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About AuntHerbert

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  1. You misremember the quest. It is not Rook deciding to kill the Clerk I am talking about, it is Rook receiving the direct order to kill the Clerk. Disobeying this order is the only way for Rook to get a Clerk's Boon in campaign, so it certainly isn't a characterization of Rook, at most it is a characterization of his secret client. Who is obviously powerful and influential, and in another quest worried about the good name of the "Cult of Hesh". And about that renown variable, that only becomes apparent to ppl who load up the program's code in an editor, and as such obviously has NO narrative function: the way it is paired with "combat strength" seems to indicate to me, that all it describes is the relative strength of someone in a debate, not his "social standing in the overall society" like you imagine it. In a debate clerks, wealthy merchants, bartenders, zealots, patrol leaders, and pamphleteers could be considered about equally strong, that checks out. I am pretty sure this variable is in the game to select opponents for quests like "Win the Crowd" or "Convince <person>" in brawl, where the game randomly generates debate opponents of a comparable strength, but that isn't an axiomatic ruling about their class ranking in the game world. In daily quests monsters can be debated, so they may have a renown stat in the code, although they are probably not supposed to be legible as random debaters in brawl, so they also might not have one. If they DO have renown in your interpretation it should be 0, in my reading it should be quite high. I currently have no good editor installed, so if you have to find out, that would be your task to check. The programming code is not a "GM's hidden guide to Havaria worldbuilding" publication, and shouldn't be treated as such. Basing worldbuilding arguments on it, like you try to, is just applying the wrong tool to the wrong job. The argument "The authors made a worldbuilding mistake and should fix it, because they ignored my personal interpretation of a hidden variable in the game code" is quite arrogant and stupid. It is still THEIR artistic work you are judging here, and it finds its expression in the dialogues and interactions in game, not in the code that produces these expressions. You might want to take a walk around the block and consider whether your pride about being able to read code led you to some quite wrong conclusions. You are on the way to read canon from tea-leaves, which only leads to head canon. And I frankly DON'T think this "Renown" stat belongs in the wikipedia, exactly because it can be misunderstood the way you just did, and just leads to further confusion with Smith's debate mechanic.
  2. There is also sometimes the option to save someone. If your allies are hellbent on murdering someone dead, but you manage to apply just enough damage to make them surrender, your allies will change their plans. In the image Brut has 23 HP left, but only 11 Morale. Smith has 3 actions, 2 attacks with combined 10 damage in hand and the Smith's Hammer card to produce one more low-powered attack. If Smith had played all his attacks, Brut would have surrendered immediately and survived. Oh wait, Brut has also 6 wounds, so just playing the Dropkick would have saved him.
  3. Well, you argue that the authors of Griftland made a mistake by designing the Boons and Banes for Clerks, and should change it. And you base your argument not on balancing concerns in the brawl, but on worldbuilding continuity. My position is just that the way it is now is consistent with the Clerks role in the storyline. It seems your burden of proof should be quite a bit higher than mine, and I do not see you carrying it through. All you have on your side is a hidden variable somewhere in the dregs of the programming code, possibly a remnant of an initial idea the devs never followed through to realize. I find it completely plausible, that other Admirality types may offer or reject a little favor to someone who is in especially good or bad standing with one specific clerk, but nobody else cares. And knowing, that a Clerk loves or hates them has certainly not enough of an impact on Sal, Rook or Smith, to influence their combat reflexes or self esteem. Like, having troubles to digest their meal when they know, that a Spree raider has it out for them, or getting more at ease with the effects of alcohol or other minor ailment's, when they have a priest's blessing. What I love so much about Griftlands is, that it has those two sides: Yes, it is a card game that focuses on deck building tactics and card mechanics, but it is also a story-telling device, and the way the card mechanics are set up often have the dual purpose of expressing personality. I truely laud ZeppMan's effort to provide more input to the "e-sports" side of Griftland, especially as it displays in brawl, which is a bit the ugly duck side at the moment, and I don't want to hijack his thread. I just want to point out when I feel his solutions would lessen the narrative side, which is probably the main sales argument for Griftlands.
  4. Special Delivery: Rook is told to off the clerk after delivering to the bog to avoid witnesses. Clerks are disposable pawns and untrustworthy. Trade Secret: All the clerk has to offer to Rook as a kickback is an untrained unupgraded vroc. The details of the payment to the Rise are never revealed in detail, Collection Day: Clerks are corrupt and underpaid and scam even the Admirality for money. Or at least would, if they weren't too cowardly to pull it off by themselves. Bounty hunt, Competing Bids, Termination of Command: In one of the dialogs the clerk expressively complains about the boredom of checking off a meaningless list to outsource hit jobs, the Admirality can't be bothered with to do themselves. He/She doesn't even know why the person is on the list and doesn't care. Clerks are just relating decisions from higher-ups to filthy grifters. And isn't the target of Termination of Command themselves a Clerk, who ran away from their job? Or was that another quest? Bounced Out: The prisoner in question is Sweet Moreef's bouncer, detained for brawling and uncouth behavior. Barely a high security case of a hardened criminal. And last not least, exactly the meaningless Boons and Banes that started our little debate show, that the authors of Griftland do not share your gilded view of Clerks.
  5. OK, I may have misinterpreted the title ranking in the compendium, but just compare their uniforms with the rest of the Admirality. These guys obviously do take importance in flashy looks, given all the blink the upper ranks run around in, and the clerks have to wear greyed out drabs with barely a name patch. Also the story definitely does not present or treat them as VIP's who's opinion can really shake a grifters self-esteem. If the devs wanted to portray them as important pillars of society, then they certainly failed at it.... or more likely changed their ideas.
  6. As you seem interested, here is a new chapter about Rook's negotiation. Please feel free to comment if something is hard to understand:
  7. I would definitely take Rake, the battle vendor. Indeed, I rarely take Delenna, the negotiation vendor, at all. As I said the number of basic negotiation cards that comes up with Destroy or Expend results for Sal is usually considerably higher anyways, and in the end it's the battle deck that let's you survive. If you fail at negotiations you lose your resolve and possibly a quest reward and probably have to drink a lot, but if you fail a battle, the run is over. If your negotiation deck is sub-par and your resolve is low, you can often skip the preboss negotiation to at least get your turn 1 advantage, or Sal night 3 can throw money at two of the three pre-boss negotiations or just find another way to bring enough allies, but you can't skip the fight. So, I usually buy off at most one or two cards from the negotiation deck and the first card is affordable even if Delenna dislikes you and at higher prestige levels, as you can wait a day or two until buying it off and Sal earns far more money on later days. OTOH the pet vendor usually sells Vroc Whistle, which is an easy auto-win button for the first two boss fights. (Not sooo important if Sal has a pet and there is also a good chance she can pick it up for free from the Abandoned Battlefield event). And if you negotiate with the Graft vendor NOT to extract the random graft, you get one "Heavy Lifting" boon from his grateful victim for free, so the negotiation vendor is really low priority. Rook is the one I am "studying" atm and theorizing and testing out what works really well and what does not. With Smith I have unlocked all the cards so far and have some general ideas, but I am yet to really invest time into playing him. My general impression is, that he has some quite easy combos, like Powder Keg and Turnabout, or Moxie abuse in battle with Biting Chest Bump, that lets him constantly heal AND gain power.
  8. The way they are portrayed in the campaign I rather think they should have their renown lowered (Where do you get that stat from, anyway?) Pencil pushers, that don't pose a threat in a fight, and are mostly useful to press more shill out of a negotiation opponent. No fancy uniforms, no fancy death loot, in quests they appear as sacrificial pawns, dissatisfied employees willing to cheat the Admirality or on the way to quit their job alltogether. Their idea of "power" is to hire a grifter to beat up a laborer for fun or extort a jake for landing fees. Plus all the puns about bureaucracy in their description and dialogs... they are basically the evil clowns in the story line, comparable to the laborers as the sad clowns, and far less sympathetic. If you sort the Admirality page by title, the ranking in ascending order is Clerk, Goon, Guard, Investigator, Patrol Leader, Promoted Goon, and the uniforms fit this ranking. It all fits perfectly with forgettable Boons and Banes. Nobody would care for them apart from their clout with the guys that carry the big guns.
  9. Magnetic Charm and Beguile are both in Sal's 7th card set, named "Influence & Discarded" I think not all Rare cards are good, and especially not in every deck, and you can't really plan to get a matching rare card in the future. It depends a bit. One special trick is helpful, if you get an option to upgrade a card early on, as a quest reward or a gift from Fssh or by randomly running into an altar on the road: You can click on every basic card that hasn't upgraded yet, and see which upgrade options will become available later on, then back out to inspect the next card. With Fssh's Gift or the Altar, you can then even back out of upgrading alltogether and chose a different option completely. If you upgrade as a quest reward you can check both decks and plan ahead, according to which basic cards will be left in the deck. Feint of Hesh has synergies with everything that gives Temporary Power, as it can make it constant, so I will regard for example "Scatter" higher and spent more money on gifts to Heavy Laborers to get their boon, definitely kill Sparky for his boss item, be more willing to kill Luminaris for their Heshian Mask, etc.. and I usually try to go combo and focus on multiple attacks to get more bang for my buck. Following Feint is usually a rather meek upgrade, as the variation in damage output on most cards is 4 or less, for an average damage buff of 2 per card, but some cards are hugely "swingy", like Wild Lunge, that does 2 attacks with 2-14 damage each, which makes Following Feint a 12 point damage buff on average, from an average 16 damage attack to a guaranteed 28 damage. Other "swingy" cards are (Tall) Bleed, (Boosted) Target Practice, Drunken Master and Slaughter. If you have multiple "Strained" Stabs or Strikes with a discard effect, cards like Overextension, Windup, Ghost Strike or Spare Blades get better.get better, If you have no "Strained" left at all after upgrading it might be a good idea to pick one discard option up when offered, as it can be the crucial difference against opponents that flood your deck with status cards, so both Assassins, the Drusks, Kashio with the Bleed equipment or Spree Raiders and Thugs. if you have Stab of the Deep (Apply 1 Wound) you rather go towards multiple damage, if you have Stab of the Mirror left, you rather look for effects that cause wounds or increase your power. Piercing attacks are a benefit for Bleed strategies, that usually have trouble against Metallic foes, etcetera. Anything that Expends is half the way to a full removal, at least you only have to play it once per battle, and it will have more of an impact the one time you play it. Sal's negotiation cards have fewer upgrade options than her battle cards, so each individual upgrade option appears more often, and I am sometimes amazed how few basic cards are left after upgrading, especially if you take the "Amnesiator" gift. I may be overdoing the "slim deck" idea a bit, but I was hunting for the "Efficient" achievement (Win the campaign with 7 or less cards in your battle deck) since prestige 2 or 3, and it took me until prestige 6 to finally get it. I always chose Rake at day 1, to lower the price for removing cards, took quests with "remove" rewards with priority, and always sided with Oolo, to avoid the Spree card from Nadan. It really taught me to enjoy the way small decks work. For the achievement, you'll even rarely pick up boss loot, although they are often extremely good items. You'll try to pick up no more than 2 or 3 cards in total during the entire game, so you will develop really discerning taste and only get cards that perfectly match the deck, unless they will destroy themselves after 1 to 3 uses. If you aren't hunting for the achievement, cards with Replenish and or Expend are often very good, especially the loot drops from bosses.
  10. We'll have to wait until the first expansion after the release, then. Wow to us mere mortals!
  11. He died because you are morally a bad person, don't try to hide it! SHAME, SHAME, SHAME!!1!!!
  12. 4 copies of the main damage card would be excessive for my style, as I usually only have 10 to 12 cards in total, especially after expending my remaining Deflections. In a way, Diplomatic Instincts -> Flatter is my true main damage card, doing 5 damage for every enemy argument/bounty on board including core, for 1 action and 1 Influence. I dislike other cards, that cost Influence after upgrade, as that means I have to use Diplomatic Instincts more often for restoring Influence via Compliment, and usually Flatter bomb is just a better way to spend Influence than anything other cards offer. Luckily Sal doesn't have many arguments with Rise. Intrigue is fine, doing 2 times 3 damage as Sparce Intrigue, just Swift Rebuttal is a tad better, if you can get it. Boosted Rebuttal does 5 damage and fetches a 0 cost card from discard. If you have none available, it produces a dud card, which also does 2 damage, so it does 5 + 2 damage, which is already more than Sparce Intrigue does. With a Simple Plead and Boosted Rebuttal in hand, you play the Plead for 3 damage, then Rebuttal, then the Plead again, that's 11 damage total for 1 action, even without Vulnerability active. The idea of having Simple Pleads in the deck, well, originally Sal draws 5 cards each turn, but has only 3 actions to play them, a few 0-cost cards just mean fewer cards go unplayed into the discard pile each turn. Even more so, if there are actually draw cards in the deck, and in a pinch Boosted Thinking can almost always produce a draw card. Magnetic Charm draws up to 3 cards and adds 1 Influence for every Diplomacy card drawn, thus allowing Diplomatic Instincts to produce Flatter whenever its drawn, until the Influence stack grows beyond 10 influence anyways and Compliment starts doing more damage than Flatter when there is only the core argument left to target. With a small deck Draw cards aren't soo essential, but the free Influence is nice. Magnetic Charm is the main reason for me to go pure green, with Boosted Thinking eventually the only Manipulate card left in deck. There aren't many cards to gain Influence otherwise. Build Rapport, Setup and Solid Point as common cards, and I am not a huge fan of either of these, Build Rapport costs an action to play, Solid Point has that stupid damage to random. Pale Setup is OKish, but you have to keep wary not to deplete your influence early on mistakenly, and it's slow in building Influence and takes a card space I would rather use otherwise. Ipso Facto and Magnetic Charm as uncommon, both are cool, but Magnetic Charm produces more Influence way more reliably AND draws card. Then there is Calling In All Favors, a rare card, that is too gimmicky for my taste. Another bombshell attack card is Beguile. It costs 2 actions, and does little early on, but if you keep cycling it with Influence available it grows really huge really fast. I learned to love Magnetic Charm when I had drafted Beguile early and was looking for a more reliable way to keep Influence up while cycling the deck. The only good rare card in pure green is Collected, especially if you already have Magnetic Charm, as it will keep your Influence stack from getting destroyed and having to be rebuilt over and over again Buying Time, I feel that card doesn't hurt the deck, but it doesn't add much either. You need to cycle it until you built up enough Influence to spend, then you play it once, get one or two free action and it expends. If the deck runs smoothly, that extra action won't do anything, if the deck is clunky, and has too many too expensive cards, that one shot in the arm won't fix it. Usually, I would rather take the shill instead. Aplomb (pay Influence for 8 composure) may be a card, that I will try more in future. Could be useful on day 4 negotiations, when those huge single hits start coming in. It somehow irks my Influence miserlyness, and on any earlier days Keep Composed with Boosted Thinking and the one-time Deflections do the job for me, but day 4 sometimes gets problematic and I start to pick fights just to avoid negotiation, or accumulate a lot of status cards from drinking heavily.
  13. Hmm, I probably read too much into the "upgrade them for this negotiation", and kept cards purposefully un-upgraded. Do not recommend. But yea, it probably still works as a pure draw card I usually end up playing Sal with almost exclusively Diplomacy cards, with Magnetic Charm as my draw card of choice. Diplomatic Instincts, two Pleads (Simple), one Intrigue (Sparing), or if I can get my hands on it, Swift Rebuttal, (Boosted), one Keep Cool (Composed) as pretty much only defensive card after the Lucid and/or Wide Deflections have expended. Often one leftover Visionary Fast Talk, and if luck is with me, one Beguile. Only Manipulate card left is usually Boosted Thinking, no Hostility cards. All basic cards that upgrade to Clarity get destroyed asap, the rest is removed peu a peu by the Night Merchant. It's a bit boring, but works like a charm. I usually play red cards only if I draft Menacing Air on day 1, I already know, that at least one of the Threatens will upgrade to Lucid (+1 Dominate) and I haven't already committed too heavily to my usual mix.
  14. Aaaaah "You haven't received this social bane yet. It'll unlock and activate when you make this person hate you". Yeah, that's a pure placeholder.