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TOPIC: True Horde Guidelines

True Horde Guidelines 7 years 2 weeks ago #1

Here are some guidelines for the upcoming True Horde event at TDC.

A BIG thanks to Eric Chiang for doing a bunch of work on this, and thanks also to Stu, Raven and Kim who will be helping out during the event, too.

I will be playing the Jeffagorgon, so y'all better watch out!




Here are some details about the event:

There will be three teams of 10 players each. They will be Team Eric, Team Raven and Team Stu.

Each team of 10 will fill out a different party card and will figure out class selection normally within that team. (e.g. you can have up to one Druid on each team for a total of three Druids in True Horde).

Teams do not need to determine a difficulty level. Instead, when completing the party card, DM's will identify novice or under-equipped players and inform them that they will be receiving a modifier (e.g. 1/2, 1/4) to damage they receive from monsters. This modifier is applied via the normal procedure for determining damage (e.g. first subtract point-based modifiers and then apply percentage-based modifiers). These do not stack with other percentage-based modifiers - use the highest one.

When filling out the party card, token effects only apply to your team of 10. (e.g. Charm of Synergy, Cabal set, Artifact group effects). Remember that a given player can only benefit from one Artifact group effect.

As with True Grind, treasure-enhancing tokens do not provide extra treasure. You are still allowed to wear them and their non-treasure-enhancing effects still work.

Just like with True Grind, you will get +1 Max HP for coming with your character stats already calculated. You can also get +1 Max HP for submitting your equipment list.

The variable token effects are the same as for the rest of the True Dungeon Celebration:

UR Special: You get +1 level. In addition, as a free action (instead of at a pre-determined point in time) 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

Amulet of Wonder: 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


There will be one big combat board and the plan is to have everyone slide at once.

There will be several "rooms", and when a period ends all "1 room" effects will end. The DM's will let you know when a new room has begun.

Spells and effects that affect "all" or the whole party can affect any one of the three parties. So a Bard's Soothe Wounds will heal 3 HP to all members of any one team. The Cleric can cast Bless or Prayer on their own team or on a different team.

When a player dies (I'm not even using an "if" qualifier!), that player may still participate in combat by sliding one empty puck, as if he/she were wearing a Shirt of Spiritward. If a player actually does wear a Shirt of Spiritward, then they may slide two empty pucks or if we run out of pucks, they may slide one empty puck and then reslide it. Such spirits may either help their living team members or attempt to curry the favor of the dreaded Jeffagorgon!

There may be times when the Jeffagorgon attacks multiple targets. In those cases, DM's may use a single die roll result for multiple players or an entire team. For example, if the Jeffagorgon attempts to charm all the players with promises of Golden Tickets, instead of rolling 30 saving throws, the DM's might simply have the players roll 3 times - once for each team.

Here are some special limitations for class skills:

- Bardsong only applies to that Bard's team.
- The Cleric's Restore Power ability CANNOT be used on another Cleric's Restore Spell ability.
- The Dwarven Defender's Aura of Devotion only works on their team.
- If a monster is taunted multiple times and doesn't have sufficient attacks, excess Taunts
are wasted. Plus, you don't want to push the Jeffagorgon too far with taunts!!!
- The Paladin's Guard can only be used on someone on the same team.

That's it for now...please let us know your questions.
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Last edit: by Jeff Martin.

True Horde Guidelines 7 years 2 weeks ago #2

Yes, let us know if you have any questions.

There might be some minor tweaks or clarifications before the Celebration.

Since teams are not specifically deciding on difficulty levels, figuring out teams is mainly focused on optimizing class preferences and particular synergies between party members (e.g. Paladin guarding this Wizard, group of people wanting to use Cabal or Synergy items, etc.)

And who knows? Even if everyone falls victim to the Jeffagorgon, maybe there will be bragging rights for the last team (or person) standing....

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True Horde Guidelines 7 years 2 weeks ago #3

Jeff Martin wrote: There will be several "rooms", and when a period ends all "1 room" effects will end. The DM's will let you know when a new room has begun.


Will "Once Per Combat" abilities will work similarly? Or will a Barbarian's Rage last until the Jeffagorgon is defeated?

Are RoSP subclasses allowed?
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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True Horde Guidelines 7 years 2 weeks ago #4

Jeff321 wrote:

Jeff Martin wrote: There will be several "rooms", and when a period ends all "1 room" effects will end. The DM's will let you know when a new room has begun.


Will "Once Per Combat" abilities will work similarly? Or will a Barbarian's Rage last until the Jeffagorgon is defeated?

Are RoSP subclasses allowed?


Barbarian's Rage is a once per game effect. It will end after the current room is over.

Once per combat or once per room abilities (like the +2 Staff of Power or the Cloak of Shadowskin) do get reset when a new room starts.

Yes, you are allowed to use your once-per-year RoSP voucher for True Horde, but it means you won't be able to use it later this year!

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Last edit: by Incognito.

True Horde Guidelines 7 years 2 weeks ago #5

Jeff Martin wrote: Spells and effects that affect "all" or the whole party can affect any one of the three parties. So a Bard's Soothe Wounds will heal 3 HP to all members of any one team. The Cleric can cast Bless or Prayer on their own team or on a different team.

That's it for now...please let us know your questions.

So spells or powers the affect the entire party can be cast on your own or another party. What about healing spells, can a cleric in one party either cast on another party or move and then cast on another party?

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True Horde Guidelines 7 years 2 weeks ago #6

For the UR Special ?

1. If you get your new card by using the effect, does it reset any "once per room" abilities even if you are in the same room (e.g. Pouch of Tulz, Cabal Set bonus, etc.)

2. Are there any restrictions on when / how you may activate the UR Special ?'s free action, ability, e.g.:

* If you were charmed / restrained etc. could you be prevented from using it?

* If you are dead (but your body is still present and not turned to stone, etc.) can you still use it? Or can someone active the ability on your behalf by spending their free action at your request?

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True Horde Guidelines 7 years 2 weeks ago #7

Some other questions that occur to me:


1. For AOE spells / scrolls like Lightning Storm - presumably they do not effect other PCs in other parties?

2. For effects that disable / remove the monster from combat like:

* 5th level Wizard Lesser Maze (removes monster for 1 round)
* ROSP Druid Summoner Summon Storm (Dazed on next turn)
* Elf Wizard Illusionist (save of monster cannot attack more than 1/round)
* Monk Stunning Fist (natural 20 stuns monster 1/round 1/combat)

Will they effect the entire Jeffegorgon, or just the portion that is fighting each group?

I realize it might be nice to keep some surprises here, but I'm concerned that this should be discussed in advance.

If 3 people cash in Druid Summoner RoSP with the idea that between them and 3 Cleric's Restore Spell that they can keep the Jeffegorgon entirely dazed for 6 rounds they are going to be pretty bummed if there is a ruling like "Jeffegorgon immune to daze" or "Only it's rightmost tentacles are dazed."

I think probably Jeffegorgon should be immune to some of these effects (or it's going to be pretty easy for the PCs to just lock it down for long, long periods of time), but I also think it should be disclosed in advance so people don't build a game plan around something that will be ruled infeasible.

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Last edit: by Matthew Hayward.

True Horde Guidelines 7 years 2 weeks ago #8

How will save rolls interact with things like Questor's Charm of Luck?
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True Horde Guidelines 7 years 2 weeks ago #9

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I am pretty sure all or most of us from the WYC Epic Grind are on the Friday night True Horde Grind.

Eric, should I just start taunting you now unmercifully, or wait until TDC? We of Team Yeti still need avenged for what you did to our Barbarian, The Bear.
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True Horde Guidelines 7 years 2 weeks ago #10

Matthew Hayward wrote: ... but I also think it should be disclosed in advance so people don't build a game plan around something that will be ruled infeasible.


Considering the nature of the event, and the fact Jeff and Eric are teaming up against us, I expect a lot of surprises, and not a lot of spoilers: like Grind, but more so.

Whether we think such info should or shouldn't be provided, I doubt we'll get it.

"Ceci n'est pas une pipe" - Magritte

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True Horde Guidelines 7 years 2 weeks ago #11

Matthew Hayward wrote: Some other questions that occur to me:

1. For AOE spells / scrolls like Lightning Storm - presumably they do not effect other PCs in other parties?


Correct. Those damage spells only hurt monsters. They will not hurt PC's on your team or PC's on other teams.

2. For effects that disable / remove the monster from combat like:

* 5th level Wizard Lesser Maze (removes monster for 1 round)
* ROSP Druid Summoner Summon Storm (Dazed on next turn)
* Elf Wizard Illusionist (save of monster cannot attack more than 1/round)
* Monk Stunning Fist (natural 20 stuns monster 1/round 1/combat)

Will they effect the entire Jeffegorgon, or just the portion that is fighting each group?

I realize it might be nice to keep some surprises here, but I'm concerned that this should be discussed in advance.

If 3 people cash in Druid Summoner RoSP with the idea that between them and 3 Cleric's Restore Spell that they can keep the Jeffegorgon entirely dazed for 6 rounds they are going to be pretty bummed if there is a ruling like "Jeffegorgon immune to daze" or "Only it's rightmost tentacles are dazed."

I think probably Jeffegorgon should be immune to some of these effects (or it's going to be pretty easy for the PCs to just lock it down for long, long periods of time), but I also think it should be disclosed in advance so people don't build a game plan around something that will be ruled infeasible.



Well this is a Boss Monster designed by Incognito, so don't expect sleazy tricks to work. ESPECIALLY since you can have 3 copies of the class in the fight.

For example:

1. 3 Monks using Stunning Fist
2. 3 Wizards each with a Ring of Spell Storing and 3 Clerics for a total of 9 Lesser Mazes
3. 1 Summoner (or 1 Illusionist) with a Ring of Spell Storing and 3 Clerics for a total of 5 Summon Swarms or Prismatic Sprays.

Sorry, but it's not going to be that easy!

Also, as most of you True Grinders know, I also wouldn't rely too heavily on instant-kill effects when facing boss monsters.... B)

However, the Jeffegorgan might not be alone, so some of these effects could still be useful against other critters....

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Last edit: by Incognito.

True Horde Guidelines 7 years 2 weeks ago #12

Ro-gan wrote: I am pretty sure all or most of us from the WYC Epic Grind are on the Friday night True Horde Grind.

Eric, should I just start taunting you now unmercifully, or wait until TDC? We of Team Yeti still need avenged for what you did to our Barbarian, The Bear.


Oh, since I can easily attack all party members, using Taunt on me isn't all that effective!

Uh, what happened to The Bear again? Sorry, but you pesky adventurers are like bugs. Do you really think I pay attention to such trivial details when I squash a few more? :P

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