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TOPIC: Showing Teeth in Dungeon.

Showing Teeth in Dungeon. 6 years 8 months ago #25

Per a discussion with TPTB (I promise you, it was talked about), coaches will not be instructed to record the number of Cavadar Teeth a character has. It's possible this policy might change in the future, but for now the Psychic box on the party card will remain binary.

As a reminder, these are the only psychic powers currently available. All of these are usable only once per game:
0 Cell Repair: Heal 4 HP
1 Adjust Mass: Walk on water as if it were solid ground
2 Control Mass: Greatly slow your fall for no damage
3 ESP: Monsters cannot Surprise you
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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Showing Teeth in Dungeon. 6 years 8 months ago #26

edwin wrote: During the last year, I have had to show a number of tokens to room DMs.

I have not run into a single case of a psychic ability being used by a player on any of my runs.

I have close to 2 dozens tokens that might get asked to be seen by the room DM.

Anything to minize the close to 2 dozen would help to speed it up.


Now you have 2 dozen + 3.
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Showing Teeth in Dungeon. 6 years 8 months ago #27

Druegar wrote: Per a discussion with TPTB (I promise you, it was talked about), coaches will not be instructed to record the number of Cavadar Teeth a character has. It's possible this policy might change in the future, but for now the Psychic box on the party card will remain binary.

As a reminder, these are the only psychic powers currently available. All of these are usable only once per game:
0 Cell Repair: Heal 4 HP
1 Adjust Mass: Walk on water as if it were solid ground
2 Control Mass: Greatly slow your fall for no damage
3 ESP: Monsters cannot Surprise you


Now I know what route to take (even if .. personally .. I don't necessarily agree).
I'll make sure I've got Teeth visible on folks just in case they use psychic powers.
(As edwin mentioned, it might be moot .. as the only people I know that ever used them used them for healing .. but an 'insta heal' just before you die isn't anything to sneeze at.) For those also running groups .. note : just having psychic powers lets you heal for 4 HP .. a DM doesn't need to verify a token for that. (although of course, they might).

Thanks Druegar. I appreciate that folks talked about it. Truthfully .. I should have been a little more proactive and thought of it further back .. at this point .. GenCon is in a few weeks .. hard to make changes.
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Now I'm just an old gamer :)

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Last edit: by Steve.

Showing Teeth in Dungeon. 6 years 8 months ago #28

Sounds like I better stick with the complete build in one pile available for the party card and have the person filling it out go through the current 53 or 54 tokens (will max out around 60) in the pile and figure out which subset is noted on the party card.

Then break out the tokens for treasure draws and weapons for the coaching room.

Then keep all of the other tokens readily available for the run. If asked, play go fish.

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Showing Teeth in Dungeon. 6 years 8 months ago #29

I'm still looking for an optimal solution. My Dansco binders which can hold 72 Tokens for each build are not ideal to be lugging through the dungeon. I think right now with slotless items my builds probably max out in the mid 50's or so. So my thought is that after the party card verification I remove the Tokens that I've flagged as necessary for the dungeon (weapons, TE's, Teeth, DM verify stuff, etc.) and use some sort of Token wallet to put them in and then go store my binders at the bag check. I think this may pair down the Tokens I have to bring through the dungeon into the low 20's or so per build. And if the Token Wallet has some sort of belt clip i should be set. Then all i have to worry about is a system for consumables. But I don't seem to use many of them.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi

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Showing Teeth in Dungeon. 6 years 8 months ago #30

Rob F wrote: I'm still looking for an optimal solution. My Dansco binders which can hold 72 Tokens for each build are not ideal to be lugging through the dungeon. I think right now with slotless items my builds probably max out in the mid 50's or so. So my thought is that after the party card verification I remove the Tokens that I've flagged as necessary for the dungeon (weapons, TE's, Teeth, DM verify stuff, etc.) and use some sort of Token wallet to put them in and then go store my binders at the bag check. I think this may pair down the Tokens I have to bring through the dungeon into the low 20's or so per build. And if the Token Wallet has some sort of belt clip i should be set. Then all i have to worry about is a system for consumables. But I don't seem to use many of them.


I use these silver eagle holders . They hold 20 tokens each, and I use two of them per build (some don't fill all the way up) Advice :: flip the top token over .. they have a little 'bump' in the lid that lines *exactly* up with the center of a token .. which also has some kind of an indent in it. I punched a divet into a few the first year I bought these .. heh.

I can keep the entire party in one Harbor Freight 'tackle holder' [which looks suspiciously like an ammo box.] This year I'm going to try something new. Each character will get a photo copy of their tokens for reference. I will of course verify whatever tokens the room coach want's to see. And each player has a bandoleer with all their 'might show' tokens in it. They carry the weapons. This way I don't have to lug around the extra bulk/weight of binders. I can fit a full 10 characters in a ~6" X ~4" X ~9" box. (which easily fits into a backpack).

I *LIKE* the binders, and being able to look at stuff etc. But it takes up so much room .. and room is already at a premium walking around.
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Now I'm just an old gamer :)

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Showing Teeth in Dungeon. 6 years 8 months ago #31

Druegar wrote:
As a reminder, these are the only psychic powers currently available. All of these are usable only once per game:
0 Cell Repair: Heal 4 HP
1 Adjust Mass: Walk on water as if it were solid ground
2 Control Mass: Greatly slow your fall for no damage
3 ESP: Monsters cannot Surprise you


Just to be clear, it is only one of those powers per game, not all of them, correct?
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Showing Teeth in Dungeon. 6 years 8 months ago #32

Correct.
You get to use ONE item from the whole menu. Once you've manifested (manifest?) a single psychic power, your psychic ability is then kaput for the rest of the game.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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Showing Teeth in Dungeon. 6 years 8 months ago #33

Steve wrote:

Druegar wrote: Per a discussion with TPTB (I promise you, it was talked about), coaches will not be instructed to record the number of Cavadar Teeth a character has. It's possible this policy might change in the future, but for now the Psychic box on the party card will remain binary.

As a reminder, these are the only psychic powers currently available. All of these are usable only once per game:
0 Cell Repair: Heal 4 HP
1 Adjust Mass: Walk on water as if it were solid ground
2 Control Mass: Greatly slow your fall for no damage
3 ESP: Monsters cannot Surprise you


Now I know what route to take (even if .. personally .. I don't necessarily agree).
I'll make sure I've got Teeth visible on folks just in case they use psychic powers.
(As edwin mentioned, it might be moot .. as the only people I know that ever used them used them for healing .. but an 'insta heal' just before you die isn't anything to sneeze at.) For those also running groups .. note : just having psychic powers lets you heal for 4 HP .. a DM doesn't need to verify a token for that. (although of course, they might).

Thanks Druegar. I appreciate that folks talked about it. Truthfully .. I should have been a little more proactive and thought of it further back .. at this point .. GenCon is in a few weeks .. hard to make changes.


My plan for our group is to not bother with psychic powers until we have the completed Eldritch Tooth token. I'm already carrying around two token wallets of tokens to show the DMs, I don't want to expand that to three or four token wallets. :)

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Showing Teeth in Dungeon. 6 years 8 months ago #34

edwin wrote: I have not run into a single case of a psychic ability being used by a player on any of my runs.


Mongo and Snake-Eyes as my witnesses, (They both were with me in this run) I used my psychic ability at TDC. Leading up to the Gelatinous Cube room, I used the slow fall ability when I fell through the hole in the sewer.

Since I did not take a heavy and fast fall I did not get knocked out when I landed in the Cube. LOL, to boot, I was able to immediately walk right out of the cube because I have free action and was conscious.

The Teeth rock if used in the right situation.
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Last edit: by JACKOFTRADZE.

Showing Teeth in Dungeon. 6 years 8 months ago #35

JACKOFTRADZE wrote:

edwin wrote: I have not run into a single case of a psychic ability being used by a player on any of my runs.


Mongo and Snake-Eyes as my witnesses, (They both were with me in this run) I used my psychic ability at TDC. Leading up to the Gelatinous Cube room, I used the slow fall ability when I fell through the hole in the sewer.

Since I did not take a heavy and fast fall I did not get knocked out when I landed in the Cube. LOL, to boot, I was able to immediately walk right out of the cube because I have free action and was conscious.

The Teeth rock if used in the right situation.


I bore witness! It was pretty awesome.
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Showing Teeth in Dungeon. 6 years 8 months ago #36

I used the base level psychic ability to heal myself at Origins. The DM asked me what I was talking about since he had never had anyone use that.
I suspect that usage will become more common.
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