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TOPIC: Runestone application in dungeon

Runestone application in dungeon 11 years 5 months ago #1

I used a runestone for +1 shock damage on one of my Nightmare runs. The player coach wrote it in the notes next to my character on the party sheet. That seemed fine. However, I had to keep reminding some DM's to add the damage because they were too rushed to see it. I would suggest that as policy, the extra damage get added to the melee bonus damage on the player card with the other modifiers like strengh.  <br /><br />I know there may be a few monsters that would resist the damage due to the type, but those are so few and far between that it doesn't seem worth it to make the DM's add yet another modifier for the 95% of the monsters it wouldn't be a problem with. And, players wouldn't have to keep pestering the DM's to make sure it was added. A lot of the time I'm not even sure what damage the DM records for an individual hit so there is no way to check.<br /><br />I think the runestones are a great idea, but unless I'm condident they are getting applied they seem a bit wasted.
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Re: Runestone application in dungeon 11 years 5 months ago #2

People playing with URs have been dealing with this for years now.  <br /><br />As TD has evolved complex stat modifying tokens (things that only modify a stat ONLY in certain circumstances) have become just too plentiful for the DMs to track (particularly in the UR tokens).  I'm not overly bothered by this because I feel I need to share the responsibility for dealing with all the complex modifiers I've added to my char. (I.E. if I'm min/max'ing then I really have to be responsible for all the extra computation that I'm causing).<br /><br />What I'm used to doing is carefully watching the DMs math on the first combat round.  If I don't see the modifiers I'm expecting to be added in then I politely ask about them.  The DMs are only human (and trying to track a huge number of things in their head).  If I've got an effect that the DM didn't note then they are normally completely cool with adding in the effect, and normally do a good job of tracking it for the rest of the room.<br /><br />New mechanics (group card changes, etc...) may need to get added in for the runestones because they are going to make the "modified sometimes" effects much more commonplace, though now that they are out there the DMs may also become more attuned to them.<br /><br />Personally I think the DMs did a fine job of tracking all the screwy stuff my groups where hitting them with (though almost everyone in my groups tracks the DMs math on the first round of combat too)
Mike Lutz - Normally found working with extension cords, radios or sitting on a step-stool next to a computer cart staring at a big map.

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Re: Runestone application in dungeon 11 years 5 months ago #3

Perhaps the trick is to simply add it to the damage modifier on the player card with a note of Fire, Shocks, etc.  We had one Player coach write in our bonuses as +2, +1(Fire).  Which worked fairly well.
Victory Loves Preparation

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Re: Runestone application in dungeon 11 years 5 months ago #4

From my reading of Superdroid's post I think that is what the player coach did, and the DMs just missed it.<br /><br />Because of tokens I'll have very odd effects (things like +2 damage on range, which the DMs don't expect) and so even though its on the party card, it doesn't always get added in.  Its best for the players to do some of the heavy lifting and check
Mike Lutz - Normally found working with extension cords, radios or sitting on a step-stool next to a computer cart staring at a big map.

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Re: Runestone application in dungeon 11 years 5 months ago #5

yeah, what greyseer said.<br />my first run of the weekend, the coach told me to remind the DM whenever i hit...which i thought was a poor way to handle it (noone would need to actually turn in the token, just tell the DM you did).  for all the other runs, the coach put it on the party card.  once, they did just add it into the total +damage, but usually it was done as big "+5" small "+1 fire" all in the same damage box.  i think that worked perfectly, and the DM should easily understand what is going on.
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Re: Runestone application in dungeon 11 years 5 months ago #6

It would seem that the more that can be quick reference predetermined on the card, the better. I would suggest that the card evolve as time permits to allow the maximum information to be readily observable on it.
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.

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Re: Runestone application in dungeon 11 years 5 months ago #7

If things like Save throws and + to every type of thing needs to be on the card...then Coaches need more than 12 minutes OR do nothing but the party card in the first 12 minutes.<br /><br />The more people that come ready to rock and roll the better - CHAR cards like the ones on True Dungeon Fans site are very helpful - also having players sort tokens into groups in advance of meeting the coach is helpful.<br /><br />I like the idea of taking all the pressure off the players and DMs - but in 12 minutes it might be asking for a lot unless people are organized or we come up with trimming what the coaches cover in 12.  (nudge the discussion - standing rules like NO notes or NO photos were not mentioned...)
Gary aka: Grimwood, Cleric of the Western Woods CLERIC for life - I have the character card to prove it! Former owner of a Ring of Three Wishes and Jeff's finger!

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Re: Runestone application in dungeon 11 years 5 months ago #8

<br />Perhaps the trick is to simply add it to the damage modifier on the player card with a note of Fire, Shocks, etc.  We had one Player coach write in our bonuses as +2, +1(Fire).  Which worked fairly well. <br />

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<br />yeah, what greyseer said.<br />

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  • Yes, this is the way for the player coach to handle it. 
  • <br />
  • Superdroid's case it is what the player coach did: (well, at least in some form, the player coach might have written the comment in an odd way.)

    <br />The player coach wrote it in the notes next to my character on the party sheet. <br />

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  • <br />
<br /><br />... So, Superdroid's issue is that he STILL had to tell the dm some of the time.<br /><br />As the mechanics of TD work today, I'm not surprised, and I have experienced it many times. (nor am I too worried about it, see my above posts)
Mike Lutz - Normally found working with extension cords, radios or sitting on a step-stool next to a computer cart staring at a big map.

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Re: Runestone application in dungeon 11 years 5 months ago #9

I think if the cards were available well in advance, and maybe with some simple directions, the groups would get them filled out in advance (anything to take some burden off the coaches and DMs). In this case, it would still be good to double check that the right tokens are present and the calcs are correct.
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.

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Re: Runestone application in dungeon 11 years 5 months ago #10

<br />I think if the cards were available well in advance, and maybe with some simple directions, the groups would get them filled out in advance (anything to take some burden off the coaches and DMs). In this case, it would still be good to double check that the right tokens are present and the calcs are correct. <br />

<br /><br />Even's (j. lionheart) player sheets are likely the best way for that that to be addressed (as Gary said), check here:  www.truedungeonfans.com/ (and click on "Character Sheets" on the left)<br /><br />If players come in with printed out player sheets then the player coach can get the whole group written up in minutes.
Mike Lutz - Normally found working with extension cords, radios or sitting on a step-stool next to a computer cart staring at a big map.

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Re: Runestone application in dungeon 11 years 5 months ago #11

At least you got to use your runestone.  We turned in a few of the + saves runestones and didn't roll a savingthrow once through both dungeons.  <br /><br />I'm pretty sure that saves are not at all useful - every monster pretty much just does a melee attack (except one shot magic missles at me).  Would've been nice to at least have to save when I failed a puzzle or something.  Course, I don't mind not having to worry about rolling a fat D20 when focusing on the puzzle at hand.<br /><br />But what's the point of saves or being a monk if I can't knock down a missle weapon once in a while :)<br /><br />Oh, and it wasn't just damage runestones.  Once I had to remind a DM that I had bracers of archery on(all adventure, was on the player card correctly) and it was physically impossible for me to do the 3 damage he announced.  We're all human and it is easy to forget one of the many modifiers over hours of sliding.

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Re: Runestone application in dungeon 11 years 5 months ago #12

more chances for saving throws would be nice... perhaps during combat
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