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TOPIC: Variable Token Effects for 2022

Variable Token Effects for 2022 2 years 2 months ago #1

  • Druegar
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The variable effects for the following tokens will be in place starting with VTD 8 in February (VTD 7 is going to use the 2021 effects due to time constraints):

Amulet of Wonder / Ring of Wonder
Gain the Sea Elf sub-type. Your skin hardens and becomes light blue. You may breathe and move normally underwater. If you're a caster, you can also cast Spells underwater. (It does not protect scrolls or other items that might be damaged by submersion.) You take -4 damage from both physical and magical non-Fire damage sources.

Eldritch Runestone
Shock damage inflicted upon you is reduced by 5 per attack.

Special
VTD: Not usable due to its power and rarity.
In-Person Events Only: Turn in at Epilogue to gain one draw from the Treasure Generator. This Special draw must be performed separately from your other pulls and must be performed before you leave the Epilogue area. If the token you draw for your Special pull happens to have a platinum back, you receive a 50-count bag of random treasure. If it is anything other than a platinum-back token, you receive a 20-count bag of treasure. You also keep the token you drew to determine what size treasure bag you get.

The TDb entries for these tokens have been updated to show these effects.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Last edit: by Druegar.

Variable Token Effects for 2022 2 years 2 months ago #2

I really like the Special for In-Person Events...just because it is different and likely will get a few out of the hands of anyone hoarding one....maybe....lol.
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Variable Token Effects for 2022 2 years 2 months ago #3

You take -4 damage from both physical and magical non-Fire damage sources.

I’m figuring that this doesn’t include Eldritch damage?

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Variable Token Effects for 2022 2 years 2 months ago #4

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You take -4 damage from both physical and magical non-Fire damage sources.

BasicBraining wrote: I’m figuring that this doesn’t include Eldritch damage?

That's a given. Nothing can mitigate Eldritch damage--ever.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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Variable Token Effects for 2022 2 years 2 months ago #5

Druegar wrote: Amulet of Wonder / Ring of Wonder
Gain the Sea Elf sub-type. Your skin hardens and becomes light blue. You may breathe and move normally underwater. If you're a caster, you can also cast Spells underwater. (It does not protect scrolls or other items that might be damaged by submersion.) You take -4 damage from both physical and magical non-Fire damage sources.


Does this also enable underwater speech, bardsong, and/or command words (a la Ring of the Deep)?
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Variable Token Effects for 2022 2 years 2 months ago #6

I am glad I did not sell my Amulet of Wonder recently, as not drowning is a good thing. A set of Redoubt armor is pretty heavy. I would likely make a good anchor.
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Variable Token Effects for 2022 2 years 2 months ago #7

jedibcg wrote: I really like the Special for In-Person Events...just because it is different and likely will get a few out of the hands of anyone hoarding one....maybe....lol.


I like the effect however I think 50/25 count bags are a little low. 75/50 count bags seem more reasonable for a UR. I would turn one in for sure if it were 75/50. At 50/25 I'll be holding on to mine. And this come from someone who is usually more on the conservative side when it comes to pulls/power creep topics.
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Variable Token Effects for 2022 2 years 2 months ago #8

Rob F wrote:

jedibcg wrote: I really like the Special for In-Person Events...just because it is different and likely will get a few out of the hands of anyone hoarding one....maybe....lol.


I like the effect however I think 50/25 count bags are a little low. 75/50 count bags seem more reasonable for a UR. I would turn one in for sure if it were 75/50. At 50/25 I'll be holding on to mine. And this come from someone who is usually more on the conservative side when it comes to pulls/power creep topics.

This is actually 51/21 on top of potentially 23, so it would be 74/44 pulls on the run assuming full token hoard load.
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Variable Token Effects for 2022 2 years 2 months ago #9

The special token turn in nets one 51 pulls, or 21 though, is I think Rob's point.

Which means you're giving up an OOP UR for an 8-9% chance of 51 pulls, and a 91-92% chance of 21 pulls.
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Variable Token Effects for 2022 2 years 2 months ago #10

Wade Schwendemann (Dr. Uid) wrote: The special token turn in nets one 51 pulls, or 21 though, is I think Rob's point.

Which means you're giving up an OOP UR for an 8-9% chance of 51 pulls, and a 91-92% chance of 21 pulls.


Yeah, I assume if you pull an orange, red, brown, tan, blue or green back it is technically not platinum backed.

If someone sac’s an OOP ur token and gets a pile of tokens that doesn’t include a UR or higher that would be upsetting. Seems like the same risk for holding onto an OOP UR for a better option that is only ever a one time use.

Seeing as I am going to bet there is A red backed this year if not two, which could be worth a larger than normal value, even if it is just the weaker version, it seems tempting personally.
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Variable Token Effects for 2022 2 years 2 months ago #11

It will be interesting if V7 has an airy water puzzle. No speaking between players to cooperatively solve this puzzle unless you have a token that allows you to talk.

Figure for a Bard you can do mime, dance, etc as ways of non-verbal communications to inspire.

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Variable Token Effects for 2022 2 years 2 months ago #12

I would love to see the eldritch runstones do something more interesting than DR next year. They haven't been transmuted since 2012 so aren't that common anymore. I liked when it allowed a bezerker fury and the ignore class restrictions on an item.

That brings up a point Druegar - if there is a Grind at GenCon this year, what will the runestone's special power be?
I vote for 1/run rebound an attack back to the attacker.
My alternate vote would be it voids the rule against placing ducks in the dungeon when used :)

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