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TOPIC: Charms of Transmorph Wild Speculation Thread

Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #13

Would be disappointed if pre-notification is required if I did not follow forum.

Same if it was not allowed at the same convention I pulled charms in subsequent years.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #14

Fiddy wrote: So now that I got my wild speculation out of the way, here is some somewhat less wild speculation:

* All party members can play as a different subclass version of their characters that has not yet been revealed (not the Ro7P subclasses)

* the party gets the effect of turning in the Special or maybe the Eldritch Runestone, or a similar lesser effect

* the party gets a clue to one of the puzzles on the current run (or perhaps a token to turn in to a gm for a clue on a puzzle they get stuck on)

I think until we know how common the charms are (and how easy/hard it is to complete a set), it will be difficult to know where the power level of the effect is going to be. I suspect it would be along the lines of the above though.

Some things I doubt we'll see the charms do:
* the party gets to play as the existing Ro7P subclasses (this would step on the Ro7P)
* the party gets the effect of the AoW (this would step on an artifact)
* treasure bonus


Maybe it's OK to have 10 high demand consumables step on an artifact for one Dungeon.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #15

Mike Steele wrote:

Fiddy wrote: So now that I got my wild speculation out of the way, here is some somewhat less wild speculation:

* All party members can play as a different subclass version of their characters that has not yet been revealed (not the Ro7P subclasses)

* the party gets the effect of turning in the Special or maybe the Eldritch Runestone, or a similar lesser effect

* the party gets a clue to one of the puzzles on the current run (or perhaps a token to turn in to a gm for a clue on a puzzle they get stuck on)

I think until we know how common the charms are (and how easy/hard it is to complete a set), it will be difficult to know where the power level of the effect is going to be. I suspect it would be along the lines of the above though.

Some things I doubt we'll see the charms do:
* the party gets to play as the existing Ro7P subclasses (this would step on the Ro7P)
* the party gets the effect of the AoW (this would step on an artifact)
* treasure bonus


Maybe it's OK to have 10 high demand consumables step on an artifact for one Dungeon.


True, except that means they are useless to that artifact holder.
You either discover a star or you don't. You arrogant punk.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #16

Mike Steele wrote: Or, maybe the whole group transmorphs in a way beneficial to the Dungeon? Like, maybe grow wings, etc?

I like the thought of the Dungeon transmorphing, maybe opening up a special room. That's tougher to do for tokens that never expire though.


Physically transform the party - "Transmogrify" means to completely change so perhaps "Transmorph" might mean to alter one part of a being in a certain way. The fact that there are (10) party members and (10) needed seems to be a bit of a clue as well.

Perhaps we need to save a set of these for our final battle with the "Mind Slayer" in a few years where it's advantageous to be altered in some way like your wing suggestion.

Open special room - I REALLY like this idea like the secret doors of years past but it doesn't seem to match-up with the name.
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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #17

The token says “fun.” I don’t see anything like treasure chips or duplicatation of any existing effect.

I keep thinking about that “stop the leak” True Craft (or whatever it was) puzzle.

And it’s too late for people to shift around to commit to an additional 2-hr time window to align into full-blown parties.

Here’s my guess: after all the rooms were laid out, Jeff found there was some odd space left over, just enough to add one more small room. And he asked himself, “self, what could we do with that?” So there’s some sort of unattended puzzle sitting in that little pocket. A group of ten walk up to the registration desk, wait for the Horns to die down, then they walk in and have 12 minutes to come out with the answer to the riddle, or the dingus that’s locked in a vault, or whatever, and if they do they get some almost-useless but limited edition and thus extremely desirable completion trophy token, or maybe a certificate of honor or something.

In a few days we’ll find out

"Ceci n'est pas une pipe" - Magritte

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #18

Brad Mortensen wrote: The token says “fun.” I don’t see anything like treasure chips or duplicatation of any existing effect.

I keep thinking about that “stop the leak” True Craft (or whatever it was) puzzle.

And it’s too late for people to shift around to commit to an additional 2-hr time window to align into full-blown parties.

Here’s my guess: after all the rooms were laid out, Jeff found there was some odd space left over, just enough to add one more small room. And he asked himself, “self, what could we do with that?” So there’s some sort of unattended puzzle sitting in that little pocket. A group of ten walk up to the registration desk, wait for the Horns to die down, then they walk in and have 12 minutes to come out with the answer to the riddle, or the dingus that’s locked in a vault, or whatever, and if they do they get some almost-useless but limited edition and thus extremely desirable completion trophy token, or maybe a certificate of honor or something.

In a few days we’ll find out


Jeff actually already said he was considering branching rooms for the new Dungeons at GENCON. Maybe that's what this is, it opens up the special branching (or bonus) room for the group. The requirement to hand in 10 for the entire group would make sense if it were a bonus room of some sort, because the entire group would be getting the benefit.

It will be interesting to see what it is.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #19

Mike Steele wrote:

Brad Mortensen wrote: The token says “fun.” I don’t see anything like treasure chips or duplicatation of any existing effect.

I keep thinking about that “stop the leak” True Craft (or whatever it was) puzzle.

And it’s too late for people to shift around to commit to an additional 2-hr time window to align into full-blown parties.

Here’s my guess: after all the rooms were laid out, Jeff found there was some odd space left over, just enough to add one more small room. And he asked himself, “self, what could we do with that?” So there’s some sort of unattended puzzle sitting in that little pocket. A group of ten walk up to the registration desk, wait for the Horns to die down, then they walk in and have 12 minutes to come out with the answer to the riddle, or the dingus that’s locked in a vault, or whatever, and if they do they get some almost-useless but limited edition and thus extremely desirable completion trophy token, or maybe a certificate of honor or something.

In a few days we’ll find out


Jeff actually already said he was considering branching rooms for the new Dungeons at GENCON. Maybe that's what this is, it opens up the special branching (or bonus) room for the group. The requirement to hand in 10 for the entire group would make sense if it were a bonus room of some sort, because the entire group would be getting the benefit.

It will be interesting to see what it is.


That would be cool. Hopefully offered at all cons where TD is offered or atleast in subsequent years for the cons the charms were in the treasure mix.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #20

Could be. I predict if it is a room/branch it will not get much use at Gen Con. We don't have a lot of data but based on 238 pulls that is not enough to get 10. Let's say it is 1 in 50 just to put a number on it till we have more data. That would be 250 pulls (assigning you can trade duplicates to get unique numbers). That is is a run more than full run of 10 with max treasure enhancers (190 with all being lvl 6+).

So 2 max treasure runs a group would have enough to use them on their 3rd run (with enough on that run to turn in for a fourth run).

I have no idea how many max treasure runs there are, I will let others speculate on that.
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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #21

jedibcg wrote: Could be. I predict if it is a room/branch it will not get much use at Gen Con. We don't have a lot of data but based on 238 pulls that is not enough to get 10. Let's say it is 1 in 50 just to put a number on it till we have more data. That would be 250 pulls (assigning you can trade duplicates to get unique numbers). That is is a run more than full run of 10 with max treasure enhancers (190 with all being lvl 6+).

So 2 max treasure runs a group would have enough to use them on their 3rd run (with enough on that run to turn in for a fourth run).

I have no idea how many max treasure runs there are, I will let others speculate on that.



I heard of only 1 group that pulled all 10 charms at Origins. This occurred on Thursday and occurred on a single run.

Not sure of any other sets of 10 at this point.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #22

edwin wrote:

jedibcg wrote: Could be. I predict if it is a room/branch it will not get much use at Gen Con. We don't have a lot of data but based on 238 pulls that is not enough to get 10. Let's say it is 1 in 50 just to put a number on it till we have more data. That would be 250 pulls (assigning you can trade duplicates to get unique numbers). That is is a run more than full run of 10 with max treasure enhancers (190 with all being lvl 6+).

So 2 max treasure runs a group would have enough to use them on their 3rd run (with enough on that run to turn in for a fourth run).

I have no idea how many max treasure runs there are, I will let others speculate on that.



I heard of only 1 group that pulled all 10 charms at Origins. This occurred on Thursday and occurred on a single run.

Not sure of any other sets of 10 at this point.


There is another person that has a set and tried to use them at Origins. I asked how many pulls it took and all I could get was LOTS.
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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #23

I can confirm it isn't normal UC rarity from someone tied to it - it is far more rare than that.

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Charms of Transmorph Wild Speculation Thread 5 years 10 months ago #24

jedibcg wrote: Could be. I predict if it is a room/branch it will not get much use at Gen Con. We don't have a lot of data but based on 238 pulls that is not enough to get 10. Let's say it is 1 in 50 just to put a number on it till we have more data. That would be 250 pulls (assigning you can trade duplicates to get unique numbers). That is is a run more than full run of 10 with max treasure enhancers (190 with all being lvl 6+).

So 2 max treasure runs a group would have enough to use them on their 3rd run (with enough on that run to turn in for a fourth run).

I have no idea how many max treasure runs there are, I will let others speculate on that.


You're right, that not many groups would see the bonus room if that were the case, which would be kind of a shame. But, how many groups saw the special bonus cow room? I think that was a pretty small number. My group didn't, we didn't hear about it until after GENCON.

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