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TOPIC: Questions about Runestone Fitting Base

Questions about Runestone Fitting Base 4 years 9 months ago #13

To be clear I'm not even worried about sleaze or cheating, I'm just trying to figure out the correct answer. I was training a new coach and I couldn't answer the question. I'm sorry if I have been unclear here.

Here are the possibilities when two Runestone bases are used to increase damage:
  • Ranger or Monk equips two +1 damage runestones, one to each melee weapon. Coach adds +2 damage to melee attacks on the party card, player gets an extra +1 damage for each weapon more than they should have. This is how www.tdcharactercreator.com does it and I believe this is incorrect.
  • Ranger or Monk equips two +1 damage runestones, one to each melee weapon. Coach adds +1 damage to melee attacks on the party card, player gets +1 damage per weapon. I believe this is correct.

Now here are other situations that could come up (not my original question though):
  • Ranger or Monk equips one +1 damage runestone on just one melee weapon. Coach adds +1 damage to melee attacks on the party card. Player gets +1 damage on both weapons (sleaze) or player has to tell the DM to subtract 1 from the total damage each time they hit with the second weapon.
  • Ranger or Monk equips one +1 damage runestone on just one melee weapon. Coach doesn't add +1 damage to melee attacks on the party card because it only affects one weapon. Each time the player hits with that weapon they need to tell the DM to add +1 damage.
  • Both of these are complicated if both weapons are the same token, which means the player wouldn't even know which one hit and which one didn't.

If I made the rules I think I'd keep it simple and say that if a Monk or a Ranger uses a Runestone Fitting Base to affect one of their melee weapons, then they must use two bases and two runestonses to affect both of them. At least for when it affects the party card.

Just to be very clear, I'm not complaining or worried about +1 damage here or there. I'm trying to figure out (1) if I should report a bug to tdcharactercreator.com and (2) what do I teach a new coach about this? I know it won't come up much in the dungeon, but this is a Grind coach so these types of things come up more often.
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Questions about Runestone Fitting Base 4 years 9 months ago #14

I think the problem is the Runestone Fitting Base (RFB) is assumed to be a single slider. In the scenario where you only equip one RFB and a +1 damage runestone you are going to get the benefit on whichever hit and if both hit then an extra +1.

Retroactively saying for the dual sliders you need to do it in pairs would be fine when the RFB is in print. Doing it now isn't really fair. Can even place it in TokenDB as an upcoming change.

Ed
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Questions about Runestone Fitting Base 4 years 9 months ago #15

"Simple" solution: disallow Monks and Rangers from using Runestone Fitting Bases.

No, I don't actually expect us to do that.

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Questions about Runestone Fitting Base 4 years 9 months ago #16

Fiddy wrote: "Simple" solution: disallow Monks and Rangers from using Runestone Fitting Bases.

No, I don't actually expect us to do that.

** cough ** - I think you mean Clerics ;-)

Ed
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Questions about Runestone Fitting Base 4 years 9 months ago #17

Kirk Bauer wrote: To be clear I'm not even worried about sleaze or cheating, I'm just trying to figure out the correct answer. I was training a new coach and I couldn't answer the question. I'm sorry if I have been unclear here.

Here are the possibilities when two Runestone bases are used to increase damage:

  • Ranger or Monk equips two +1 damage runestones, one to each melee weapon. Coach adds +2 damage to melee attacks on the party card, player gets an extra +1 damage for each weapon more than they should have. This is how www.tdcharactercreator.com does it and I believe this is incorrect.


Character creator is assuming you are putting both runestone fitting bases on your primary weapon, not one on each.

  • Ranger or Monk equips two +1 damage runestones, one to each melee weapon. Coach adds +1 damage to melee attacks on the party card, player gets +1 damage per weapon. I believe this is correct.
  • [/ul]


    This is correct, but not optimal. In this case, the second runestone doesnt do anything. Using only one runestone (or both on the same weapon for +2) may be called sleaze, but this is far from the only example of a melee bonus for one weapon being applied to both.

    Now here are other situations that could come up (not my original question though):

    • Ranger or Monk equips one +1 damage runestone on just one melee weapon. Coach adds +1 damage to melee attacks on the party card. Player gets +1 damage on both weapons (sleaze) or player has to tell the DM to subtract 1 from the total damage each time they hit with the second weapon.
    • Ranger or Monk equips one +1 damage runestone on just one melee weapon. Coach doesn't add +1 damage to melee attacks on the party card because it only affects one weapon. Each time the player hits with that weapon they need to tell the DM to add +1 damage.
    • Both of these are complicated if both weapons are the same token, which means the player wouldn't even know which one hit and which one didn't.

    If I made the rules I think I'd keep it simple and say that if a Monk or a Ranger uses a Runestone Fitting Base to affect one of their melee weapons, then they must use two bases and two runestonses to affect both of them. At least for when it affects the party card.

    Just to be very clear, I'm not complaining or worried about +1 damage here or there. I'm trying to figure out (1) if I should report a bug to tdcharactercreator.com and (2) what do I teach a new coach about this? I know it won't come up much in the dungeon, but this is a Grind coach so these types of things come up more often.


    All of this is unnecessarily complicated. Unless you want to start cracking down on every example of one bonus being applied to both weapons. TD has made the call to just allow the best bonus (or mainhand bonus, im not sure which it is supposed to be) work for both weapons. This was an active decision by TD to simplify the party card years ago. Grind was focussed enough on combat that it did not follow suit and separates stats for each weapon.

    This is not a bug in the character creator, if you want to use one runestone on each weapon, just enter only one of them in the creator. Using 2 runestones adding +2 needs to remain for those who want them both on the same weapon.
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    Questions about Runestone Fitting Base 4 years 9 months ago #18

    Thanks Kent, I actually think that makes a lot of sense. I guess I didn't realize this was another sleaze that was officially allowed. Obviously I know of a few other types of sleaze but I didn't realize it was intentionally working this way. I'm good with this and at least I know how to properly apply it.
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    Questions about Runestone Fitting Base 4 years 9 months ago #19

    Along the same lines, Missile AC: There's only one slot for it, so if your Shield of Deflection offers 2 Missile AC, but you're using the Archer's Buckler for your Ranged offhand, do you still get the 2 Missile AC?
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    Questions about Runestone Fitting Base 4 years 9 months ago #20

    Singsalot wrote: Along the same lines, Missile AC: There's only one slot for it, so if your Shield of Deflection offers 2 Missile AC, but you're using the Archer's Buckler for your Ranged offhand, do you still get the 2 Missile AC?


    Tokens only work in the mode they are equipped. If you are using a ranged weapon, you get your ranged AC (with buckler).
    If you are using a melee weapon or weapons, you get your melee AC, which would be augmented against missile attacks.
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