have to scrape by on Meditation-1 or 2, where +1k0 helps get you the … wait for it … magic.


Spears suck.  Where 4e really screwed over people was mastery abilities on skills.  OTOH, if you have to be different, and I think I admitted to playing an Usagi Bushi who used a nagamaki as his main (melee) weapon, 7 is not that many points for a FR.


Enlightened Madness

Yeah, good luck with this.  Right there with how I regretted trying to get staff to approve my Lord Moon’s Curse character concept.

Mirumoto Master Sensei (If you think you can ever qualify.)

Insane requirements.  By the time you hit them, how much longer is this campaign going?  Defender of the Wall, for example, can be hit fast if you really want to, like take it at IR-3 and lose simple attacks if you really want to.  Why ever do something like that?  Because you have to be playing a long ass campaign to go from zero to superhero.  Sure, you can get there, but do you get to revel in it for long enough to fulfill all of your fantasies?

At least it does cool things.  Probably not broken enough, though.

Tamori Master of the Mountain (Who am I?  Vice presidential candidate?)

Meanwhile, incredibly easy requirements.  I find some thematic weirdness with this school, taking away an Agasha schtick.  The SR-2 technique is really oriented to those folks who like to build fighty Tamori, which is fine but not really consistent with the other techniques.  The SR-3 is interesting if rather gamey, but it’s also a SR-3 of an advanced school.  Best I ever got in an advancie was SR-1.

Kitsuki Debater (Just don’t bother.)

This sort of thing is why I largely ignore courtier mechanics.  It’s so dependent upon the game play supporting it.

The Dragon’s Flame (Are you sure you wanted to play a Dragon Bushi?)

Just seems mediocre.  Attack bonuses are not what is needed with bows.  Simple attacks, simple attacks, simple attacks.  That’s always what you are looking for.  If you can’t get that, damage bonuses.  Now, sure, Feint or more raises for damage are things, as is Great Potential Kyujutsu, call 5 raises for extra attack.  I just don’t remember missing much with my 8ke5 attack rolls, not even when I got past IR-1 with that character.

Togashi Defender (No, the opposite of this.)

I would never consider this path.  The point of playing a TM is to tattoo the world, not get better mechanics by being tattoo-impaired.  As nice as Hoshi/Hoshi cheeses double stacked Void, I want more tattoos, not less.  I want there to be the all tattoo, all of the time option, not the “I punch through vanadium steel like a hot knife through butter” option that is what Togashis are really good at.  It’s a perfectly decent technique, it’s just more of the martial arts fighty nonsense.

Strength of the Dragon

Okay bonus.  Dumb requirements.  So, this is really just a Mirumoto Bushi kata, why bother pretending anyone else would take it?


Spellcasting bonus.  Spellcraft is not terrible, either, as you get to break the game with Importune.  Transmute requires thinking.  One thing I’m not strong at is, er, thinking?


I so want this ancestor.  This is rule of cool.  Magic Resistance done correctly.  Fit perfectly with my Tattooed Artisan, who was supposed to be a Shadowlands murderer but got sidetracked by poetry.



See my post on disads for how unregardable this is.

Matsu Beastmaster (Problematic – pets and social.)

Ah, the request.  We had one or more of these as a NPC.  I enjoyed that, too much.  So many innuendo.

Akodo/Beastmaster for the double stack, justify whatever your sleazy cheesemeister ways will allow you to.  Okay Honor.  Any weapon.

SR-1.  Free defense.  But, really, still just stylin’ and profilin’.  I’m in the camp that Beastmaster mechanics are probably never going to work and the thematics are problematic, so you are really doing this because you look hot surrounded by great p-… predators.

SR-2.  Swift is awesome.  Even if you don’t get all tactical, you can totally justify stuff by your “but, I’m as fast as an Utaku Battle Steed” argument.

SR-3.  Magari-yari.  Yes.  Because when you are this king of the beastsy, who needs exploding 9’s on damage?

SR-4.  +2k1 on damage.  Imagine a Reflexes build that sits around in Defense-5 Stance directing lions.  Okay, that is kind of boring.

SR-5.  While you get weird lions who don’t like attacking as much as their wilder kin, ATN 30 is decent, right up there with stags and stuff.

Akodo Tactical Master (Problematic – overspecialized.)

Reasonable requirements, though it produces quite an odd PC build as INT is such a dump stat.  Only SR-3 really does anything normal, which makes it seem kind of out of place, as +2k2 on Athletics, Horsemanship, Iaijutsu, or whatever is rather general (also rather interesting).

Akodo Kensai (I tried.)

GC messed me up.  I tried to go Paragon/Kensai and just ended up making an awful IR-1 character.

Taught me that Prodigy wasn’t nearly as overcosted as I thought.  This technique is terrible, btw.  How many people require PCs to spend a simple action activating a kata?  ATN bonus is rather pedestrian.

Lion Scout (Sneaky Matsu)

People seem to overlook that movement while Stealthing is incredibly slow unless you get the mastery abilities, which is kind of why the mastery abilities are so good.  This is actually quite an amazing replacement for the (IMO) bad SR-2 for Matsu Berserker.

Lion Paragon (It tries to make up for the loss.)

Worth it?  I found that move/shoot (or move/slash) just put me so far behind the damage output curve with my Hare.  But, the doubling effect is pretty.  Jade Legionnaire, baby.  At least, I think of path techniques as school techniques.  That was kind of my build – Akodo, Jade, Paragon, Kensai.  Instead, went Akodo, Jade, I have to stop playing this pathetic build.  Multiple attacks should be doing more damage.  Matsu is going to k3 you to death with something.  Akodo techniques do more than just fight, though.  Can double up on your break grapple roll or whatever.  I don’t know.  Matsu and Akodo are strong enough that maybe you crackers a bit to not get out of line with your loser Mirumoto buddy.

Strength of the Lion

Okay.  Push that shugenja up.  +3 isn’t all that, but it’s a kata and most 4e kata are no better.


I played with this.  If I wasn’t trying to do Paragon/Kensai, 6 pts. might not have been that harsh.  This is the sort of thing that I find cool in L5R no matter how many social Nezumi I end up playing.


+1k1 to Fear is not worth 7 pts.

Part One

As much as I’d rather do only one post on this topic, since I do do other things that deserve wordage, I just can’t get to everything today.  In all likelihood, Friday or Sunday, I’ll follow up.


August 21, 2016

Still no philosophies.  No reviews.  No how to.

Some ranging thoughts.

Gen Con feels shorter.  While the amount of been there, done that is strong, which makes everything run together, I think there’s another reason it feels shorter.  I don’t take any breaks.  I used to leave an open slot to get some sleep and/or hit the exhibit hall.  Now, I just don’t have the lack of things I want to do to leave any slot open.  Even having HoR slots likely slows things down some because there are fast mods and slow conversations to break up the “well, got to run to the next game”.

I’ve been reading quite a bit about True Dungeon.  That’s not necessarily helpful as so many people on the forums are the types who think nothing of debating which ultrarares/transmuteds/legendaries are the better way to go.  Of course, now that I’ve seen most of the 2016 set of commons/uncommons/rares with my own eyes, I can pretty much figure out what I care about of those.  Still, it’s always interesting – I so ignore shuffleboard that I miss a lot of important things about it.

After GC, I had a family reunion, ironically in a place where I have more family on the other side.  Gaming hits so many notes for me – there’s the story aspects of RPGs, the puzzle aspects of deckbuilding, the gambling aspects of trusting in the heart of the cards or the whimsy of the dice, the analysis in determining component or action efficiency, etc.  No one else in my family is what I’d call a gamer, and many have virtually no idea what I’m talking about, though, to be fair, I game with people who knew nothing about True Dungeon until I started explaining it.

Both of my parents were relevant to my interest in games.  My mother and I used to play rummy or hangman when waiting for food at restaurants.  My father had some interest in chess and poker, but, of course, that side of the family was mostly about mahjong in terms of consequential gaming.

As I think about my mother’s birthday present(s), I wouldn’t consider anything gaming related, even RPG books that are more thematic than mechanical.  Buying anyone gaming stuff is rare, as I try to avoid getting into present exchanges with friends.  Not unheard of, but there are just some ways in which not everything ties into gaming, which I suppose has some benefits.

Not sure why daimyo info for HoR4 was worth posting this early – I would much rather know what character I’m creating than caring about NPCs that likely have no impact on my play experience.  Still leaving the door open to bail out on playing a Loremaster.

Of all the RPG campaigns I could run, would Legend of the Burning Sands be the one I’m most interested in?  It keeps coming to mind.  I think I hit some rich veins, though it wasn’t like I ran it for very long.  I sort of see why fantasy can be appealing to run – you can do strange stuff and it fits the genre.  Solomon Kane was much more rooted, and I get distracted by the mundane when trying to create the adventurous.  Camelot suffered from veering too far into the out of genre with not having enough in genre.

In the realm of solitaire, Card Invaders is too hard and Stalactites too easy.  I’ve come up with yet another way to try to make Card Invaders not be like a 10% win rate game – instead of burning aces and deuces to draw cards, once per turn, after drawing a card, can put a card from hand on the bottom of the draw deck and draw a card.  Seems to add slightly to decision making.  With Stalactites, it’s just too much like playing FreeCell, where you know you will win, you just have to run through all of the possibilities until you find the winning plays.

Kickstarter rewards have been showing up.  I’m not enthused.  One game is way less interesting than I thought; another is something I just don’t know if I’ll play, at least not until I get some session in at a con.  I have so much stuff that it’s just overwhelming to figure out how to manage all of the cards, tokens, books, etc.  Meanwhile, I still have little interest in ebooks for RPGs – I tend to be terrible about learning mechanics without an actual book I can peruse.

In general, my enthusiasm is more for L5R and TD and not with card games or trying to do something new with RPGs.  As the Summer has been eventful and Fall may be less so, maybe I can get some of the house in order and feel more open to additional things, as I’m not gaming that often.


July 16, 2016

Let us begin with the fascinating world of solitaire.  For what could possibly be more interesting than playing card games that involve neither your cell phone nor another person?

Because I’m likely to lose people fast, I will also talk about V:TES and Shadowfist and may or may not talk about L5R after I scintillate your cerebrums with sultry solitaireity.

I have a book from 2005 (that confused the hell out of me when one of the trivia questions has Michael Phelps as a possible answer) called Games For One.  A possible indictment of my lifestyle, but anyway.

It has a large variety of solitaire games that use one or two decks of cards, with of course lots of other solitaire games that don’t.  I tried two of the solitaire variants.  At some point there will be a metaphysical certitude that this will either become more interesting or not.

Stalactites is a game I’m finding worthy of adding to the 1, 2, 3, 4, 5, 6, 7, or so solitaire games I play while watching TV or when traveling.  Deal out four foundation cards.  Decide whether you are going to play cards up in ones or twos (suit is unregardable).  Deal out the rest of the deck in eight columns of six cards.  Bottom card of each column is playable.  Three times per game, you can select any two cards and put them in a separate play zone to play any time you want.  The three times per game thing is not elegant, but everything else is.  It’s straightforward, doesn’t take up a ton of space, and it rewards good decisions while not being something you have to obsess about if you don’t want.  It reminds of playing FreeCell.

But, this would be a rather prosaic post if that was what inspired it.  That game didn’t.  The other game I tried was Strategy Solitaire.  You play cards from a single deck out into eight piles.  As you hit an ace, you set it aside as a foundation card.  You can play each card into any of the eight piles, but you don’t play cards up from the aces until you “heap” the entire deck.  Once you have heaped the entire deck, you can play the top card of each heap up from the aces by suit.

What is wrong with this game?

Do you want some time to think about it?

Either way, I’m about to tell you.

It’s a two stage game where the second stage is unregardable.  You know whether you are going to win or not once you have formed your eight heaps.  Actually moving the cards to the aces serves really no purpose.  I don’t think it’s a bad game, at least not yet, but it’s certainly not a very interesting one because all of the decisions are front loaded.  The reality is is that most solitaire games are dictated by the sequence of cards.  What makes a good one stand out is when you have enough decision making ability to adjust to the sequencing of cards, which is why the one I play the most is so good.

Put another way, you can just remove the aces from the deck, shuffle, and play the game, and it plays identically.  That’s inelegant.

Which brings me to an inspiration point for this post.  I’m helping design another game right now.  Don’t include things in games that serve no purpose or detract from the play experience.  It’s like writing.  Don’t write sections into your epic novels that nobody gives a crap about like witches tugging on their dresses (well, unless they tug really hard … and other forms of tugging follow).

Sure, telling someone to remove the aces from the deck before doing anything is its own form of lack of elegance, but I’m just turned off by the idea that the game is decided before it ends.  Actually, that’s a factor for why I don’t enjoy Magic much, as so many other CCGs are not as easy to project to a conclusion.


So, last Sunday, Brett played his last session before his move to Nebraska.  We played three games.  A couple of people I met at KublaCon showed up at various times to contribute to us having a playerbase.

Game 1

Brandon (merged Dancin’ Dana + Leandro) -> Brett (borrowed 13 Daggers) -> Ian (Hatchlings) -> Rob (Salubri) -> David (Skin Eaters) -> Andy (Toreador Alastor)

Nobody got ousted at time.  I don’t think that’s because it was six players.  I think it’s more that there was a lot of combat cards played and entered.

I built two decks that morning because Brett was leaving.  I rebuilt my 16 Daggers deck into a 13 Daggers deck and made it a “24” deck (i.e. x6 Govern, x6 Conditioning, x6 Deflection, x6 wake of your choice).  That … made my life difficult.  We fought a lot.  Playing Gargoyles, I took the brunt of Tension in the Ranks, at first.

Rob and I didn’t interact that much except how he blocked my Hatchlings early.  We didn’t hurt each other.  I drew four of my five Raking Talons early, so I threatened while facing a deck full of prevent on one side and a deck with combat ends and prevent on the other side.  My prevent did blow up a bunch of Daggers, but, really, who cares?

Meanwhile, David was decrypting.

Meanwhile, Brandon and Andy fought.  Brandon put out Anarch Revolts and everyone went anarch, but it meant everyone was vulnerable to having their one anarch get dirtnapped.  Also, Leandro was annoying some of us, as he is wont to do.  Andy Alastored Alexandra, and Brandon looked to be in trouble, until Rob and David conspired to allow David to get a Skin Eaters online and Skin Eatered Alexandra, who got other-eatered.

Yup, just your typical NoCal game.

Game 2

Andy and Rob leave.  Drew appears.  Brandon helps Drew with his first game in many years.

Drew (Malk94ish) -> David (DoC vote) -> Brett (borrowed !Nos lowcap) -> Ian (3e Malk SB)

David threw a Lily Prelude backwards for four.  He regretted that.  I regretted helping him pass one that did three forward, as David’s deck is just not fast enough to race a focused bleed deck.  Brett was the one who suffered from having back to back fierce predators, not having enough bloat online but having enough bleed to make things dicey for me.  I was an Eyes of Chaos short from winning the endgame race.

Brett has blogged about how awful the !Nos are.  While I agree, I think people spend too much time worrying about what clans are supposed to be good at.  They have Obfuscate.  Just bleed all of the time … and play Fake Out and Dodge … cuz you have Couriers in your deck.

Game 3

Drew (as above) -> Brandon (as above) -> Ian (!Nos lowcap) -> David (Huitz Great Beast bleed)

Brett took off.  Proving that style is everything and everyone has their style, I won with my deck.  Drew was in a bad spot in that Brandon had merged Dancin’ Dana and had WMRH and Bowl of Convergence in play, but, somehow, Brandon ran out of intercept/bounce and Drew just barely took him out.  That was actually kind of good for me in that I no longer needed to worry about combat, but it meant my hand full of Fake Outs and Dodges needed to be purged.

Carlton was just barely enough to keep me alive against Drew (well, just as the previous game, Drew lost a minion to this deck’s Archon Investigation).  I Heidelberg/Robert Cartered away David.  I took out Drew while sitting on a few pool with a final bleed from my Courier.

I was explaining to Brett what would likely be a better !Nos deck – play Badr al-Budur, Count Ormonde, and whatever !Nos you want with Obfuscate and win the old fashioned way – with Dominate.  That sort of thing doesn’t interest him.  That sort of thing was my lifeblood for coming up with ways to win with terrible clans, though, actually, it almost never worked (I screwed up an Abominations win really badly).  My tournament winning decks have defied my attempts to cheesilicious victory, thus my need to actually write down my absurdly expansive personal banned list.


Three games Thursday.

Don (Battleground Jammers) -> Justin (Ascended Power) -> Ian (Year of the Goat Dragon) -> Joren (Architects)

Our house rules contribute well to Hong Kong’s Finest, as we build a lot horizontally.  I tried to police Killing Grounds and Justin, but Justin just gained too much power to do anything about.  Joren kept hoping to get attacked, but everybody was too busy attacking other people to ever attack him.

Justin won.

Justin (Hand states) -> Ian (really old Dragons) -> Joren (Monarch burn) -> Don (Secret Flambards)

My deck has plenty of Thunder on Thunder, which would have helped some in the first game.  The only one I played got Winter’s Laughed.  My Netherworld Vet, with four corrupt damage from Incendiary Blast, never got taken out because of that.  Marisol joined him and a Maverick Cop and winning occurred after people blew their burn on stopping Justin from doing stuff.

Ian (Architects) -> Joren (Lotus) -> Don (Homicide Detectives) -> Justin (Ascended Power)

Everyone hates Homicide Detectives.  I Bzzzzzt!ed one of them but discarded my hand to a Snap of the Crocodile stolen Scramble Suit that held three more copies.  Didn’t draw the fifth.

Everyone was out of control.  Joren kept building sideways.  Don Kiii-YAAAH!ed him, Great Wall, Kiii-YAAAH!ed him again.

Justin’s out of control was decisive.


Really need to go into more detail some other time, as this post is extensive enough.  I have been working on projected HoR4 builds and am running into challenges.  I should always be 1.5 ranks behind everyone else once people start ranking up, which will concern people when mods start going mid, mid/high.  I don’t end up playing much in the way of highs, anyway, so that’s less of a concern.

Besides that, there’s fun and there’s funny.  The original inspiration for my main was funny.  I need to focus more on the fun and be less obsessed with milestones of funny.