Welcome, Guest
Username Password: Remember me

2012 Rules Changes and Clarifications
(1 viewing) (1) Guest
This was our 10th annual True Dungeon event!

TOPIC: 2012 Rules Changes and Clarifications

Re: 2012 Rules Changes and Clarifications 1 year, 1 month ago #25

  • surfbored
  • ( User )
  • OFFLINE
  • Junior Member
  • Newly Addicted to Tokens!
  • Posts: 57
Will the token guide be updated to reflect the change to To Hit bonuses for scrolls, or are there simply exceptions to this rule? Some scrolls still specifically state this bonus, for example:

Acid Spray: Casting this spell allows the user to project a stream of acid at a target. The caster must slide on the combat board to hit AC 15 regardless of the foe’s true armor class. Upon successful hit the spray will do five (5 HP) hit points of damage to the monster. Bonuses, such as damage from the Bracers of Archery or plus to hit from Cat’s Grace apply.

Thanks for any clarification.

Re: 2012 Rules Changes and Clarifications 1 year ago #26

  • Helene
  • ( User )
  • OFFLINE
  • Senior Member
  • Proud owner of TD's 2009 Creeper
  • Posts: 346
No issue with the clarifications or with the ranged attack changes. However I really caution you to reconsider the impact of the second rule regarding changing items during the adventure. To start with I don't believe in creating rules just for the sake of having them. So if you can't enforce it - don't make it. Also, if someone wants to carry 20 rings with them and remember where each is during the entire TD experience then I think they deserve to be able to use them. I know I really struggle just to remember what potions I have let alone equipment. Finally, I think it hurts the token collection concept to place a limit like that. People hoard tokens to get the rare opportunity where they can have made the right decision to equip it and to be able to use it. More likely than not, that opportunity may not occur so why limit them for those chance occasions? Sure there will be people who abuse it (cheat) but they are by far in the minority and if they want to (cheat), they will probably find a way to do it. Let's not restrict the rest of us because of them!

Re: 2012 Rules Changes and Clarifications 1 year ago #27

  • greyseer
  • ( User )
  • OFFLINE
  • Hero Member +1
  • Amat Victoria Curam
  • Posts: 2176
Jeff Martin wrote:
BTW, Dave has typed this up for inclusion in the Token Guide. It clarifys a great deal.

Cumulative Penalty Limitations


In order to prevent tokens from breaking the game mechanics a cap of six (-6) points reduction has been established for magic or items that may limit or reduce a monster's stats or abilities. This limit applies to items or magic that affect Saving Throws, Armor Class, Hit Points, ability to hit an opponent, and ability to cause damage. This means that no matter how many magic items or spells have been used, their cumulative effects on any one monster stat or action will never be greater than six points.


I am fine with this, with one exception, Hit Points? That has to be a mistake, you mean to tell me the most hit points you can remove through the use of an item (like a sword) or magic (like a spell) is 6? Combat got whole lot harder

I am sure that I am reading it wrong, but it just seems so out of place that Hit Points are in the list things that can't be reduced by more than 6.
Victory Loves Preparation
Last Edit: 1 year ago by greyseer.

Re: 2012 Rules Changes and Clarifications 1 year ago #28

  • Druegar
  • ( User )
  • NOW ONLINE
  • Hero Member +1
  • Enjoy Your Burrito
  • Posts: 2125
I suspect Jeff meant to say "Maximum Hit Points". I'm 100% certain he didn't mean to imply we can't deal more than 6 HP damage to a monster.

Re: 2012 Rules Changes and Clarifications 1 year ago #29

I agree in spirit with Helene. The rings that are required for an entire dungeon should remain that way, but maybe allow a change of ring as an action? You would have to pass on attacking for one round, or use a 'free' action if available.

Re: 2012 Rules Changes and Clarifications 1 year ago #30

  • Seras
  • ( User )
  • OFFLINE
  • Junior Member
  • Posts: 58
While I agree that someon could switch a ring in 1 round, this rule goes far beyond rings. So, unless Jeff comes up with some way to enforce that someone putting on full plate is tied up for 4 minutes, and comes up with time constraints for switching every possible item, this is the more realistic option, and is certainly less work for the coaches.

Additionally, while the ability to switch everything with anything else could increase token sales (as people might want options), the strategic value of each slot is much higher with this rule.

Re: 2012 Rules Changes and Clarifications 1 year ago #31

  • greyseer
  • ( User )
  • OFFLINE
  • Hero Member +1
  • Amat Victoria Curam
  • Posts: 2176
Druegar wrote:
I suspect Jeff meant to say "Maximum Hit Points". I'm 100% certain he didn't mean to imply we can't deal more than 6 HP damage to a monster.

Oh, I would concur, but best to get it in writing instead of making a supposition. You know those rules lawyers
Victory Loves Preparation

Re: 2012 Rules Changes and Clarifications 1 year ago #32

  • bpsymington
  • ( User )
  • OFFLINE
  • Hero Member +2
  • I love getting down & dirty!
  • Posts: 9340
I like the idea that you can't switch rings and such equipment after starting the adventure. It makes choosing your equipment more important and more strategic.

Re: 2012 Rules Changes and Clarifications 1 year ago #33

  • WhiskeyJack
  • ( User )
  • OFFLINE
  • Hero Member
  • 100% Pure Creeper Extract
  • Posts: 738
Jeff Martin wrote:
This makes those special attacks actually mean something.


I agree with this. The new rules look fair and good to me (so far)... still working my way through the thread after a fair bit of absence.

I think the bonus to add on ranged magic (touch) like attacks is a good thing. I have to admit my spare time has been devoted to running a full-time Pathfinder group for the last nine months, so I get the idea of the bonus to that kind of attack.

Thanks Jeff, and your minions, for the work gone into refining things,
WJ
Legally... its questionable. Morally... its disgusting. Personally... I *like* it.

Re: 2012 Rules Changes and Clarifications 1 year ago #34

  • Fizzikx
  • ( User )
  • NOW ONLINE
  • Hero Member +1
  • Posts: 1122
I have a question regarding cold climates and snow this year;

So we all know about the "if you dont have some sort of cold weather protection item you are subject to spell failure check as well as weapon drop check"

however, I also thought I read something about being hindered atop snow via the snow boots token (not the right name I know). Sooo my question(s) are;

1) Let's say you HAVE some token which prevents cold damage are you still hindered atop snow? Does this apply to SRoEC as well? Would something such as cloak of the devil ray prevent this? Boots of free action? Defender set?

2) If the answer for SRoEC is in fact No, how does this affect sneak attacks for Rogues?

Thanks!
-Fizz
Last Edit: 1 year ago by Fizzikx.

Re: 2012 Rules Changes and Clarifications 1 year ago #35

  • YupImJen
  • ( User )
  • OFFLINE
  • Full Member
  • Now I have a picture!
  • Posts: 145
Seras wrote:
While I agree that someon could switch a ring in 1 round, this rule goes far beyond rings. So, unless Jeff comes up with some way to enforce that someone putting on full plate is tied up for 4 minutes, and comes up with time constraints for switching every possible item, this is the more realistic option, and is certainly less work for the coaches.

Additionally, while the ability to switch everything with anything else could increase token sales (as people might want options), the strategic value of each slot is much higher with this rule.


Even more than these considerations is that many tokens affect the calculated stats on the party card. If slots can be changed out at will (for all players in the group), could you imagine how long it would take in the middle of game play to adjust the party card again? I certainly would rather spend my time (and my DM's time) trying to kill the monsters and solve the puzzles!

Re: 2012 Rules Changes and Clarifications 1 year ago #36

  • Druegar
  • ( User )
  • NOW ONLINE
  • Hero Member +1
  • Enjoy Your Burrito
  • Posts: 2125
Per Jeff:

When fighting atop snow, it will not be possible to make a melee attack on the first round of combat. Ranged attacks (physical or spell) are unaffected by this restriction.

Fizzikx wrote:
1) Let's say you HAVE some token which prevents cold damage are you still hindered atop snow?
Yes. The hindrance is not caused by one's internal temperature. It has to do with the physical challenge of slogging through snow.

Fizzikx wrote:
Does this apply to SRoEC as well?
None of the five elemental rings negate the penalty.

Fizzikx wrote:
Would something such as cloak of the devil ray prevent this?
No. Cloak of the Devil Ray, Devil Crab Armor, Dire Turtle Armor, and Sea Elf Armor only negate underwater penalties.

Fizzikx wrote:
Boots of free action? Defender set?
Either of those will negate the penalty.

Fizzikx wrote:
2) If the answer for SRoEC is in fact No, how does this affect sneak attacks for Rogues?
Atop snow, a rogue may not use the first round of combat to set up a sneak attack. If wearing mundane equipment, the earliest a rogue could perform a sneak attack would be round three.
Round 1: either slog or make a ranged attack
Round 2: setup
Round 3: make sneak attack

Atop snow, a rouge may not attempt a sneak attack on round one of combat even while wearing Boots of Elvenkind or Boots of the Underdark.If wearing either of the aforementioned boots, the earliest a rogue could perform a sneak attack would be round two. (Rogues can't wear Defender armor.)
Round 1: either slog or make a ranged attack
Round 2: make sneak attack
Time to create page: 0.85 seconds