I don't see or hear much about Banksterism in builds much around here, and I read basically everything on these boards and a few others. I've been staring at Bankster for a long time, trying to figure out if there was something I could do in the ESCRII to make it more attractive, and I think I've reached a conclusion. I can't. It's because Bankster's problem is quite fundamental -- it's an entirely separate ecosystem from the rest of Dungeons of Dredmor. Bankster doesn't interact meaningfully with anything except itself, and even in and of itself, the interactions it has are primarily annoying rather than cool. The concept of managing cool skills by inflicting debuffs totally works for Necronomeconomics and Communism, because the benefits of those skills are very worth the debuffs. But in Banksterism's case, it really does come off less like a game and more like accounting, and that sucks. And when you look at the special effects you can get for your effort -- a single-target nuke, a charm, and a damage shield out of six levels worth of skill and a pile of management you have to perform -- it's just really questionable whether or not it's actually worth it. Banksterism needs to interact more with other skills in interesting ways, in short, and I don't really know how to do that without gutting a couple of the existing skills. Anyone have any ideas for more interactive Bankster skills, or thoughts on which of the current skills are the least interesting/most guttable? Thanks!