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TOPIC: Turning in ammunition/oils/dust in coaching room

Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #1

Idea: turn in ammunition / oils / spell dust in the coaching room similar to runestones.

Rational: Saves time and energy for the combat DMs; puts everything on the party card.

Balancing: Have a certain threshold for number you must turn in (e.g., 3 or 6 or whatever). Could tie it into the number of combat rooms that the dungeon has. Could still turn in individual pieces in rooms if you didn't turn any in during the coaching rooms.

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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #2

Matt Goodman wrote: Idea: turn in ammunition / oils / spell dust in the coaching room similar to runestones.

Rational: Saves time and energy for the combat DMs; puts everything on the party card.

Balancing: Have a certain threshold for number you must turn in (e.g., 3 or 6 or whatever). Could tie it into the number of combat rooms that the dungeon has. Could still turn in individual pieces in rooms if you didn't turn any in during the coaching rooms.

That is what Runestones are though. You could say just eliminate ammunition all together.

Ed
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #3

MasterED wrote:

Matt Goodman wrote: Idea: turn in ammunition / oils / spell dust in the coaching room similar to runestones.

Rational: Saves time and energy for the combat DMs; puts everything on the party card.

Balancing: Have a certain threshold for number you must turn in (e.g., 3 or 6 or whatever). Could tie it into the number of combat rooms that the dungeon has. Could still turn in individual pieces in rooms if you didn't turn any in during the coaching rooms.

That is what Runestones are though. You could say just eliminate ammunition all together.

Ed


Maybe that's the way to go, then. You'll need to figure out the Enchanter's Munitions trade token, though.

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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #4

Matt Goodman wrote:

MasterED wrote:

Matt Goodman wrote: Idea: turn in ammunition / oils / spell dust in the coaching room similar to runestones.

Rational: Saves time and energy for the combat DMs; puts everything on the party card.

Balancing: Have a certain threshold for number you must turn in (e.g., 3 or 6 or whatever). Could tie it into the number of combat rooms that the dungeon has. Could still turn in individual pieces in rooms if you didn't turn any in during the coaching rooms.

That is what Runestones are though. You could say just eliminate ammunition all together.

Ed


Maybe that's the way to go, then. You'll need to figure out the Enchanter's Munitions trade token, though.


It would kill the thing I really like about the Ranger Warden Returning Ammo.

I don't know but is turning in Ammo really that much of a strain on combat DM or time for the party?
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #5

jedibcg wrote:
It would kill the thing I really like about the Ranger Warden Returning Ammo.

I don't know but is turning in Ammo really that much of a strain on combat DM or time for the party?


Perhaps it's just with the groups I run with, but we're even discussing having all classes "auto-fail" at skill checks to save time. If all combat DMs were quick, and the run before cleared out, and everything worked "perfectly", then no, ammunition shouldn't be a time issue. But in my experience, it is.

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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #6

jedibcg wrote: It would kill the thing I really like about the Ranger Warden Returning Ammo.

I don't know but is turning in Ammo really that much of a strain on combat DM or time for the party?

I would say from my player experience it is enough to want an alternative to not waste DM time with a single round +1 or +2 damage. Could take longer if the ammunition alters hit chance too. The ranger, druid and wizard in my usual party do not currently use ammunition or dust as it takes too long for the benefit. We have had too many undefeated combat rooms with only two rounds of combat.

Runestones are a separate thing. Runestones that add damage only exist at the rare level, and there is a limit to the number of runestones you can use in an adventure.

What is the downside of making an option available to turn in (assuming 3 combats) 10 identical arrows or 10 identical spell dust in the coaching room for the party card bonus? If you didn't want to do that, you could still use the ammunition/dust normally.
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #7

I haven't thoroughly tested it but the new sliders have strong enough to stack your ammo on top of your weapon and then slide it. Much easier for the DM to remember it that way.
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #8

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MasterED wrote: That is what Runestones are though. You could say just eliminate ammunition all together.

Ed


And thus I would be fine with it from a coaching perspective. Basically the same to coach, and saves the GM a bit of time.

Matt Goodman wrote: Maybe that's the way to go, then. You'll need to figure out the Enchanter's Munitions trade token, though.


That ones ease, runestones just go to munitions instead. Darkwood plank being the catch all already has way to much stuff.

Kirk Bauer wrote: I haven't thoroughly tested it but the new sliders have strong enough to stack your ammo on top of your weapon and then slide it. Much easier for the DM to remember it that way.


Counter point, they would have to touch the slider before they could see the damage wheel.
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Last edit: by Picc.

Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #9

Matt Goodman wrote:

jedibcg wrote:
It would kill the thing I really like about the Ranger Warden Returning Ammo.

I don't know but is turning in Ammo really that much of a strain on combat DM or time for the party?


Perhaps it's just with the groups I run with, but we're even discussing having all classes "auto-fail" at skill checks to save time. If all combat DMs were quick, and the run before cleared out, and everything worked "perfectly", then no, ammunition shouldn't be a time issue. But in my experience, it is.


There are lots of groups that do this at higher levels because the extra 3 damage (or whatever it might be) is not worth it.

This is something that I do whenever I play cleric because it is faster for me to fail than to get the correct bead. That said I wonder how many extra rounds auto-failing gets you. 1 per room probably but 2?
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #10

Kirk Bauer wrote: I haven't thoroughly tested it but the new sliders have strong enough to stack your ammo on top of your weapon and then slide it. Much easier for the DM to remember it that way.

I think I am qualified to answer this - no.

Ed
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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #11

Kirk Bauer wrote: I haven't thoroughly tested it but the new sliders have strong enough to stack your ammo on top of your weapon and then slide it. Much easier for the DM to remember it that way.


This would obscure the damage wheel, wouldn’t it?

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Turning in ammunition/oils/dust in coaching room 6 years 4 months ago #12

I like this idea but think it needs to be kept in check to prevent massive power creep.

If your character has the means to take these things as a free action once per room (plenty of ways to get that), then yes, at least for all room effects like potions and oils.

Limit to one free action applying effect, and make sure if Stu’s is used that is also equipped as melee main hand.

You can also add ammo or dust.

Then make people turn in 1 more item than the likely max, I’d suggest:

5 of a potion or oil (max 4 rooms likely)

13 of ammunition or dust (unlikely to have more than 12 round of ranged or spell combat).


Then bake those things into the party card.


I think this would beef up consumable use, especially in epic.

I could easily see epic folks turning up with Stu’s, 5x potion bulls strength, 5x potion cats grace for +2 to melee hot and damage, ranged hit, ac, and reflex.



Withou free action granting items I think this is just too good - as it makes a lot of URs and some rares much less relevant.

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