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TOPIC: The balance between treasure and stats

The balance between treasure and stats 5 years 2 months ago #109

I’m on page 2 so I haven’t read through everything, but I could see 5 tokens plus sixth level being a cap. I’m thinking of the poor coaches and training room folks with 10 fully “fully” decked out token characters to check.

I’d see this as legendaries taking up 5 key slots and the charm legendary is maybe always the avarice, the ring, the iounstone legendary, and the earring?

UR and rare TEs can be developed for any slot, they also limit to five?

Nuggets just cane out though and I suspected those would be on some rotation so there would potentially always be three iounstone slots in print or closely in print.

I this is me talking myself out of an idea, I’ll keep it here for you kind people to help me think of new points, maybe future me who reads this will steal some of your ideas and flesh this out better.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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The balance between treasure and stats 5 years 2 months ago #110

macXdmg wrote: I’m on page 2 so I haven’t read through everything, but I could see 5 tokens plus sixth level being a cap. I’m thinking of the poor coaches and training room folks with 10 fully “fully” decked out token characters to check.

I’d see this as legendaries taking up 5 key slots and the charm legendary is maybe always the avarice, the ring, the iounstone legendary, and the earring?

UR and rare TEs can be developed for any slot, they also limit to five?

Nuggets just cane out though and I suspected those would be on some rotation so there would potentially always be three iounstone slots in print or closely in print.

I this is me talking myself out of an idea, I’ll keep it here for you kind people to help me think of new points, maybe future me who reads this will steal some of your ideas and flesh this out better.


Speaking as a Coach and a Trainer. We can handle it, thank you very much.

Almost invariably a fully decked out party is using one of the approved character generators. And they need little to no training.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

The balance between treasure and stats 5 years 1 month ago #111

Harlax wrote: Speaking as a Coach and a Trainer. We can handle it, thank you very much.

Almost invariably a fully decked out party is using one of the approved character generators. And they need little to no training.


I think you missed the part where Druegar said “there is a treasure enhancer in every slot” which i think is 30ish, so you’d have to check 300 tokens, twice. I get they’d all be the same 30 tokens likely, and there’d be an app for that, but to feel and see 300 tokens by candlelight in 12 minutes is not likely.

I still like the idea of limiting the number of enhancers per player and reprinting the iounstone, and legendary TEs (5 maybe if our limit to TEs was the same) could rotate every 50 years or so. 10 year legendary cycle with 5 legendary TEs, 6th level benefit adding on top by one. The urte set could eventually take every character slot if someone wanted build options. The player card would get busy in these future state if there are 30 slots all with unique TE items.

So I said some things. 5 legendary TE on cycle of 50 years. That doesn’t even attend to the “what hard limit should we use” question ( answer is 50 +1).

I really do think the ioun stone trio should be on a rotating introduction. It never gets old and allows new blood to know they can invest and that it’ll never be bad, but it’s also just above average and will come back around (speculation sales and buys here). I do think legendary TEs should have new recipes every 20 years so new blood can enter the game (or 50 years if we end up with 5 legendary TEs).
I don’t like the idea of every slot ever having TEs in it unless they were the dual purpose hardcore ready TEs folks mentioned in this thread, and even then I’m not sure I like it.

I’ll admit, this economics game on top of the True game is hard to balance. I think eve online had to hire an economist to get it right and he wrote a PHD on game economics in the end.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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