@@Quplas Sadly, the difference there is that you win and get to see the scenario and gain XP and you're allowed to keep playing your character whilst the Green version cuts you bad
I enjoy that on your initial review of Daring Maneuver, you said there weren't enough cards to support this archetype. And now, you say it has the most support. It's a good sign of the evolution of the game! I'm still hoping for that cowboy style investigator with revolvers that say "if you succeed by 2 or more, fire them again".
To note, the Taboo on Quick Thinking has been different than the one you all know, as of October 2020. It's now "max once per round" for the extra-action ability. So you can theoretically commit more than one again, but can never get more than one bonus action this way. (I'm pretty sure that maximum is a group effect as well, which might end up mattering for multiple green/multiple collections parties.) www.fantasyflightgames.com/en/news/2020/10/15/peer-beyond-the-veil/
23:38 I don't understand why Silas would get the bonus from Quick Thinking while also returning it to hand (as compared to merely returning it when you won't get the bonus). Silas's ability happens after ST.3, doesn't it? Quick Thinking's effect won't happen until ST.7. Seems very similar to how Take Heart doesn't work well with Try and Try Again (Try happens in ST.6, but Take Heart can't happen until ST.7). 22:45 Oh Travis, thinking poor, unfortunate Skids has 4 Combat...
You're definitely correct and in the moment I was wrong. I was doing quick Google searching while recording and read incorrect information. I have since found correct information after this recording.
@@PlayingBoardGames It is still at least a somewhat synergistic, as Silas can save Quick Thinking from a failed/succeeded-by-one test in order to guarantee it only stays on a test where its text will proc (or where its pip was required to pass). There are definitely times when you draw a -4/big token effect/autofail and miss out on the bonus. Silas also has the benefit of being able to commit it to easy tests, and for example proc it on a 0/-1 or return it on a -2. Then again, "Silas + skill cards" is a combo all on its own...
It's worth noting that Tony can have access to level 1 Survivor skills/events, which lets him use Brute Force and Sharp Vision alongside succeed-by-X enablers / other payoffs (punching out a 3-health monster is very fun, btw). Wendy also has access a large-number of succeed-by Rogue effects, and has Sharp Vision/Expeditious Retreat along with a built in way to mitigate negative chaos tokens, as well as stuff like Glimmer of Hope to act as an enabler (and which also fuels her ability). A Seeker/Rogue that can use an upgraded Dream Diary (or possibly Trish with the base version) would likewise be something to look out for.
I was pleasantly surprised with Winnie with Chuck Fergus, emphasizing events more than skills. I found the hardest part was, with a level 0 deck, being able to consistently test agility instead of other stats, although Winnie helped quite a bit. A decent number of these are level 2, so off-class Rogues could dabble.
The biggest pet peeve of mine is how you call skills by "brain," "foot," "book," etc. instead of their actual names willpower, agility, intellect, combat. It gets particularly confusing when I hear you guys refer to sanity as "brain" as well.
Referring to sanity as brain is definitely something we need to fix. As Bryn said in this video, we cause confusion there. I'm sorry to say though that the one word description for each skill is set in stone on our end.
I don't mind the others, but willpower and sanity both being referred to as "brain" is definitely confusing. Although I do think that they generally say "brain" for willpower and "brains" for sanity. Still, using "head", "mind", "will", etc for willpower would be better -- after all, the symbol isn't *actually* a brain unlike it is for sanity. The actual terminology doesn't matter very much because card text never refers to the skills by name -- it's always by symbol. The skill names are only ever referred to by name in the rules, and usually only in basic places like fight/evade/investigate rules. But I do see how it would be annoying.
I like to call these decks Pull the Autofail Every Test decks. At least that's how they play for me.
There's also the opposite with "Take Heart," since that card automatically makes you pull an elder sign token an pass any test.
@@Quplas Sadly, the difference there is that you win and get to see the scenario and gain XP and you're allowed to keep playing your character whilst the Green version cuts you bad
I enjoy that on your initial review of Daring Maneuver, you said there weren't enough cards to support this archetype. And now, you say it has the most support. It's a good sign of the evolution of the game!
I'm still hoping for that cowboy style investigator with revolvers that say "if you succeed by 2 or more, fire them again".
To note, the Taboo on Quick Thinking has been different than the one you all know, as of October 2020. It's now "max once per round" for the extra-action ability. So you can theoretically commit more than one again, but can never get more than one bonus action this way. (I'm pretty sure that maximum is a group effect as well, which might end up mattering for multiple green/multiple collections parties.)
www.fantasyflightgames.com/en/news/2020/10/15/peer-beyond-the-veil/
23:38 I don't understand why Silas would get the bonus from Quick Thinking while also returning it to hand (as compared to merely returning it when you won't get the bonus). Silas's ability happens after ST.3, doesn't it? Quick Thinking's effect won't happen until ST.7. Seems very similar to how Take Heart doesn't work well with Try and Try Again (Try happens in ST.6, but Take Heart can't happen until ST.7).
22:45 Oh Travis, thinking poor, unfortunate Skids has 4 Combat...
You're definitely correct and in the moment I was wrong. I was doing quick Google searching while recording and read incorrect information. I have since found correct information after this recording.
@@PlayingBoardGames It is still at least a somewhat synergistic, as Silas can save Quick Thinking from a failed/succeeded-by-one test in order to guarantee it only stays on a test where its text will proc (or where its pip was required to pass). There are definitely times when you draw a -4/big token effect/autofail and miss out on the bonus. Silas also has the benefit of being able to commit it to easy tests, and for example proc it on a 0/-1 or return it on a -2.
Then again, "Silas + skill cards" is a combo all on its own...
I love these types of videos you do!
It's worth noting that Tony can have access to level 1 Survivor skills/events, which lets him use Brute Force and Sharp Vision alongside succeed-by-X enablers / other payoffs (punching out a 3-health monster is very fun, btw). Wendy also has access a large-number of succeed-by Rogue effects, and has Sharp Vision/Expeditious Retreat along with a built in way to mitigate negative chaos tokens, as well as stuff like Glimmer of Hope to act as an enabler (and which also fuels her ability). A Seeker/Rogue that can use an upgraded Dream Diary (or possibly Trish with the base version) would likewise be something to look out for.
I was pleasantly surprised with Winnie with Chuck Fergus, emphasizing events more than skills.
I found the hardest part was, with a level 0 deck, being able to consistently test agility instead of other stats, although Winnie helped quite a bit.
A decent number of these are level 2, so off-class Rogues could dabble.
Rogue class rejoice! Loving your great content as always!
Thoughts on Manual Dexterity (2) on Wini?
Feels so good to commit it alongside Opportunist(2), commit 2 cards, end up with 4 and a pass
But playing at harder difficulty levels directly challenges this archetype.
Upgraded Leo is (I guess) for having 2 Leos while having still only 1 coreset ;)
Innate matters for survivors woot woot
The biggest pet peeve of mine is how you call skills by "brain," "foot," "book," etc. instead of their actual names willpower, agility, intellect, combat. It gets particularly confusing when I hear you guys refer to sanity as "brain" as well.
Referring to sanity as brain is definitely something we need to fix. As Bryn said in this video, we cause confusion there. I'm sorry to say though that the one word description for each skill is set in stone on our end.
I don't mind the others, but willpower and sanity both being referred to as "brain" is definitely confusing. Although I do think that they generally say "brain" for willpower and "brains" for sanity. Still, using "head", "mind", "will", etc for willpower would be better -- after all, the symbol isn't *actually* a brain unlike it is for sanity.
The actual terminology doesn't matter very much because card text never refers to the skills by name -- it's always by symbol. The skill names are only ever referred to by name in the rules, and usually only in basic places like fight/evade/investigate rules. But I do see how it would be annoying.
@@anaphysik they are definitely testa libro and piede for me in italian. Head book and foot
"brain" is the only one I don't like because it's a head and not a brain