Welcome, Guest
Username: Password: Remember me
In 2013 our plans call for us to add an additional adventure to the event. There will be two consecutive adventure modules, and each module will have two variations of either a combat or puzzle orientation. The first module called “Lycans Afoot” tasks the party to travel through a dark forest in search of a tower, while the second module called “Golembane” challenges the party to reach the top of tower.

TOPIC: AoW & Eldritch Runestone for 2013 True Grind

AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #1

Hello folks!

I have some tentative ideas for this year's Amulet of Wonder and Eldritch Runestone effects for True Grind.

I thought I'd post them on the forum to see get some feedback and see if people hate (or love) the ideas, think they are too weak (or strong), and/or if there are any severely overpowered combos that I have overlooked.

So note that these are not finalized yet:



AMULET OF WONDER would bestow special proficiency with the twelve-gauge double-barreled Remington (and related models), including the following effects:

1. Wearer ignores class restrictions when using blunder weapons.

So any class could use the +2 Boom Stick, Double Barrel Blunder Cannon, and Blunder Cannon.

Everyone can already use the Blunder Pipe and everyone but the Wizards can use the Blunder Horn.

2. Wearer is immune to misfire/bomb damage from using blunder weapons.

While most things (stats, special abilities, damage modifiers) don't affect misfire damage, this is a special exception.

3. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon score criticals on a natural 19 or 20 (Keen ability).

These classes can already use all blunder weapons, so this is their benefit instead of section 1.



ELDRITCH RUNESTONE sprouts an extra arm, which would grant the following effects:

1. Player can use an extra (third) ring

If using a Hand of Glory you can use 4 total rings.

2. Player gets an extra hand. Note that players are still limited to the normal number of attack sliders. (Monk/Ranger limited to two sliders if using melee, all other classes limited to one slider).

A Practically speaking, you can use an extra off-hand item (Orb of Might, Brawler's Mug, Shield). If you want, you can use two shields but they have to have different names (due to stacking rules). So you can't use two Templar Shields, but you can use a Templar Shield and a Tower Shield +1. I think many classes will simply use a two-handed weapon (with better damage wheel) with a shield or Orb/Mug.

B Rangers are a special case (can't use two-handed weapons). Instead their off-hand weapon can be any Ranger weapon (does *not* need to be usable by the Rogue) and can be a second copy of their primary weapon. So you could attack with two +2 Long Swords if you want and hold an Orb of Might with your third hand (but not attacking with the Orb since you can only use two sliders).

C Monks will be able to use Flurry of Blows as long as at least one of the attacks is a hand/bracer. The second can be any Monk melee weapon (one or two handed). Also, if the Monk is only attacking with one Bracer, he can also wear a non-weapon Bracer. So you could have a Monk attacking with a +1 Dwarven Glaive and Bracer of Smiting, while also benefiting from a +1 Bracers of Defense.

If off-handed options are too limited, I would consider allowing any class to use any shield. But I think that's an unnecessary addition and might not be worth the hassle.

I do have concerns that this "third hand" idea might complicate the process of filling out the party card. But realistically, I think most players will just use it for an extra 2 or 3 damage (Brawler's Mug or Orb of Might) or an extra 3 or 4 AC (shield).



I'm still working on ideas for the Special ? but please post your feedback on the potential idea for the AoW and Eldritch Runestone. Thanks!

Please Log in or Create an account to join the conversation.

Last edit: by Incognito.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #2

I may be using to use a Eldritch Runestone in TG based on the extra arm affect. However I don't think I will swap out the neck. I think Charm Necklace, Necklace of the Oak, Dragon Tooth Amulet and Medallion of Greyhawk are better options considering there a better range options than blunder. Still interesting idea.
You either discover a star or you don't. You arrogant punk.

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #3

jedibcg wrote: I may be using to use a Eldritch Runestone in TG based on the extra arm affect. However I don't think I will swap out the neck. I think Charm Necklace, Necklace of the Oak, Dragon Tooth Amulet and Medallion of Greyhawk are better options considering there a better range options than blunder. Still interesting idea.


Yeah, if you're totally decked out the AoW might not be your first choice. But it might be interesting for those with an AoW but not many other neck options. Also, a lot of it is a "fun/coolness factor" which some people may simply enjoy. Finally, being able to use a blunder weapon can significantly increase the damage output for classes like the Wizard/Bard/Rogue (+2 Boom Stick averages 7.875 damage and Double Barrel Blunder Cannon is 6.667 damage, which is a lot more than they can normally do with sliding).

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #4

Incognito wrote:

jedibcg wrote: I may be using to use a Eldritch Runestone in TG based on the extra arm affect. However I don't think I will swap out the neck. I think Charm Necklace, Necklace of the Oak, Dragon Tooth Amulet and Medallion of Greyhawk are better options considering there a better range options than blunder. Still interesting idea.


Yeah, if you're totally decked out the AoW might not be your first choice. But it might be interesting for those with an AoW but not many other neck options. Also, a lot of it is a "fun/coolness factor" which some people may simply enjoy. Finally, being able to use a blunder weapon can significantly increase the damage output for classes like the Wizard/Bard/Rogue (+2 Boom Stick averages 7.875 damage and Double Barrel Blunder Cannon is 6.667 damage, which is a lot more than they can normally do with sliding).


Yeah I was just speaking of myself I think it is an interesting idea just one I will not be using. +2 Flaming shortbow is close to damage (7.3 I think) and usable by rogue and bard. I would hope the Wizards won't be sliding too much (they are wizards after all). Would be interesting to find out how many take advantage of the AoW though.
You either discover a star or you don't. You arrogant punk.

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #5

Incognito wrote: AMULET OF WONDER
1. Wearer ignores class restrictions when using blunder weapons.
2. Wearer is immune to misfire/bomb damage from using blunder weapons.
3. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon score criticals on a natural 19 or 20 (Keen ability).

  1. This seems perfectly reasonable to me.
  2. This seems a tiny bit overpowered, but still a fun effect.
  3. I totally get why you want to compensate the classes who can already use blunder guns, and I like the effect, but this seems like it would be a challenge for the DMs to track. Are you sure you want to add and ther plate for the DMs to keep spinning?

Incognito wrote: ELDRITCH RUNESTONE sprouts an extra arm
1. Player can use an extra (third) ring
2. Player gets an extra hand.

WOW! That's über-powerful! I think that might be okay for a UR Special because those are super scarce, but it's overboard for an Eldritch Runestone.

Regardless of what token it comes from, that's going to be a complicated PITA when it comes to filling out the party card. I would strongly caution you to think long and hard about the ramifications of this before implementing this concept.

Maybe have the Eldritch Runestone grant a Hand of Glory effect (ability to wear one extra ring) without needing to wear a HoG, or if already wearing a HoG, two extra rings?
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

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #6

Have the Eldritch Runestone effects been listed for this year yet or are they still a mystery?
Preminant Resident of the State of Confusion
Part-Time Cat Herder

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #7

Druegar wrote:

Incognito wrote: AMULET OF WONDER
1. Wearer ignores class restrictions when using blunder weapons.
2. Wearer is immune to misfire/bomb damage from using blunder weapons.
3. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon score criticals on a natural 19 or 20 (Keen ability).

  1. This seems perfectly reasonable to me.
  2. This seems a tiny bit overpowered, but still a fun effect.
  3. I totally get why you want to compensate the classes who can already use blunder guns, and I like the effect, but this seems like it would be a challenge for the DMs to track. Are you sure you want to add and ther plate for the DMs to keep spinning?


As one of the Assistant DMs for TG, I think #3 is one that should be pretty easy to keep in mind. TG players are also pretty good about remembering their buffs. So, I expect they'd offer a kindly reminder if a nat-19 is slid and not treated as a crit.
"Be excellent to each other." - Bill S. Preston, Esq.

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #8

Cool and fun and I personally don't think any are too powerful. The runestone power is nice but people like a good effect for a disposable item.

My only concern currently is the "speil" are you going to print this up on some laminated card to sit on the gear up table? Might lose the voice going over it all when it could just be handed out and read as needed.

These things arn't super common, they are all constructed and URs after all.
Sweet a combat room, we won't take damage!

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #9

I really like the AoW effect.

I think the additional hand might be a bit too overpowered. Maybe that is the Special ? effect.

I kind of like the idea of the Eldritch Runestone increasing an inherent class power of the user. This could be bit of a pain during the coaching. But, I can print a quick reference card for me and Raven to use.

I’m basing all the bonuses off the 5th level abilities. The way I see it, the Eldritch Runestone was pretty costly to make, so it should be worth it to use it (especially for Grind). Doing this gives folks who can’t get to 5th level a small taste of the power level for one game. Those who can get to 5th get an added benefit to their already increased power. But, I fully admit it might be overpowered. If so, we could always base the bonuses off of 4th level class powers.
ClassBonus
BarbarianAdditional 1 DR
BardAdditional 2nd Level Spell Slot
ClericAdditional Turn Undead
DruidAdditional Spell Surge
Dwarf FighterKeen Enhanced Critical (19-20,x3)
Elf WizardAdditional Fireball Slot
FighterImproved Weapon Focus (+3)
MonkAdditional Stunning Fist
PaladinAdditional Sacrifice
RangerImproved Favored Enemy (+3)
RogueMay move Flank puck once per combat
WizardAdditional Lightning Storm
"Be excellent to each other." - Bill S. Preston, Esq.

Please Log in or Create an account to join the conversation.

Last edit: by The Broasted.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #10

The Broasted wrote: I really like the AoW effect.

I think the additional hand might be a bit too overpowered. Maybe that is the Special ? effect.

I kind of like the idea of the Eldritch Runestone increasing an inherent class power of the user. This could be bit of a pain during the coaching. But, I can print a quick reference card for me and Raven to use.

I’m basing all the bonuses off the 5th level abilities. The way I see it, the Eldritch Runestone was pretty costly to make, so it should be worth it to use it (especially for Grind). Doing this gives folks who can’t get to 5th level a small taste of the power level for one game. Those who can get to 5th get an added benefit to their already increased power. But, I fully admit it might be overpowered. If so, we could always base the bonuses off of 4th level class powers.

ClassBonus
BarbarianAdditional 1 DR
BardAdditional 2nd Level Spell Slot
ClericAdditional Turn Undead
DruidAdditional Spell Surge
Dwarf FighterKeen Enhanced Critical (19-20,x3)
Elf WizardAdditional Fireball Slot
FighterImproved Weapon Focus (+3)
MonkAdditional Stunning Fist
PaladinAdditional Sacrifice
RangerImproved Favored Enemy (+3)
RogueMay move Flank puck once per combat
WizardAdditional Lightning Storm

that is way too much to remember for Eric and his Minions
not that they are not smart enough, just over complicates things in a fast paced system

Please Log in or Create an account to join the conversation.

Last edit: by lazlo_hollyfeld1985.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #11

  • Xavon
  • Xavon's Avatar
  • Offline
  • 7th Level
  • Supporter
  • Obligation is the sincerest form of insanity
  • Posts: 3155
As a poor, overlooked Monk, I love the ideal of the extra Hand slot. Yes it is powerful, but the Runestone is still a consumable, and it does take the Runestone slot.

I don't really think any of the proposed Blunder weapon abilities on their own are worth the neck slot.

How's about we combined 1 with a weakened version of 2:

Any Class can use any Blunder Weapon. If you are using a Blunder weapon your class can already use, Misfire damage is negated (but it is still an automatic miss).
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.

Please Log in or Create an account to join the conversation.

Re: AoW & Eldritch Runestone for 2013 True Grind 10 years 10 months ago #12

Xavon wrote: As a poor, overlooked Monk, I love the ideal of the extra Hand slot. Yes it is powerful, but the Runestone is still a consumable, and it does take the Runestone slot.

I don't really think any of the proposed Blunder weapon abilities on their own are worth the neck slot.

How's about we combined 1 with a weakened version of 2:

Any Class can use any Blunder Weapon. If you are using a Blunder weapon your class can already use, Misfire damage is negated (but it is still an automatic miss).


I am pretty sure the plan was to implement all three of the abilities, not just one of them, so everybody can use all blunder guns, nobody takes misfire damage, and some classes get the extra crit range.

Please Log in or Create an account to join the conversation.

Time to create page: 0.110 seconds