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TOPIC: Proposed 2017 "special" Token Effects

Proposed 2017 "special" Token Effects 7 years 1 month ago #1

Please give me your feedback on these effects for the three tokens in question. These effects would happen throughout the adventuring year -- starting at TDC and then on to Gen Con and beyond.

Amulet of Wonder: You get +1 level. In addition, at the end of room 4 you get a fresh character card (same class), thus resetting all your cast spells, powers, HP, etc. All negative effects are removed. All positive effects remain (runestones, etc.)

Eldritch Runestone: You may equip one extra ioun stone

Special: You become a Sygaldry Master. Show a runestone (any, other than Eldritch) to your coach:
  • Gain triple the effect (if applicable)
  • If the runestone normally effects only a certain attack/weapon type, it affects all your attacks
  • You may keep the runestone
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Proposed 2017 "special" Token Effects 7 years 1 month ago #2

Jeff, those look pretty awesome, especially the Amulet of Wonder. If those end up being the effects, I might have to outfit at least our Spellcasters with one, and maybe even some other classes. :)

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Last edit: by Mike Steele.

Proposed 2017 "special" Token Effects 7 years 1 month ago #3

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To elaborate a little on the Special's runestone-enhancing effect:
Gain triple the effect (if applicable): If the runestone deals +1 x energy damage, it would deal +3 x energy damage.

If the runestone normally effects only a certain attack/weapon type, it affects all your attacks: Many runestones restrict their damage to only melee or only ranged attacks. This effect removes those restrictions.

Examples
Decay Runestone would give you +3 Acid damage to all your attack slides.
Faerie Runestone 's effect can't be tripled nor would it apply to any of your attacks, but you could gain its effect without turning in the runestone token. (Probably not a good choice, but could do it if you wanted to.)
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Proposed 2017 "special" Token Effects 7 years 1 month ago #4

Looks like a fun and varied set of abilities.

Would special's Sygaldry Master ability count as the runestone, or would it stack with other consumed runestones? How would it interact with Runestone Fitting Base?

Would the AoW effect also reset other 1 per dungeon effects like Figurines of Power, Carter's Tome of Insight, etc.?

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Proposed 2017 "special" Token Effects 7 years 1 month ago #5

I really like the AoW. It is quite strong, but I think that's ok once in a while! Would it revive a dead character? Can it be used with RoSP subclasses?

Eldritch Runestone & Special seem fine. I would even say, allowing them to be used together is not that game-breaking.
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Last edit: by Reap.

Proposed 2017 "special" Token Effects 7 years 1 month ago #6

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Interesting. Very interesting. If I had any Specials left I would definitely use them this year.

The AoW would not help me at all, though. I run as the Dwarf Fighter and I already get the level increase from the Eldritch triple set.

I really wish I had extra Eldritch Runestones now!!
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Proposed 2017 "special" Token Effects 7 years 1 month ago #7

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Wow - love the AoW effect. I know I might want to take advantage of that. Hard to give up the Charm necklace - makes the Charm Bracelets more attractive - decisions, decisions!

Knowing a fresh card with restored spells is coming would make it likely that wizards would use their big spells in the early combat rooms, so those monsters might need to be toughened up a bit for NM level.
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Proposed 2017 "special" Token Effects 7 years 1 month ago #8

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Jeff321 wrote: Eldritch Runestone & Special seem fine. I would even say, allowing them to be used together is not that game-breaking.


*If* the Sygaldry power could be used on an Eldritch Runestone, what exactly would that do?

Triple its power = allowing the user to equip 3 extra Ioun stones? And you don't have to actually turn in theEldritch Ruenstone?

Seems a bit powerful.... and yet, you're giving up a consumable UR to do it... so maybe not to bad. It might be a bit tricky to code into the Character Generators, though.
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Proposed 2017 "special" Token Effects 7 years 1 month ago #9

bpsymington wrote: Wow - love the AoW effect. I know I might want to take advantage of that. Hard to give up the Charm necklace - makes the Charm Bracelets more attractive - decisions, decisions!

Knowing a fresh card with restored spells is coming would make it likely that wizards would use their big spells in the early combat rooms, so those monsters might need to be toughened up a bit for NM level.


Druids and clerics too. Dont forget spell surge, restore power and restore spell. All the room seven tactics can also show up in room 3 or 4.
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Proposed 2017 "special" Token Effects 7 years 1 month ago #10

Does AoW also effect once per dungeon tokens like masterwork thieves tools, lamp of the marid, lamp of the efreeti, various figurines, Druegars Death Die, etc.?

What about Psychic powers?
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

Proposed 2017 "special" Token Effects 7 years 1 month ago #11

Jeff Martin wrote:
Amulet of Wonder: You get +1 level. In addition, at the end of room 4 you get a fresh character card (same class), thus resetting all your cast spells, powers, HP, etc. All negative effects are removed. All positive effects remain (runestones, etc.)


I was trying to think of the most absurd situations which could arise to make interpreting this effect difficult. Someone already mentioned death of the player. How about the death (or sudden leaving) of other players with synergy items or super special tokens which give effects to other players?

I think the phrasing could be tweaked to state you return to the state you had at the beginning of the adventure?

I was also trying to think if all effects can be classified as positive or negative. Perhaps someone likes quacking like a duck and doesn't think it is a negative effect? Of course one could always choose to quack like a duck under their own volition...

Maybe state the player can choose which effects to remove or keep?

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Proposed 2017 "special" Token Effects 7 years 1 month ago #12

AOW - not really to excited about this, the reset is cool for spellcasters and I would have to talk our Ranger out of giving up his AOW to give to the Wizard or Cleric. But it does little for the heavy melee classes. Plus +1 level probably doesn't help anyone who owns an AOW, because they all ready have a way to gain that level. It might free up a specific slot for a different token, but overall doesn't seem that helpful.

But my biggest argument against is we always like to challenge ourselves, can we "win" given our available resources, this gives a pretty big boast to those resources and reduces the challenge.

Eldritch Runestone - great

Special -

Raven wrote:

Jeff321 wrote: Eldritch Runestone & Special seem fine. I would even say, allowing them to be used together is not that game-breaking.


*If* the Sygaldry power could be used on an Eldritch Runestone, what exactly would that do?

Triple its power = allowing the user to equip 3 extra Ioun stones? And you don't have to actually turn in theEldritch Ruenstone?

Seems a bit powerful.... and yet, you're giving up a consumable UR to do it... so maybe not to bad. It might be a bit tricky to code into the Character Generators, though.


I'm with Raven for a consumable UR, I don't think 3 extra Ioun Stones for 1 dungeon is too much to ask.

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Last edit: by David Harris.
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