Calculated gamble would make sense only if hostile player would be one making secret roll and giving hints. New combat cards would be more fun if they would use special tiles with some special rules (like laser barrier) - there could be one additional card with rules for those tiles.
I agree. Have you checked out the video I uploaded today? I talk about combat cards, and how introducing objectives, special rules, and one-shot narratives could make them more interesting.
I have not. But I will. I’m just starting exploring fortress with my friend and we are still cheesing hostile movement and targeting to our extreme advantage. We have bad luck with our first expedition then much luck with next and everything suddenly become too easy and I’m starting to seek some middle ground between extreme cheese and nemesis dice hostile player.
@@krzysztofdrzewiecki5618 It's worth adapting the nemesis dice concept for cooperative play, even if it's just to give the occasional saving throw to enemies.
A lot of people moan about the price, but I look at it that them cards add tonnes of variations to what is a brilliant game and £10, £9 or even the £7.50 that I paid for them each is a price that won't get you hardly anything to do with hobbies, that quite frankly, lasts more than an hour or two, so for the pleasure that I will get from loads and loads of not hours but months, in my eyes is a great price.
That's a nice way of looking at it, and I'm glad you're happy with the value. I think these expansions are a little overpriced, but I'm not outraged about it. I'm happy to own them (I will extend Blackstone Fortress as much as I possibly can), I'm just not convinced they'll add enough variety for the price, especially those 15 extra combat cards, which I don't feel were really necessary. I don't think it helps that the same company offers such excellent value with the Underworlds expansions. Thanks for watching and sharing your thoughts.
Always Board Never Boring Lol. I’ve just paid £30 for Abominable Intellect, to complete the set. Still haven’t played anything past the core game yet, though.
I’m using the combat cards to have more chances more “easy” combats (2-3 search tokens) early on . As fortresses are defeated I will add in more ambushes and 4 search token combats. This game can be easy IF you draw up the good gear early but if you don’t you can get whipped pretty easy with a few rolls not going your way. With two play throughs under my belt I wonder if people that say it is too easy are either rolling amazingly well or fudging dice rolls when they get unlucky/bad results
That's an interesting idea. To be fair, I think there are too many people saying the game is easy for it to be luck, and too many people were happy when Abominable Intellect came out for it to be down to fudging dice. I think it's down to a couple of things: People who are really good at min-maxing and working as a team will do better. I think it's mainly down to some people being better at min-maxing, working as a team, and "seeing the Matrix" so to speak. Bear in mind, the game expects players to compete a bit for resources, so those people who play truly co-op (or solo, as I do) will also find it a bit easier still. John Middleton, one of my subscribers, was able to "solve" the game relatively easily, and I think that's just something that happens sometimes. Like, there are people who can rock a massive score in Mage Knight, while I struggle to scrape through with a couple of points because I never seem to be able to get a really efficient engine up and running. For me, Blackstone Fortress is a moderate challenge with occasional spikes of panic. Most of the time it's quite relaxed and fun and I don't feel under any great pressure as long as I stick to what I'm doing, and then sometimes things just go to hell. But I've always been a bit more narrative minded, and I don't number crunch. If I can't figure out in seconds if it's better to roll 2D6 or 1D8, I'm going to pick whichever seems cooler or more fitting for the situation.
I totally agree with you, mainly because I felt the new combat cards in the exploration deck didn't really add anything at all. You don't really need that many different arrangements of the same few tiles, bit it's always cool to have loads more items to experiment with.
All the OOP Blackstone products are being listed for crazy prices on the secondary market. Not sure how many are actually selling at those prices though. I think people should think very carefully before paying the inflated prices, because I really don't think these card packs are worth it.
I agree , I was lucky to find both big box expansion! I grabbed them quick ! I think I will be happy with those two . I really wanted no respite .. but no luck :( I did grab the last small box expansion just because that to will be op .. thanks for your Blackstone videos I watch them all .
@@Slyfox1775 Thanks so much for watching the videos, it really means a lot. Grabbing the two big boxes is a good move. They really do bring the most to the game, in terms of content and narrative, and you really do have a lot of gameplay there to keep you busy for a long while. I think No Respite took everybody by surprise. It must have been such a small production run.
Wish Endless Peril had more puzzles, I love me a mental challenge as opposed to just fighting the same way with different layouts. Otherwise I do really like the artwork on the Advanced Arsenal cards.
I heard that in this game you level up by getting better gear and that's it but when I look at the gear you get, 80% of the cards self-discard upon usage so how do you actually level up?
Lots of the items you can buy are single-use, but there are plenty that are permanent. Note that "exhausting" doesn't mean discarding. There are also times when you earn permanent rewards, such as new skills or powerful artefacts. For example, in the base game you earn a stronghold artefact for completing a stronghold mission. Sometimes there are permanent bonuses in the secret envelopes. Also, don't underestimate the value of the single-use items. It's amazing how much easier things can go when you have a few items to drop at just the right moment. Sure you lose them after, but you can always go shopping again.
Thanks for these videos. I have watched this one at least 3 times just to talk myself out of buying advanced arsenal at the ridiculous prices people are selling it for now.
@@AlwaysBoardNeverBoring Good to know. I have the core, Escalation, and Ascension. I keep telling myself that is enough, especially since I have only played a few missions in last 2 years and I have way to many other game to think I will play through it more than 2 or 3 times.
I'm was about to offer a genestealer combat patrol (the 1 with 32 minis) for the 3 card packs in my local warhammer community. Hopefully someone will bite, got the CP 60% off when a FLGS was closing. Paid $65 for the CP, so if I get all 3, will be cheaper than 1 of them on ebay. But maybe will hold off, finish the base game and finish playing all the expansions.
Yeah, these have been out of print for quite some time, and the prices are high on the secondary market. I really don't think they're worth the money, and I don't feel like people who don't have the packs are really missing out on much (especially Endless Peril). I certainly wouldn't encourage anyone to spend a silly amount of money on them.
yeah.. too pricey for me. My group is at the last 2 strongholds so we wont be getting them. All the expansions for the game seem pretty pricey considering the contents =(
Yeah. GW seems to price things based on how much they think they can sell. I think these expansions suffer from having a smaller audience, and therefore the markups are higher to compensate. It sucks, but if it's a choice between them charging more or not making the expansions, I'll go for the former option. It's annoying though, when you see the incredible value for expansions for Underworlds, which include 60 cards with unique art plus miniatures for less than these two packs of cards cost.
I think it might be also due to the fact that they know most board gamers are completionist junkies who would like to buy everything for a game they have eventhough they have never cleared the current content.
I don't think Kickstarter has helped with that attitude. Fortunately, I don't have that mentality. For the longest time I never used to buy expansions at all (I still play Arkham Horror vanilla), but now I only buy them for my very favourite games, and even then I know when to stop. For example, I stopped collecting Underworlds at wave two, despite loving the game. I just knew I didn't need any more. So, I am committed to buying any expansion content for the Warhammer Quest line of games, but at least I know I'll use it all.
@@AlwaysBoardNeverBoring I just got a few wh underworld stuff too. As of now, I'm just intending to get chaos factions. (I play chaos in age of sigmar)
I was disappointed they didn't go further with the fantasy stuff too. I think they shot themselves in the foot a bit with Silver Tower - it was a bit difficult to expand easily; but as the product line was evolving anyway, they could have done more. I am truly enjoying Blackstone Fortress though. Warhammer Quest in space is a game I've wanted since I was 10 years old.
@@AlwaysBoardNeverBoring sadly I've never been a 40k fan (gasps of horror), do find their fluff and stuff interesting but not a mad fan lol. And they could could of expanded it into new realms etc etc it is Tzeectch the changer of ways lol. Dosen't stop me from enjoying your content and appreciating it :)
It's okay, I don't burn heretics, so you're safe. They definitely could have expanded Silver Tower into other regions, I just think they made it hard because of the way the mechanisms work, with tiles keyed to an adventure book. That sort of thing takes a bit more thought and effort to expand. No excuse for not expanding Shadows Over Hammerhall though (except maybe it just didn't sell well enough). Thanks for watching the channel.
@@AlwaysBoardNeverBoring Good points. But if they combined all the good elements of both games or the mechanics from the 40K WHQ you have endless possibilities - esp in the AOS fluff and portals etc etc. Typical GW focus more on 40K and sideline fantasy lol. They could of easily open up Silver Tower with a few game mechanic twieeks - this is GW here lol. But sadly alas not too be. Just watching a play through of the original WHQ forgot how simple and enjoyable it was to play.
Who knows? Maybe they will revisit the AoS setting. They seem to learn a little something new with every iteration. Have to admit, if you've ever read my review of the original Quest on alwaysboardneverboring.com you'll know that while it was an incredibly important part of my life growing up, I just don't think it's a very good game. My love of it is entirely based on nostalgia and theme, because by today's standards I don't think it's a lot of fun. It was at it's best when you used the advanced roleplaying rules with a GM; the random dungeon plunges were pure chaos.
Even though the layouts change, I found that almost all of the maps felt and played pretty much the same in the base game. It was mostly annoying just to have to build maps multiple times during one game. Only the ambush cards change things up, but are simple once you figure out how to defeat them. Those equipment cards are even more over-powered than many o the base game cards, GW just can't help themselves. Nothing here addresses the issue of the actual loot cards being a total drag.
Yeah. 15 new combat cards felt unnecessary to me because they aren't really adding anything new. I'm posting a video tomorrow talking about this a bit actually, in regards to the (pretty excellent) White Dwarf mission and what I think would be a more interesting way to expand the combat system. Some of the new resources are crazy; especially the sniper rifle.
That may be part of it - maybe they don't think enough about how these things are going to combo. At least a lot of things are discarded after use, which (as I said) is something I really like about the resources in this game.
I see where you're coming from, but I always thought of it as more about looking for the "big score." You find loads of weird crap that the guys on precipice can make into new weapons for you to use, but really the lure of the fortress is finding something incredibly powerful that nobody has ever seen. The kind of stuff that blows up planets.
I'm rewatching (more like re-listening since I'm working) your videos, and you keep repeating the same point over and over - one-time use items are better than passive items because there is a decision involved, while passive items are just there and you get the bonus regardless. I'd like just to comment that it all depends heavily on the game design. Blackstone Fortress probably lacks the mechanic depth for a good passive item system, but arguably with some minor tweaks even it could had it. One of the main ways to achieve this are slots. By simply having equipment slots you already a) limit the usefulness of passive items since you can't just hoard 10 of them and reap beneift of each, b) introduce a decision point of which item to equip into which slot. This stems into another way of balancing slotted items so that the decision wouldn't be obvious. Like, instead of designing them "up" (+1 dice, +2 dice, +3 dice, etc), designing them "wide" (+1 dice with a minor side benefit, +1 dice with another minor side benefit, +2 dice with a major downside, +2 dice but very conditional, etc.). There are plenty of ways to make non-consumable items engaging and exciting to play with. Not to mentioning passive items give you the actual sense of progression, that your characters grows in a way, becomes more powerful. tl,dr: I disagree with your notion of one-time use items being better than passive items, both are valid gameplay concepts, it is just the shallow way they are implemented in blackstone fortress due to it's lack of mechanic depth is so off-putting.
Do I say they're better? Generally, I find one use items more enjoyable because they tend to create interesting decision points that I find more compelling. That's not to say I don't like finding a nice magical sword when I'm rummaging through a dungeon; and it's not to say you can make interesting permanent items. Both types of items have their place, but consumables have always been something I have enjoyed more. Blackstone Fortress already has a slots system - there's only so much you can take into stasis - and I like that too because various tokens and even negative cards can impact on what you're allowed to keep with you, making for more interesting choices.
@@AlwaysBoardNeverBoring That's not the slots system though, that's just regular inventory capacity. The slots system I'm talking about is about slots for specific equipment. For example, from another game I'm playing, there characters have 2 hand slots, 1 torso slot, and 1 accessory slot. You're allowd to have more in "inventory", but they have no effect in inventory, and only take effect when they are equipped in a slot, and since slots are limited, each equipment piece requires a specific slot (or multiple slots), it creates a lot of planning decisions ahead of the game, and dynamic decisions during the game. A 2 handed weapon might be very powerful and compelling to use, but if you do, you lose the access to both hands for other stuff like utilities or exploration equipment, etc.
It doesn't really matter to me if any given game has slots or not, though. If that game contains permanent items and consumables, I will generally find the consumables more interesting because the decision points are more interesting to me. I just completely blew a playthrough by failing to use a consumable item at the right time.
@@AlwaysBoardNeverBoring Well, now you're contradicting yourself. You keep repeating that the reason consumables are better than permanent is "involved decision", but when I present the example of permanents that involve decisions, you go "nah". Arguably, you could've blew that playthrough by misusing a permanent/choosing to use wrong permanent item just as easily.
@@ABIGPLAN I’m not contradicting anything. My stance remains the same. I find consumables more interesting. It’s not an argument or debate, it’s a personal opinion. I prefer those options where using something means it’s gone forever afterwards. I only mentioned the playthrough because it was a funny example of me choosing to hold on to something rather than using it.
Calculated gamble would make sense only if hostile player would be one making secret roll and giving hints.
New combat cards would be more fun if they would use special tiles with some special rules (like laser barrier) - there could be one additional card with rules for those tiles.
I agree. Have you checked out the video I uploaded today? I talk about combat cards, and how introducing objectives, special rules, and one-shot narratives could make them more interesting.
I have not. But I will. I’m just starting exploring fortress with my friend and we are still cheesing hostile movement and targeting to our extreme advantage. We have bad luck with our first expedition then much luck with next and everything suddenly become too easy and I’m starting to seek some middle ground between extreme cheese and nemesis dice hostile player.
@@krzysztofdrzewiecki5618 It's worth adapting the nemesis dice concept for cooperative play, even if it's just to give the occasional saving throw to enemies.
A lot of people moan about the price, but I look at it that them cards add tonnes of variations to what is a brilliant game and £10, £9 or even the £7.50 that I paid for them each is a price that won't get you hardly anything to do with hobbies, that quite frankly, lasts more than an hour or two, so for the pleasure that I will get from loads and loads of not hours but months, in my eyes is a great price.
That's a nice way of looking at it, and I'm glad you're happy with the value. I think these expansions are a little overpriced, but I'm not outraged about it. I'm happy to own them (I will extend Blackstone Fortress as much as I possibly can), I'm just not convinced they'll add enough variety for the price, especially those 15 extra combat cards, which I don't feel were really necessary. I don't think it helps that the same company offers such excellent value with the Underworlds expansions. Thanks for watching and sharing your thoughts.
Always Board Never Boring Lol. I’ve just paid £30 for Abominable Intellect, to complete the set. Still haven’t played anything past the core game yet, though.
For "Calculated Gamble" i would just use a Dice-Mug for solo or more players
That would work, but you lose out on the leader being able to give hints to the other players, so it's just a completely random guess.
I’m using the combat cards to have more chances more “easy” combats (2-3 search tokens) early on . As fortresses are defeated I will add in more ambushes and 4 search token combats. This game can be easy IF you draw up the good gear early but if you don’t you can get whipped pretty easy with a few rolls not going your way. With two play throughs under my belt I wonder if people that say it is too easy are either rolling amazingly well or fudging dice rolls when they get unlucky/bad results
That's an interesting idea. To be fair, I think there are too many people saying the game is easy for it to be luck, and too many people were happy when Abominable Intellect came out for it to be down to fudging dice. I think it's down to a couple of things: People who are really good at min-maxing and working as a team will do better. I think it's mainly down to some people being better at min-maxing, working as a team, and "seeing the Matrix" so to speak. Bear in mind, the game expects players to compete a bit for resources, so those people who play truly co-op (or solo, as I do) will also find it a bit easier still.
John Middleton, one of my subscribers, was able to "solve" the game relatively easily, and I think that's just something that happens sometimes. Like, there are people who can rock a massive score in Mage Knight, while I struggle to scrape through with a couple of points because I never seem to be able to get a really efficient engine up and running.
For me, Blackstone Fortress is a moderate challenge with occasional spikes of panic. Most of the time it's quite relaxed and fun and I don't feel under any great pressure as long as I stick to what I'm doing, and then sometimes things just go to hell. But I've always been a bit more narrative minded, and I don't number crunch. If I can't figure out in seconds if it's better to roll 2D6 or 1D8, I'm going to pick whichever seems cooler or more fitting for the situation.
Volkite Serpenta ammo card mentions a line of sight ruler. Is there such a component?
Yes, it's a long thin piece of punchboard.
Despite their small size, I felt the item deck had a more solid value vs the exploration cards.
I totally agree with you, mainly because I felt the new combat cards in the exploration deck didn't really add anything at all. You don't really need that many different arrangements of the same few tiles, bit it's always cool to have loads more items to experiment with.
While expensive now it out of print can sell it for 100$ not a bad return
All the OOP Blackstone products are being listed for crazy prices on the secondary market. Not sure how many are actually selling at those prices though. I think people should think very carefully before paying the inflated prices, because I really don't think these card packs are worth it.
I agree , I was lucky to find both big box expansion! I grabbed them quick ! I think I will be happy with those two . I really wanted no respite .. but no luck :( I did grab the last small box expansion just because that to will be op .. thanks for your Blackstone videos I watch them all .
@@Slyfox1775 Thanks so much for watching the videos, it really means a lot. Grabbing the two big boxes is a good move. They really do bring the most to the game, in terms of content and narrative, and you really do have a lot of gameplay there to keep you busy for a long while. I think No Respite took everybody by surprise. It must have been such a small production run.
Wish Endless Peril had more puzzles, I love me a mental challenge as opposed to just fighting the same way with different layouts. Otherwise I do really like the artwork on the Advanced Arsenal cards.
I enjoy the little side events. They should have done more with that side of things.
I heard that in this game you level up by getting better gear and that's it but when I look at the gear you get, 80% of the cards self-discard upon usage so how do you actually level up?
Lots of the items you can buy are single-use, but there are plenty that are permanent. Note that "exhausting" doesn't mean discarding. There are also times when you earn permanent rewards, such as new skills or powerful artefacts. For example, in the base game you earn a stronghold artefact for completing a stronghold mission. Sometimes there are permanent bonuses in the secret envelopes.
Also, don't underestimate the value of the single-use items. It's amazing how much easier things can go when you have a few items to drop at just the right moment. Sure you lose them after, but you can always go shopping again.
Thanks for these videos. I have watched this one at least 3 times just to talk myself out of buying advanced arsenal at the ridiculous prices people are selling it for now.
Thanks for watching. These expansions are definitely not worth the prices being asked.
@@AlwaysBoardNeverBoring Good to know. I have the core, Escalation, and Ascension. I keep telling myself that is enough, especially since I have only played a few missions in last 2 years and I have way to many other game to think I will play through it more than 2 or 3 times.
I'm was about to offer a genestealer combat patrol (the 1 with 32 minis) for the 3 card packs in my local warhammer community. Hopefully someone will bite, got the CP 60% off when a FLGS was closing. Paid $65 for the CP, so if I get all 3, will be cheaper than 1 of them on ebay. But maybe will hold off, finish the base game and finish playing all the expansions.
They now cost $80 each
Yeah, these have been out of print for quite some time, and the prices are high on the secondary market. I really don't think they're worth the money, and I don't feel like people who don't have the packs are really missing out on much (especially Endless Peril). I certainly wouldn't encourage anyone to spend a silly amount of money on them.
Greit videyo mate
Thanks.
yeah.. too pricey for me. My group is at the last 2 strongholds so we wont be getting them. All the expansions for the game seem pretty pricey considering the contents =(
Yeah. GW seems to price things based on how much they think they can sell. I think these expansions suffer from having a smaller audience, and therefore the markups are higher to compensate. It sucks, but if it's a choice between them charging more or not making the expansions, I'll go for the former option. It's annoying though, when you see the incredible value for expansions for Underworlds, which include 60 cards with unique art plus miniatures for less than these two packs of cards cost.
I think it might be also due to the fact that they know most board gamers are completionist junkies who would like to buy everything for a game they have eventhough they have never cleared the current content.
I don't think Kickstarter has helped with that attitude. Fortunately, I don't have that mentality. For the longest time I never used to buy expansions at all (I still play Arkham Horror vanilla), but now I only buy them for my very favourite games, and even then I know when to stop. For example, I stopped collecting Underworlds at wave two, despite loving the game. I just knew I didn't need any more. So, I am committed to buying any expansion content for the Warhammer Quest line of games, but at least I know I'll use it all.
@@AlwaysBoardNeverBoring I just got a few wh underworld stuff too. As of now, I'm just intending to get chaos factions. (I play chaos in age of sigmar)
@@waynez78 That makes sense. Get some extra utility out of the miniatures.
funny how they get expansions for this WHQ.....oh its 40k it will sell more, sod the fantasy equivilent. that irritated me a little lol
I was disappointed they didn't go further with the fantasy stuff too. I think they shot themselves in the foot a bit with Silver Tower - it was a bit difficult to expand easily; but as the product line was evolving anyway, they could have done more. I am truly enjoying Blackstone Fortress though. Warhammer Quest in space is a game I've wanted since I was 10 years old.
@@AlwaysBoardNeverBoring sadly I've never been a 40k fan (gasps of horror), do find their fluff and stuff interesting but not a mad fan lol. And they could could of expanded it into new realms etc etc it is Tzeectch the changer of ways lol. Dosen't stop me from enjoying your content and appreciating it :)
It's okay, I don't burn heretics, so you're safe. They definitely could have expanded Silver Tower into other regions, I just think they made it hard because of the way the mechanisms work, with tiles keyed to an adventure book. That sort of thing takes a bit more thought and effort to expand. No excuse for not expanding Shadows Over Hammerhall though (except maybe it just didn't sell well enough). Thanks for watching the channel.
@@AlwaysBoardNeverBoring Good points. But if they combined all the good elements of both games or the mechanics from the 40K WHQ you have endless possibilities - esp in the AOS fluff and portals etc etc. Typical GW focus more on 40K and sideline fantasy lol. They could of easily open up Silver Tower with a few game mechanic twieeks - this is GW here lol. But sadly alas not too be. Just watching a play through of the original WHQ forgot how simple and enjoyable it was to play.
Who knows? Maybe they will revisit the AoS setting. They seem to learn a little something new with every iteration. Have to admit, if you've ever read my review of the original Quest on alwaysboardneverboring.com you'll know that while it was an incredibly important part of my life growing up, I just don't think it's a very good game. My love of it is entirely based on nostalgia and theme, because by today's standards I don't think it's a lot of fun. It was at it's best when you used the advanced roleplaying rules with a GM; the random dungeon plunges were pure chaos.
Even though the layouts change, I found that almost all of the maps felt and played pretty much the same in the base game. It was mostly annoying just to have to build maps multiple times during one game. Only the ambush cards change things up, but are simple once you figure out how to defeat them. Those equipment cards are even more over-powered than many o the base game cards, GW just can't help themselves. Nothing here addresses the issue of the actual loot cards being a total drag.
Yeah. 15 new combat cards felt unnecessary to me because they aren't really adding anything new. I'm posting a video tomorrow talking about this a bit actually, in regards to the (pretty excellent) White Dwarf mission and what I think would be a more interesting way to expand the combat system.
Some of the new resources are crazy; especially the sniper rifle.
Yeah, they seem to push the heroes a bit over the top, even isolation without even thinking of how they will combo up with other gear.
That may be part of it - maybe they don't think enough about how these things are going to combo. At least a lot of things are discarded after use, which (as I said) is something I really like about the resources in this game.
I really don't like how all the best stuff is already on the character's ships. It really makes the Fortress seem pointless.
I see where you're coming from, but I always thought of it as more about looking for the "big score." You find loads of weird crap that the guys on precipice can make into new weapons for you to use, but really the lure of the fortress is finding something incredibly powerful that nobody has ever seen. The kind of stuff that blows up planets.
I'm rewatching (more like re-listening since I'm working) your videos, and you keep repeating the same point over and over - one-time use items are better than passive items because there is a decision involved, while passive items are just there and you get the bonus regardless. I'd like just to comment that it all depends heavily on the game design. Blackstone Fortress probably lacks the mechanic depth for a good passive item system, but arguably with some minor tweaks even it could had it. One of the main ways to achieve this are slots. By simply having equipment slots you already a) limit the usefulness of passive items since you can't just hoard 10 of them and reap beneift of each, b) introduce a decision point of which item to equip into which slot. This stems into another way of balancing slotted items so that the decision wouldn't be obvious. Like, instead of designing them "up" (+1 dice, +2 dice, +3 dice, etc), designing them "wide" (+1 dice with a minor side benefit, +1 dice with another minor side benefit, +2 dice with a major downside, +2 dice but very conditional, etc.). There are plenty of ways to make non-consumable items engaging and exciting to play with. Not to mentioning passive items give you the actual sense of progression, that your characters grows in a way, becomes more powerful.
tl,dr: I disagree with your notion of one-time use items being better than passive items, both are valid gameplay concepts, it is just the shallow way they are implemented in blackstone fortress due to it's lack of mechanic depth is so off-putting.
Do I say they're better? Generally, I find one use items more enjoyable because they tend to create interesting decision points that I find more compelling. That's not to say I don't like finding a nice magical sword when I'm rummaging through a dungeon; and it's not to say you can make interesting permanent items. Both types of items have their place, but consumables have always been something I have enjoyed more. Blackstone Fortress already has a slots system - there's only so much you can take into stasis - and I like that too because various tokens and even negative cards can impact on what you're allowed to keep with you, making for more interesting choices.
@@AlwaysBoardNeverBoring That's not the slots system though, that's just regular inventory capacity. The slots system I'm talking about is about slots for specific equipment. For example, from another game I'm playing, there characters have 2 hand slots, 1 torso slot, and 1 accessory slot. You're allowd to have more in "inventory", but they have no effect in inventory, and only take effect when they are equipped in a slot, and since slots are limited, each equipment piece requires a specific slot (or multiple slots), it creates a lot of planning decisions ahead of the game, and dynamic decisions during the game. A 2 handed weapon might be very powerful and compelling to use, but if you do, you lose the access to both hands for other stuff like utilities or exploration equipment, etc.
It doesn't really matter to me if any given game has slots or not, though. If that game contains permanent items and consumables, I will generally find the consumables more interesting because the decision points are more interesting to me. I just completely blew a playthrough by failing to use a consumable item at the right time.
@@AlwaysBoardNeverBoring Well, now you're contradicting yourself. You keep repeating that the reason consumables are better than permanent is "involved decision", but when I present the example of permanents that involve decisions, you go "nah". Arguably, you could've blew that playthrough by misusing a permanent/choosing to use wrong permanent item just as easily.
@@ABIGPLAN I’m not contradicting anything. My stance remains the same. I find consumables more interesting. It’s not an argument or debate, it’s a personal opinion. I prefer those options where using something means it’s gone forever afterwards. I only mentioned the playthrough because it was a funny example of me choosing to hold on to something rather than using it.