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Bayushi Sezaru

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  1. Like
    Bayushi Sezaru reacted to Duciris in Investigator Cards   
    I'll get after the Cards tomorrow.
    Investigators
    Occupation
    H
    S
     
    Lore
    Influence
    Observation
    Strength
    Will
    Focus Lim
    Agnes Baker
    The Waitress
    6H
    6S
    Blood Casting – You may suffer damage instead of horror while casting a spell.
    Blood is Power – While casting a spell, if you suffer damage or spend remnants, you get +2 LORE.
    4
    2
    2
    2
    3
    2
    Calvin Wright
    The Damned
    6H
    6S
    Friend Indeed – Action: You may exchange any number of health and/or sanity with another investigator or ally in any space.
    3
    3
    3
    3
    1
    2
    Daniela Reyes
    The Mechanic
    7H
    5S
    Love For the Job – After you perform a gather resources action, you may focus one skill of your choice.
    3
    3
    1
    3
    3
    3
    Dexter Drake
    The Magician
    5H
    7S
    Magical Gift – Once per round, while resolving a LORE test, you may reroll one or all of your dice.
    4
    3
    2
    2
    2
    Equal to # of spells
    Jenny Barns
    The Dilettante
    7H
    5S
    Trust Fund – Action: If you have fewer than $3, you gain $3.
    1
    4
    2
    3
    3
    1
    Marie Lambeau
    The Entertainer
    5H
    7S
    Smokey Velvet – Once per round, after you perform an action, another investigator on any space may perform that same action.  (Normal action restrictions still apply.)
    3
    4
    2
    2
    2
    2
    Michael McGlen
    The Gangster
    8H
    4S
    Out for Revenge – After you defeat a monster as part of an attack action, you recover one sanity or focus one skill of your choice.
    2
    3
    1
    4
    3
    1
    Minh Thi Phan
    The Secretary
    6H
    6S
    All Around You – Once per round, while resolving a test, you or another investigator in your space may reroll dice up to the number of clues in your neighborhood.
    3
    3
    3
    2
    2
    2
    Norman Withers
    The Astronomer
    5H
    7S
    In the Stars – After you remove two or more doom from your space, you may suffer one horror to research one clue (place it on the scenario sheet).
    3
    1
    3
    2
    4
    2
    Rex Murphy
    The Reporter
    7H
    7S
    Family Curse – While reolving a test, only 6s count as successes.  You cannot become BLESSED or CURSED.
    Never Give Up – After you fail a test, you focus one skill of of your choice.
    3
    3
    3
    2
    2
    Unlimited
    Tommy Muldoon
    The Rookie Cop
    7H
    5S
    Shield From Harm – If a monster would engage another investigator in your space, you may engage that monster instead.
    2
    2
    3
    3
    3
    2
    Wendy Adams
    The Urchin
    5H
    7S
    Shortcut – Before or after you perform an additional action as part of an evade action, you may move up to two spaces (for free).
    3
    1
    4
    2
    3
    3
     
  2. Like
    Bayushi Sezaru reacted to Soakman in Investigator Cards   
    NOTE: Ashcan Pete was the 2018 Arkham Promo and is not in the base game, but here is his info.
    Investigators
    Occupation
    H
    S
     
    Lore
    Influence
    Observation
    Strength
    Will
    Focus Lim
    Ashcan Pete
    The Drifter
    7H
    5S
    Scrounge – After you perform a gather resources action, you may gain an item worht $2 or less from the display
     
    3
    1
    3
    3
    3
    3
    Items:  Duke, $1

    Choose one: Pete's Guitar or Dark Dreams
    Duke - Ally Faithful Hound; You get +1 strength as part of an attack action; When you perform a trade action you may trade assets with any investigators in your neighborhood (2health, 3 sanity)
    Pete's Guitar - Item-Common Curio; After you perform a gather resources action, a number of investigators in your neighborhood equal to your influence may each recover one sanity or focus one skill of their choice.
    Dark Dreams - Talent; When you draw a blank mythos token, you may suffer one direct horror to focus one skill of your choice and spawn one clue.
     
  3. Like
    Bayushi Sezaru reacted to Duciris in Investigator Cards   
    Investigators
    Occupation
     
    Starting Gear
    Option 1
    Option 2
    Agnes Baker
    The Waitress
    $3
    Heirloom of Hyperborea
    Item – Magical Curio
    After you cast a spell, you may focus one skill of your choice.
    Storm of Spirits
    Spell – Incantation  (1Horror)
    You may test LORE in place of STRENGTH as part of an attack action.  (The monster's attack modifier still applies.)
    Flesh Ward
    Spell – Incantation  (1Horror) // 1-Handed
    Once per round, if you, another investigator, or an ally on any space would suffer damage, you may test LORE.  Prevent damage equal to your test result.
    Calvin Wright
    The Damned
    $3
    Spirit Dagger
    Item – Magical Curio // 1-Handed
    You get +2 STRENGTH as part of an attack action.
    You get +2 LORE as part of a ward action.
    Until the End of Time
    Condition – Innate  (2Health/2Sanity)
    This card cannot be discarded by any means.  (Including damage and horror.)
    Reckoning – Remove one damage and one horror from this card.
    Nothing or
    A DARK PACT +
    Voice of the Messenger
    Condition – Innate
    You may suffer one horror to reroll any number of dice. (Use this no more than once per roll.  This allows you to reroll the die rolled for your dark pact.)
    Daniela Reyes
    The Mechanic
    $3
    Gabriel
    Item – Vehicle
    Instead of a normal move action, you move up to three spaces and may spend $1 to move one additional space.
    Ace of Swords
    Item – Curio
    When you spend a focus to reroll a die, you may recover one sanity.
    Wrench
    Item – Common  // 1-Handed
    You get +1 STRENGTH as part of an attack action.  You get +3 instead if you have a free hand.
    Dexter Drake
    The Magician
    #2
    Mists of R'lyeh
    Spell – Incantation  (1Horror)
    You may test LORE in place of OBSERVATION as part of an evade action.  This monster's evade modifier still applies.)
    Astral Travel
    Spell – Incantation  (1Horror)
    Instead of a normal move action, you may test LORE.  You move a number of spaces equal to your test result plus two.
    Magician's Cane
    Item – Curio  (2Health/2Sanity) // 1-Handed
    You get +2 LORE while casting a spell.
    Jenny Barns
    The Dilettante
    $5
    Search for Isabelle
    Talent – Innate (2Health/2Sanity)
    Once per round, while resolving a test, you may suffer one damage and one horror to reroll any number of dice.
    Dressed to the Nines
    Talent – Innate
    When you spend a focus token to reroll a die, you may reroll any number of dice instead.
    You gain an additional $2 s part of your trust fund ability.
    Jenny's Twin .45s
    Item – Common Weapon // 2-Handed
    You get +3 STRENGTH as part of an attack action.
    You may add one to the result of one die as part of an attack action.
    Marie Lambeau
    The Entertainer
    $4
    Intervene
    Spell – Incantation (2Horror) // 2-Handed
    Once per round, while another investigator on any space is resolving a test, you may test LORE–1.  Add your test result to the other investigator's test results.
    Witch Blood
    Talent – Innate
    Action:  You may perform an action you have already performed this round.  You can allow another investigator to perform this action with your Smokey Velvet ability.
    Once per round, after you spend a remnant, you gain one remnant.
    Grande-mére's Knife
    Item – Magical Weapon // 1-Handed
    You get +2 STRENGTH as part of an attack action.
    You get +2 LORE while casting a spell.
    Michael McGlen
    The Gangster
    $3
    Chicago Typewriter
    Item – Common Weapon
    You get +4 STRENGTH as part of an attack action.
    O'Bannion Member
    Talent – Retainer
    After you perform a gather resources action, you may test STRENGTH.  If you pass, you gain $2.
    Ol' Boiler
    Item – Vehicle  (5Health)
    After you perform a move action, you may deal two damage to one monster you are engaged with and two damage to this card.
    Minh Thi Phan
    The Secretary
    $3
    King in Yellow
    Item – Curio Tome
    Once per round, after you suffer one or more horror, you may research one clue (place it on the scenario sheet).
    Analytical Mind
    Talent – Innate
    You roll one additional die while resolving a LORE or OBSERVATION test if you are at or above your focus limit.
    Synergy
    Talent – Innate
    Increase your focus limit by one.
    Other investigators in your space get +1 to each skill you have focused.
    Norman Withers
    The Astronomer
    $1
    Find Gate
    Spell – Ritual (2Horror)
    Action:  Test LORE.  If you pass, you move to a space of your choice with one or more doom.
    Precious Memento
    Item – Curio  (0Health/3Sanity)
    After you gain a clue, remove two horror from this card.
    Astronomy Book
    Item – Curio Tome // 1-Handed
    Once per round, while resolving a test, you may reroll a number of dice up to the amount of doom in your space.
    Rex Murphy
    The Reporter
    3$
    Search for the Truth
    Talent – Innate
    After you gain a clue, you gain $1 and you may focus one skill of your choice.
    The Tower
    Item – Curio
    Once per round, while resolving a test, you may reroll one or all of your dice.
    It All Comes Together
    Talent – Innate
    As part of  research action, add one to the result of each die you roll.
    Overcome All Odds
    Talent – Innate
    You can focus each skill up to twice.
    Tommy Muldoon
    The Rookie Cop
    $2
    Becky
    Item – Weapon (2Healthy/3Sanity) // Two-Handed
    You get +4 STRENGTH as part of an attack action.
    Handcuffs
    Item - Common
    Once per round, after you damage, disengage, or are damaged by a non-epic human monster, you may defeat that monster.
    Motorcycle
    Item – Vehicle
    Instead of a normal move action, you move up to three spaces and may spend $1 to move one additional space.
    Wendy Adams
    The Urchin
    $1
    Mama's Amulet
    Item – Curio
    Once per round, you may prevent one damage or horror that you would suffer.
    Mr. Pawterson
    Item – Curio (2Health/2Sanity)
    Before one or more monsters would attack you, you may discard this card to disengage and exhaust those monsters.
    Mysterious Photo
    After you gain a clue, you may focus one skill of your choice.
     
  4. Like
    Bayushi Sezaru reacted to Allonym in The Worst Investigator?   
    It's clearly the case that not all investigators are created equal, and following where that leads, if the investigators differ in their power, it must logically be possible to compare their relative power and utility. Wendy Adams is clearly a more effective investigator than Calvin Wright in the majority of situations; Rex Murphy is so good at collecting clues (the primary Seeker job) that he was nerfed in the Taboo list. Moreover, the OP isn't asking "what investigators are bad", they are asking "what investigator is the least good (at contributing to success at the game)" - even if every single investigator were a triumph of design and highly effective, there is still going to be some degree of variance in power between them as a simple function of how balance works, and therefore there would be a "best" and a "worst", even if the margins were very narrow.
    But it's also the case that "best" and "worst" depend a whole lot on the situation; Mark Harrigan and Zoey Samaras are very strong characters for a 4-person party because they're really great at killing monsters, but their relatively lacking clue gathering ability means that they aren't as impressive solo. Rita Young is very reliant on getting certain cards in order to gather any clues at all, but in the right circumstances - the right scenarios - the right team configurations - she can be extremely, uniquely effective. Really, any investigator with a strong focus in one area, or any kind of support ability, is stronger with more players. Conversely, a generalist like "Ashcan" Pete is going to be a strong solo pick. Jim Culver is much better solo than Agnes Baker, but Agnes has much more raw power to bring to bear if she has a group to cover for her.
    Power also fluctuates a lot as more cards are released. Skids O'Toole was rubbish when the game first came out because rogues had so little in the way of good cards in the core set. Now he's a lot stronger - but he still seems to be the weakest rogue, since his Guardian off-class does not do much for him (I think he should have been 0-2 Survivor...) and his ability is both overshadowed by other rogues' and less impressive on higher difficulties. Calvin Wright has seen a whole host of cards that seem almost tailor-made for him, so he might be more effective now than when he first came out. Conversely, some investigators are now relatively weaker than when they first appeared - Zoey languished for a while because Seekers got some more economy cards (and the other guardians aside from Mark now all have a lot of strong economy options), making her resource gain less special, but she seems to be back on the rise with some very pricey Guardian assets and some particularly good uses for her 5 off-class slots. Applying taboos will significantly shift the relative power levels of certain investigators, bringing rogues - particularly Preston - down a peg and nerfing all Seekers but especially Rex.
    So there's a lot of caveats, but for my money the answer is always and forever going to be Lola Hayes. Sure, you could make some builds that only she can truly take advantage of for particular effect - lots'o'tarot, for instance - and there will be board states where she can be potent, but even her best builds will rely on luck more than any other, because she has a lot more things that can go wrong than other investigators and assembling special combinations will only be valuable if you can get all the pieces together (a combo Mark Harrigan without his combo pieces is still a 5-fight beefcake who can punch himself for card draw and boosts; Lola without her combo pieces is a low-health/sanity 3-in-everything jack of all trades without an investigator ability) so you're vulnerable both to the luck of the draw and to any asset/hand/draw hate from specific scenarios. In addition, unless we see a large number of cards brought out that actively improve her and only her (to an extent, you could argue that the dual-class cards and more permanent cards do so, since they make her deckbuilding much easier to handle), she will continue to drop in relative power as more investigators are brought out, each with their own deckbuilding options, and each new unique set of deckbuilding options will shrink the possible combinations of cards that only Lola can access - imagine, for instance, if you wanted to combine Dr Milan and seeker passive boosts with Guardian support cards and some Mystic sealing and utility, to make a support clue-gatherer with sealing - well initially you would have to choose Lola, but now, Carolyn Fern also exists, covering the same area, able to do pretty much everything you wanted, and does so with a strong Investigator ability, a far better health/sanity total, a smaller and therefore tighter deck, no restriction on which class of cards you can use moment-to-moment and fewer, less devastating weaknesses. But beyond that, beyond the inherent weakness of the investigator, I don't feel that Lola makes the game better by being in it. The only times she will be a strong choice, strictly better than another, different choice, will be if she can create a uniquely powerful combination that imbalances the game, and that's still bad for the overall health of the game. And outside of those situations, she's mainly a trap for the unwary. It's certainly possible to make a bad deck for any investigator, but with Lola you have to really, really know what you're doing to make a deck that actually works properly, and I fundamentally object to anything that can lead players - new players especially - to making mistakes. I think you can still have fun building weird gimmicks with her, but I think she's a fundamentally flawed and bad piece of game design, and that's why I think she's the worst investigator.
  5. Like
    Bayushi Sezaru reacted to CSerpent in The Worst Investigator?   
    She's amazing in Carcosa as well.  Even when a particular enemy moves twice per round, she's one step ahead.  And for the first time, I interviewed all the guests.  Her one real weak point is Investigating for things other than clues (I had no problem with her getting clues).
  6. Like
    Bayushi Sezaru reacted to CSerpent in The Worst Investigator?   
    Man, Calvin's taking it here.  But he's used to that.
    His is the only weakness that gives auto-trauma (not the only trauma one, though).  But he's also the only one who typically benefits from his weakness (until Tony came along).
    He needs a couple of soaks, just like everyone else.  Against All Odds and Rise to the Occasion are always active, even when he's sitting at 5s across the board.  Fight or Flight has him fighting bosses at 9 or 10 without committing anything.  The Desperate skills are almost always on.
    I'd rather be playing Calvin at 4 horror and 4 damage than Roland at that, especially late in a campaign when his opening stat line is all 4s.
    PS Rita is also amazing.  Forget I'm Done Runnin; Track Shoes is her real signature.  And she can kill like anyone can, even without Ornate Bow.
  7. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    Nice to see more people are getting involved. Personally, I think those scaled-up ones look like their heads are too small.
    Anyway, since this thread has come to life a bit, I thought I'd share a family photo of all my minis so far:

     
  8. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    Here are a few recent ones:
    Diana: https://www.heroforge.com/load_config=1273098
    Joe: https://www.heroforge.com/load_config=3405219
    Silas: https://www.heroforge.com/load_config=1681096
    Wendy: https://www.heroforge.com/load_config=191631 (painted below)

  9. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    Just happened to have finsihed my Diana. Can’t get HF links to work on mobile, but if you can’t work out what I did from the image, I can upload the link later.
  10. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    As I said above, I don’t have Mansions of Madness, but here they are side by side with Imperial Assault minis:

  11. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    It's been a while, but I've added a few more to the set:




     
  12. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    Forgot to share Finn from a few months ago, completing our Forgotten Age party.
  13. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    No, there’s no way to share your designs in a gallery in Heroforge itself as far as I know. Just the links.
     
    Here’s the last of my current batch of minis, Norman Withers:

  14. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    Completed Agnes this evening:


    Probably my favourite so far
  15. Like
    Bayushi Sezaru reacted to Srba in Custom miniatures from Hero Forge   
    It is indeed possible. Here are a couple I've done but not had printed:
    Daisy https://www.heroforge.com/load_config=191586
    Skids https://www.heroforge.com/load_config=195750
    Roland https://www.heroforge.com/load_config=195750
    William https://www.heroforge.com/load_config=479382
    Zoey https://www.heroforge.com/load_config=201328
  16. Haha
    Bayushi Sezaru reacted to Allonym in Enchanted Blade   
    I mean, Carolyn is already experimenting on poor Peter Sylvestre with aversion therapy with Forbidden Knowledge and copious amounts of Painkillers - and then charging him for the treatment. The fact that she can get paid for giving people Liquid Courage is awesome because one of the ways to get alcohol legally during prohibition was to get a prescription from a doctor...
  17. Like
    Bayushi Sezaru reacted to Buhallin in A Critical Glance at Rogues   
    Finn snagged 8 clues in a single turn last week that saved our bacon in Depths of Yoth.  Admittedly he had help doing it, but I'd take some exception to the idea that he's weaker than a pure Seeker.
    This simply isn't true.  With the exception of Hunters, an evaded-and-left-behind enemy is can be better than one which is actually killed.  Evasion is also typically far more action efficient, requiring a single action vs. multiples to kill a lot of enemies.  Even if you have to keep evading it each turn, you can do that for multiple turns before the action cost comes to a disadvantage.  Evasion is also a pretty flat efficiency compared to damage, which relies on extra cards to improve the efficiency.
    And that's before we get to the obvious observation that you haven't played through TFA yet
    Lockpicks enables an investigation stat spike like no other.  The above Finn was also our only chance to touch the 12-shroud location in Depths.  Lola is insanely awesome.  Double or Nothing can easily generate multiple clue gathering actions.  Streetwise may not be as efficient as the (often argued to be broken) Higher Education, but it also does it while still letting you actually use your cards.
    Again, this just isn't true.  3 actions at 100% chance of success and 4 actions at 75% chance of success will net the exact same number of successes.  More realistically, let's take Extracurricular Activity on Standard, and assume that a Seeker can get to +2 while a Rogue can only get +1.  At +2, 4 tokens fail (74% chance of success).  At +1, 6 tokens fail (60% chance of success).  3 actions at 75% or so gives you 2.2 clues per turn.  4 actions at 60% gives you 2.4 per turn.  That will obviously shift, and depend a lot on that gap between +1/+2, but the base assumption is simply wrong.
    Now, that failure may often bring other negatives with it, but it also brings the flexibility of using that action for anything.  Once a location is cleared of clues, many Seekers have the "Okay, what now?" look.  Same thing with Guardians on turns when no enemies pop out.
    If only they'd done something to help them have extra actions to compensate for that... And predicting the inevitable response, this just creates flexibility for the class - you can use extra actions to gain resources which increase your chances of success on fewer actions, or play into a "spray-and-pray" approach to trying more in order to pass more.
    I'll freely grant that Rogues require more work to accomplish the same as a simpler, higher-stat one-trick character like a Seeker or Guardian.  But the reward is flexibility.  Even more than that, they provide a different playstyle, which is a good thing.
  18. Like
    Bayushi Sezaru reacted to Allonym in A Critical Glance at Rogues   
    That sounds like a pretty accurate analysis...around the time of the core set. Nowadays, I'd say rogues are the second strongest class after seekers. Preston Fairmont is making a good argument for strongest investigator in the game if played the right way, Finn Edwards is legitimately better at gathering clues than many seeker builds while also having absurd evasion and solid backup combat abilities, Jenny Barnes is the most popular investigator in the game and is like "Preston lite", still with an exceptional economy but with an actual stat-line, Sefina Rousseau is very durable with 4 Will/Agi and can pull off excellent shenanigans, and Skids O'Toole is also an investigator card published for this game. 
    Honourable mention to Wendy, who tends to be very rogue-y and, much like rogues themselves, started the game very weak and by this point is extremely solid. 
    I will say that rogues are very dependent on a few exp cards. Lockpicks, Charisma, Lola Santiago, Hot Streak and above all Streetwise are extremely important for making them work, and in the first scenario a rogue tends to be one of the weakest group members (well, unless you're Finn). Rogues also have some of the worst cards in the game, so it's very easy to make a bad rogue build - for instance, their level 0 weapons come in two flavours - completely worthless and usable but mediocre. 
    I recently finished two different Forgotten Age campaigns with 2 rogues in the group and it was exceptional, particularly the second campaign with a Preston proxying Intel Report and Decoy. At one point, between Intel Report, "Look What I Found!", Lola Santiago and Streetwise, Preston had 3/4 of the clues in the game - on a team with a dedicated seeker. 
  19. Like
    Bayushi Sezaru reacted to Pritoos in The adventures of a spaniard in Spain: Madrid Kotei experience.   
    Well, it´s been an intense and thrilling week-end in my city! I am happy I could assist the event (believe it or not this is a personal success due to my diminishing family points), and I could enjoy a full day of gaming and all that is around it. Congratulations to the winner, and to everyone who had fun!
    It was great to meet again some of the long-time-friend spanish players I met in other games, stores, events and similar. I could also shake hands with some people from Imperial advisor I have been reading the last couple of months, they were kind and commited in person as in the blog, and I had a whole day of gaming and fun.
    The Torii was gorgeous, the place was comfortable, the organization was able to handle 450 people without collapsing (at least at the time I left they were all alive and more or less sane), and they were kind to the last and to the end.
     
    The only black spot I could mention is the initial delay, and I only want to mention it in order to help the organization being aware of it and work to enhance that in the future. I will try to add some ideas for that.
    I read in IA that there was some problem with the Underground which delayed like half of the attendants, and the organization had to decide: having an almost blank round 1, which I agree would have ruined the event, or delaying the kick-off. In that case, decision was correct. My experience was: I went by car, was there at 9:00 am, but as the location had a security check-in in a two by two basis, I had to wait a long time since the opening to get in. And there was a long line beyond me so I assume like half the people got inside later than I did.
    Considering the best scenario and assuming all 450 players are at 9:00 am at the doors, and each one spends 15 secs entering the place through the 2 security arcs (non-torii), it would have been almost 1 hour to complete. This is unavoidable, unless the organization can negociate an early door opening with the local management, which I doubt was on their hands. All I can say about this is that it could have been anticipated, and schedule adjusted to it.
    After that, it took some time to recopilate all decklists and check-in the tournament. I personally am a fan of the online deck registration, the day before. Maybe would have saved half an hour. But as I never discussed this with anyone, I ignore if there are drawbacks to this.
    Then, the first roundpairing caused further delay. Again, my proposal would be to anticipate when possible with an online check-in the day before, and have a round one pairing scheduled. Specially when the first round is not published in social media. This would have given a spread player-table check and saved more time in the relocating issue after the chant. The worst scenario for this is a % of players doing the check-in the day before and then not assisting the event. I really think this would be quite a minority of people, and could have produced just a few auto loss in the first round. In case a relevant % of players were not in the place on time, as it seems to have been the case, delaying the kick off could be the sollution, but after that, no further delay would have happened.
    My suggestion is an organization schedule as follows: Anticipate online check-in and decklist info the day before, and have a round 1 pairing scheduled. Then, IF 25% (or whatever % is correct based on organization experience) players are not in place at the time, delay the kick off as a measure to avoid diminishing the event. If less than the agreed % of players are out, then going on with first round and when someone is late or is not,  it is a win to their rival.
    I have no training and little experience in event organization, so I am sure the features of my proposal can be enhanced, but I think some ideas can be used.
    Of course, I try to write this all in a constructive way, even when it took most of my post. I would like to clarify that, for what I saw (saturday only) it was a great event, well conducted and organized, and fully competitive at the highest level. And it was, by all means, quite fun.
     
    I played three good matches and missed one round due to being late (my fault). The games where 2 victories vs Crane and Dragon and 1 loss vs Crane. I ended quite happy with my Dragon Monk deck, as my target was qualifying to the 2nd stage and I got it. I take it as a good result as my monks deck is still under construction (centipede tatoo incoming, written in the stars ahead!) and I have only played like 15-16 games of l5r at this time. I knew the spanish kotei would be hard and highly competitive, so any further qualification was out of my scope. The games showed me the potential of my deck and I had the advantage of surprise in one of them. I dropped to play a side event with some friends, and though we had a lot of fun in it, I would have liked to see the performance of the deck in the second stage… but one can not have it all.
    That is all. I tried to say thanks to the people who worked in the event for their efforts and for the patience and kindness they showed. I have the feeling I need more of this, maybe I can join another kotei in a country nearby… lets count my family points again…
     
    I suggest following the results in the Imperial Advisor, in 
    http://imperialadvisor.com/wp/2017/12/02/meta-check-madrid/
     
    They are working on the reports now, more data will come in time.
  20. Like
    Bayushi Sezaru reacted to Julia in Rules answer from Lukas   
    EDIT: just to add to the difference, imagine wedding vows starting with "I MANIPULATED YOU" instead of "I chose you". Good grief
  21. Like
    Bayushi Sezaru reacted to Julia in Rules answer from Lukas   
    Or, instead of insulting people working hard on the game, you could understand that "manipulate" and "choose" are two completely different verbs in English, and thus it's legit dice manipulation actions are a different kettle of fish? I honestly think it's embarassing thinking that "manipulating" something it's the same as "choosing". Homework: write 10 sentences with the verb "to manipulate" and 10 with the verb "to choose" and see if the two are synonims
  22. Like
    Bayushi Sezaru reacted to JJ48 in New Article: The Conflicts of Rokugan   
    Three posts went up at practically the same time to announce this, and all by Crane.  Hm...
  23. Like
    Bayushi Sezaru reacted to Moto Subodei in Dueling, A Bottom-Up Opinion   
    Dueling bottom up is never a good idea
  24. Like
    Bayushi Sezaru reacted to BayushiCroy in Dueling, A Bottom-Up Opinion   
    I agree and kudos. 
    Bidding high, they mentioned, is being dishonorable. I don't see why the same isn't true for dueling. 
    Using the sun to your advantage, blade partially unsheathed, kicking dirt . This is bidding high. 
    Bidding low means you are confident in your own abilities. And don't need tricks. 
    I will be bidding high. 
  25. Like
    Bayushi Sezaru reacted to Kakita Shijin in Dueling, A Bottom-Up Opinion   
    FFG has done a good job designing the game top-down. They retained elements from the CCG (two decks, provinces, strongholds). They baked in philosophy from feudal Japan (sakura, mono no aware). Well done.
    Then there’s the dueling mechanic. I’d say this one is definitely a “bottom-up” design; clearly they just wanted to keep the rules simple in this area, and clearly they just really like dials. That’s not a problem, I like dials too. Dueling can cause an honor exchange; also, bottom-up design. That’s how the dial works for card drawing, so they carry it over to keep things simple.
    Here’s where my opinion comes in:
    The honor dial / dueling mechanic creates flavor, and we should enjoy it.
    Can we think of scenarios where it doesn’t make sense? Sure! Does it conflict with our notions of L5R flavor? Absolutely it does. So what are we to do? I say, we open our minds to new flavor. I say we imagine positively. This is how dueling works now, and it creates space for interpretation. The old L5R duel system had problems. We had to pay attention to focus values while deck building. We sometimes dumped our entire fate hand into a duel. Balancing these things for the sake of dueling was fun in its own way, but it was painful too.
    Since FFG was mindful of the need to design our game top-down, I’m willing to embrace this system even if it is an obvious re-use of the dial. In fact, as I think about it, it’s elegant. Well done.
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