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TOPIC: Time to start developing the 2012 tokens yet?

Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #25

I think it could still work as a rare if you tweak it a bit. What it really needs is a downside. Something like:

Elixir of Heroism: +1 level for adventure, cannot wear armor, turn in at start (one use)

It is an elixir of Heroism after all. Real hero's don't need no stinkin' armor! B)

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #26

  • bpsymington
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No problems for us wizards or those monks!
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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #27

I think that the charm would need to be a purp... but the SPIRIT of that charm (not allowing any other purps to be used.... that seems to fit in with REDGuild just fine...)

((My brothers, for example love the idea of REDGuild, but have already modified it to suit their tastes: if they happen to pull a purp from a treasure box at the con, or get ingredients from the box... then those are fair game for them.))

I'm in this for the fun. :)

((It would actually make a great artifact... but that kinda misses the point...))


-Paul DK

PS: I love that people are talking tokens again!!!
Mind what you have learned. Save you it can. --Yoda

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #28

potion of heroism needs some work. even as a consumable rare, there will be enough of them around that it will become too easy to be 5th level. 5th level is supposed to be special. my initial thought was to come up with some other kind of drawback, perhaps you cant use items with a +X bonus (ie. no +1 short sword). but that still give tons of players the ability to play 5th level as spellcasters (or simply have to use uncommon weapons). and the problem with an UR version is that then they are too hard to come by for the target market.

then it hit me...reward token! you go on the adventure, then get a potion of heroism for your next adventure. and at the end of that run (or the next, or the next...) each player will be left with one more to use next year. collectors who dont need them will have a few to trade away (after keeping one for collection), but you wont be glutting the market with tons of them, and thus you dont even need a drawback.
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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #29

:woohoo:

Yes, that!
Mind what you have learned. Save you it can. --Yoda

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #30

kurtreznor wrote: potion of heroism needs some work. even as a consumable rare, there will be enough of them around that it will become too easy to be 5th level. 5th level is supposed to be special. my initial thought was to come up with some other kind of drawback, perhaps you cant use items with a +X bonus (ie. no +1 short sword). but that still give tons of players the ability to play 5th level as spellcasters (or simply have to use uncommon weapons). and the problem with an UR version is that then they are too hard to come by for the target market.

then it hit me...reward token! you go on the adventure, then get a potion of heroism for your next adventure. and at the end of that run (or the next, or the next...) each player will be left with one more to use next year. collectors who dont need them will have a few to trade away (after keeping one for collection), but you wont be glutting the market with tons of them, and thus you dont even need a drawback.


Doesn't that mean that everyone will be able to play as 5th Level for free, after their first adventure? That seems a pretty easy way to get 5th Level, considering many are getting 3 UR's to do the same thing.

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #31

I am still in favor of a regular rare for this. My reasoning:

1) Allows Newbies the chance to get 1 randomly in their starter pack and is immediately useful for the adventure. Plus it's cool. :whistle:

2) Consumable UR are bad. Very dissapointing to get a 00 and get a consumable. Blue and purple tokens are too hard for newbies to get.

3) It's one use consumable. Way less powerful that permanent UR that can be used again and again.

4) Practically speaking there aren't that many at the rare level. I bought a consdensed pack this year and the most I got of any one rare was 7 and I actually got zero of some. Even if you bought an $8,000 order and got 50 of them that's only enough to equip a group of 8 for 4 runs.

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #32

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99% of the reason I picked up the Might set was for the bonus level. If a red (consumable or not) came along that gave the same level bonus, I'll officially cry. :P
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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #33

I'm digging the charm idea the most. As others have said, the consumable rare version is way overpowered.

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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #34

Hmmmm.... I'm surprised it is time to dump the Might set already! I thought I would get at least ONE year of use before it becomes obsolete.
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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #35

Mike Steele wrote:

kurtreznor wrote: potion of heroism needs some work. even as a consumable rare, there will be enough of them around that it will become too easy to be 5th level. 5th level is supposed to be special. my initial thought was to come up with some other kind of drawback, perhaps you cant use items with a +X bonus (ie. no +1 short sword). but that still give tons of players the ability to play 5th level as spellcasters (or simply have to use uncommon weapons). and the problem with an UR version is that then they are too hard to come by for the target market.

then it hit me...reward token! you go on the adventure, then get a potion of heroism for your next adventure. and at the end of that run (or the next, or the next...) each player will be left with one more to use next year. collectors who dont need them will have a few to trade away (after keeping one for collection), but you wont be glutting the market with tons of them, and thus you dont even need a drawback.


Doesn't that mean that everyone will be able to play as 5th Level for free, after their first adventure? That seems a pretty easy way to get 5th Level, considering many are getting 3 UR's to do the same thing.


sure, everyone will get to play 5th level...once, then it is done. yes, they will get another if they run the same dungeon again. so they can chain them if playing multiple times the same year, and then they will run out the next year or when running the other dungeon. but i think making it a reward token (if it gets made at all) solves most of the problems we are having with it. as a reward token (and i do mean for only one of the two dungeons, if multiple. only for one year. and only for the regular, non-nightmare*), there will be far fewer in circulation than if it was a rare, and it will get them into everyone's hands, instead of giving a lot of them to the big token buyers who either dont want them (because they have the might set) or can use their stockpile of them as a replacement for the might set (which angers everyone who made the effort to get the might set).

*this would mean you probably need to make a REALLY good alternative for those playing nightmare...perhaps something geared toward the uber-equipped people (as an offset to the potion of heroism):
purple potion: turn in at beginning of adventure. counts as one item toward each set bonus.
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Re: Time to start developing the 2012 tokens yet? 13 years 2 months ago #36

In a perfect world, I'd say that the Might set made it possible for the Purple monsters out there to Beta Test Level 5 Characters this year (Smak's artifact was alpha?), and then a reward potion or something like what we've talked about would open that up to more of the masses in future years.

Of course, being a surviving member (one of two) of one of the few groups to down Smoak, I think that a more permanent token (pun intended) of that experience would be great too ;)

Failing those two good options howsabout this:



COMBO Item: Charm of Pelor's Mighty Chosen Awesomeness (name needs work)
Effect: Character is level 5

Ingredients: Three pieces of the Might set, Something of Pelor

Reason: Yeah, it's costly... but it could be well worth it to the well geared. It would also preserve the "value" of the might set... which people seem to be rather concerned with.

If people were less concerned about the value of the might set, it could be opened up to any ONE Might item + some other purps or something... the idea is to make a sacrifice to Pelor for the xp or something like that...

My 2cents
Mind what you have learned. Save you it can. --Yoda

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