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TOPIC: Need Your Token Ideas for 2008!

Re: Need Your Token Ideas for 2008! 16 years 7 months ago #109

<br />Personally I'd like to avoid consumables at Ultra-Rare as much as possible.  It is so hard to get Ultra-Rares, people are very hesitant to use many of the Ultra-Rares as a one-shot item.  <br />

<br /><br />Yea, if I received a consumable UR I would just sell it to put it towards a UR that I could use without losing it.<br /><br />I just cannot burn up a $30+ elixer of life (for instance) unless the token didn't have to be turned in. Best of luck to any DM trying to wrest an UR from my grasp.  :violent5:
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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #110

  • henwy
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Better off just selling the token on ebay and buying another slot with it. After all, that's all the elixer really is and dosen't even provide another pack of tokensa.

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #111

Well since we're on the topic of token ideas, I would like to submit that URs should never be exhaustable. They may have a power that can be used only once per adventure, but IMO they should never have to be turned in and can be used the next time they run through the dungeon.<br /><br />I realize this may present an issue of honesty with the player, since the DM in another room may not know that the token was already used. Still, this is better than giving up a UR IMO. Perhaps the token could be put into the staff's keeping until the end of the adventure...though I'm not sure the staff would want that responsibility if the token became misplaced. The player and the DM signing for the token might work but it would slow up the adventure and detract from the mood...so basically I think honor system is best. Most owners of purps are hardcore members and supporters of the TD community and as such, likely have a higher probability of playing in an honest fashion.<br /><br />Alternatively it could be recorded by the staff before the players enter the dungeon as to who and how many players have expendable URs, and this knowledge can be passed to the DMs. If that group expends all their UR rares, this knowledge could be filtered to the other DMs.<br /><br />I'm not sure how communication is organized behind the scenes among DMs and other staff in TD, but this strikes be as a very doable solution.<br />
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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #112

<br />

<br />

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<br />Ummm. How is it picking for strategy if you never have the item in question to pick from?<br />

<br />By collecting for a few years of course.  You may not have that particular red from five years back, but it doesn't matter that much because you have lots of other options for that slot.<br />

<br /><br />Which still dosen't allow you to pick for strategy because the item that qualifies for a particular strategy is missing.<br />

<br /><br />I expect most people are not as limited as you henwy.  Most people would not need every token in existence to create a stategy.<br /><br />PS never try playing Magic the Gathering<br />

<br /><br />Sorry I was a bit snarky there Henwy.  Not an excuse, but I was waiting on some tests to see if the cancer I had a few years ago came back (it didn't).

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #113

<br />Well since we're on the topic of token ideas, I would like to submit that URs should never be exhaustable. They may have a power that can be used only once per adventure, but IMO they should never have to be turned in and can be used the next time they run through the dungeon.<br /><br />I realize this may present an issue of honesty with the player, since the DM in another room may not know that the token was already used. Still, this is better than giving up a UR IMO. Perhaps the token could be put into the staff's keeping until the end of the adventure...though I'm not sure the staff would want that responsibility if the token became misplaced. The player and the DM signing for the token might work but it would slow up the adventure and detract from the mood...so basically I think honor system is best. Most owners of purps are hardcore members and supporters of the TD community and as such, likely have a higher probability of playing in an honest fashion.<br /><br />Alternatively it could be recorded by the staff before the players enter the dungeon as to who and how many players have expendable URs, and this knowledge can be passed to the DMs. If that group expends all their UR rares, this knowledge could be filtered to the other DMs.<br /><br />I'm not sure how communication is organized behind the scenes among DMs and other staff in TD, but this strikes be as a very doable solution.<br />

<br />I don't think I agree that this is a good idea at all. This makes most of the expendibles way too powerful if they were able to be used once per dungeon. Think of how stupid the dungeon would become with multiple savior stones.<br /><br />On the other hand, it would certainly be a fine idea to be sure that none of the 2008 tokens are expendible. I agree that very few people are willing to use expendible ultra-rares and they just become part of the unused collection.

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #114

  • Douglas
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<br />Are you ready Douglas??  :lol: :rolleyes: :cool:<br /><br />Boots of Speed<br />One free attack at the start of combat before initiative.<br />

<br /><br /><br />Hmmm... 
"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." - Galileo Galilei

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #115

How about some love for each and every class(each only usable by that class):<br />These all should probably be ultra rares<br /><br />Barbarian: +2 Monster Hide (AC +6)<br />Bard: Strings of Spell Storing--Lightening bolt: Allows bard to cast lightening bolt once per dungeon while using a bardic instrument<br />Cleric: Lesser Necklace of Prayer Beads: enables the casting of an extra bless, cure light wounds per dungeon<br />Druid: Everful pouch of goodberries: allows an extra 8 points of healing per adventure<br />Fighter: Armbands of Might: gives +2 strength and +2 bonus on power attacks<br />Monk: Bracers of Blinding Stroke: Allows the monk to attack first in any combat once per dungeon<br />Paladin: Gloves of Healing: allows paladin to cast cure medium once per adventure<br />Ranger: Druid's vest: allows the ranger to use divine scrolls<br />Rogue: Magic Lock Picks: when trap is half done, trap is completed<br />Wizard: Mage Band: +2 to hit and damage on arcane spells<br />

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #116

I like the goodberries idea.  8 may be "too many" (although not for a UR).  <br /><br />Wizard:  keep in mind many of his spells automatically hit their target and only the two most powerful ones need a silde, and then, only a 15 (if I recall) or higher.  I don't think we need to add a +2 to hit.  Really, the Wizard spells mostly do set amounts of damage, so we might not even need anything + to damage.  If we do have a + to damage, the +1 of the RoF just seemed a little weak all by itself.

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #117

<br />

<br />Are you ready Douglas??  :lol: :rolleyes: :cool:<br /><br />Boots of Speed<br />One free attack at the start of combat before initiative.<br />

<br /><br /><br />Hmmm...  <br />

<br /><br />wow... off topic a bit, but I have been trying to think of ways to make the barb a little more powerful.  One thing that is not included in TD is their increased speed - a free attack at the beginning would be a great class feature.  Maybe 2x an adventure or something.

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Matching Tokens to Storyline 16 years 7 months ago #118

Okay folks...I e-mailed to Jeff and I'm hoping to get his input before I go work more on the token list I want to submit.<br /><br />However, I'd also like YOUR input, as I'm sure Jeff would as well.<br /><br />We've had plenty of remarks about shaking up the token list, discontinuing some Rares, having large turnover of tokens (or not), and power creep.  I have an idea that might help with some or all of that AND tie in to the storyline for 2008 (and 2009...the rebuild after the war...).<br /><br /><br />Basic premis:  Greyhawk is at war.  Resources are limited.  Even a long sword becomes highly valuable.<br /><br />Example In-game effects:   <br />      - Plate mail can only be found in the dungeon, it's no longer available via token purchases or the Free Bag.<br />      - Longsword becomes a Rare, along with several others.<br />      - Elven Chainmail?  Yeah; right.  This item is retired as it cannot be found during a siege.<br /> <br />You get the drift.  Several items that were Rares or Uncommons are either no longer available or are available only as treasure within the dungeon.<br />Many other items are moved from Common or Uncommon status to Rares.<br />This wouldn't affect everything, but would affect the weapons and armor the most.  Possibly a shake-up of the Wondrous items as well.<br /> <br />Of course, we'd come out with a bunch of new stuff, but we'd try to keep the powers within check and within reason with the module scenario of a siege.<br />Trying to match the tokens to the storyline.<br /><br /><br /><br />What do you think?  

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Re: Need Your Token Ideas for 2008! 16 years 7 months ago #119

<br />

<br />Well since we're on the topic of token ideas, I would like to submit that URs should never be exhaustable. They may have a power that can be used only once per adventure, but IMO they should never have to be turned in and can be used the next time they run through the dungeon.<br /><br />I realize this may present an issue of honesty with the player, since the DM in another room may not know that the token was already used. Still, this is better than giving up a UR IMO. Perhaps the token could be put into the staff's keeping until the end of the adventure...though I'm not sure the staff would want that responsibility if the token became misplaced. The player and the DM signing for the token might work but it would slow up the adventure and detract from the mood...so basically I think honor system is best. Most owners of purps are hardcore members and supporters of the TD community and as such, likely have a higher probability of playing in an honest fashion.<br /><br />Alternatively it could be recorded by the staff before the players enter the dungeon as to who and how many players have expendable URs, and this knowledge can be passed to the DMs. If that group expends all their UR rares, this knowledge could be filtered to the other DMs.<br /><br />I'm not sure how communication is organized behind the scenes among DMs and other staff in TD, but this strikes be as a very doable solution.<br />

<br />I don't think I agree that this is a good idea at all. This makes most of the expendibles way too powerful if they were able to be used once per dungeon. Think of how stupid the dungeon would become with multiple savior stones.<br /><br />On the other hand, it would certainly be a fine idea to be sure that none of the 2008 tokens are expendible. I agree that very few people are willing to use expendible ultra-rares and they just become part of the unused collection.<br />

<br /><br />I think it might be best to avoid items like the Masterwork Thieves Tools, which are permanents but can only be used once per dungeon.  There is just no way to track whether it has been used that dungeon or not (at least no way that doesn't add a lot of work for the volunteers). 

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Re: Matching Tokens to Storyline 16 years 7 months ago #120

<br />Okay folks...I e-mailed to Jeff and I'm hoping to get his input before I go work more on the token list I want to submit.<br /><br />However, I'd also like YOUR input, as I'm sure Jeff would as well.<br /><br />We've had plenty of remarks about shaking up the token list, discontinuing some Rares, having large turnover of tokens (or not), and power creep.  I have an idea that might help with some or all of that AND tie in to the storyline for 2008 (and 2009...the rebuild after the war...).<br /><br /><br />Basic premis:  Greyhawk is at war.  Resources are limited.  Even a long sword becomes highly valuable.<br /><br />Example In-game effects:   <br />      - Plate mail can only be found in the dungeon, it's no longer available via token purchases or the Free Bag.<br />      - Longsword becomes a Rare, along with several others.<br />      - Elven Chainmail?  Yeah; right.  This item is retired as it cannot be found during a siege.<br /> <br />You get the drift.  Several items that were Rares or Uncommons are either no longer available or are available only as treasure within the dungeon.<br />Many other items are moved from Common or Uncommon status to Rares.<br />This wouldn't affect everything, but would affect the weapons and armor the most.  Possibly a shake-up of the Wondrous items as well.<br /> <br />Of course, we'd come out with a bunch of new stuff, but we'd try to keep the powers within check and within reason with the module scenario of a siege.<br />Trying to match the tokens to the storyline.<br /><br /><br /><br />What do you think?  <br />

<br /><br />If you take a lot of tokens that are readily available now, and increase their rarity in the next set, I think you'll have a lot of unhappy token buyers.  Who wants to get a Longsword as a Rare when they've got a bunch of common ones at home?  I wouldn't recommend moving common and uncommon items to Rare for the same reason people have been discussing why it isn't a good idea to move the +2 Cloak of Resistance to Ultra-Rare - there are so many of them available now at the lower rarity that you will just be disappointed getting one in the Rare slot in the next set, it would seem like a wasted Rare.  (just my 2 GP). 

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