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TOPIC: What's new 2014?

What's new 2014? 9 years 10 months ago #1

So, for those of us who have been extraordinarily distracted since August of last year (but who have been playing since 07/08), what do we need to know going into this year's True Dungeon? Specifically:

What's new/special?
How is Adventurers' Guild different from last year?
What's up with the Ro7P?

Feel free to just point me in the direction of relevant posts; that alone would be super helpful. I've come across a lot of discussion, but sometimes it's not clear which is the final version.

I haven't even looked at the tokens yet, so I feel really out of the loop this year.

THANKS!
You can find more info on individual tokens at www.tokendb.com/

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Re: What's new 2014? 9 years 10 months ago #2

YupImJen wrote: What's new/special?

from the Quick Token Reference :
2014 Rule Updates
There are no overarching environmental effects (e.g., Cold Climate or Underwater) planned for 2014, but there have been some updates & clarifications made to the rules.

Note: Individual rooms may have unique environmental challenges to overcome. If those come into play, you will be informed by that room's DM.

Charisma & Figurines of Power
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.

Monk Flurry-Compatible Weapons
In addition to bracer-weapons, monks may use punch-daggers (e.g., Viper Strike fangs) or cestuses when making flurry of blows attacks, stunning fist, or other attacks that are a sub-set of flurry of blows. Other than the aforementioned weapon types, when monks use a hand-held weapon, they only make one attack slide per round.

Set Bonuses & Duplicate Weapons
If both the weapons being wielded are part of the same set and are either Relics (5-point star) or Legendaries (orange title and backing), they count as two items toward fulfilling that set's quota. E.g., when trying to qualify for the Viper Strike set bonus, a monk could wield two +3 Viper Strike Fangs (Relics) and wear one other Viper Strike item to qualify for the Viper Strike set bonus. Similarly, a ranger could wield two Asher's +5 Viper Strike Fangs and they would count as two items toward the Viper Strike set. Wielding two +2 Viper Strike Fangs (Ultra Rares) would only count as a single item toward the set's quota because neither of those are Relics or Legendaries. A character capable of wielding two weapons may wield two weapons with the same name regardless of rarity, but they only count as two items toward fulfilling a set bonus if both are either Relics or Legendaries. Putting it another way, wielding two same-named Common, Uncommon, Rare, Ultra Rare, Enhanced (?), or Exalted (?) weapons only count as a single item toward qualifying for a set bonus, but wielding two same-named Relic (?) or Legendary weapons counts as two items toward the set.

Different-named set-piece weapons count as two items toward the set's quota, regardless of rarity.

Note: Other than weapons and Runestone Fitting Bases, no character may equip more than one item of the same name--no matter what rarity the items are.

Stat Requirements
If a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.

YupImJen wrote: What's up with the Ro7P?

from the TDb entry for Rod of Seven Parts :
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
  1. +1 HP
  2. +1 to Reflex saves
  3. +1 to Fortitude Saves
  4. +1 to Will saves
  5. +1 to Strength
  6. +1 to Dexterity
  7. +1 to Constitution
In addition to the aforementioned powers which are always active, once per year you may play one of 12 special sub-class characters. These are similar to the base classes, but are all 5th-level (no other level-augmenting tokens are required) and come with unique perks. To play a sub-class, you must get a voucher from the TD Store before going into the coaching room.

The rod is not "soulbound" (like artifacts are) and can be used by anyone the owner chooses, but the person playing the sub-class must equip the rod for that adventure.

Note: The powers of the individual rod segments do not stack with the completed rod's powers.
The sub-classes have not been finalized.
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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Re: What's new 2014? 9 years 10 months ago #3

Druegar wrote: ...To play a sub-class, you must get a voucher from the TD Store before going into the coaching room.
...


Druegar, how will this affect the GT Runs? Will we be able to get the vochers before our runs?

Thanks!
Preminant Resident of the State of Confusion
Part-Time Cat Herder

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Re: What's new 2014? 9 years 10 months ago #4

Can anyone confirm that we will not be able to pick up a badge holder for reaching level 7 at GenCon? I believe this is a new change for 2014.

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Re: What's new 2014? 9 years 10 months ago #5

It is a new change, and I can confirm I read it. But it was in the Lords and Ladies section. And it was Jeff Martin that said it.

EDIT #2
Link in the email from May 5:

truedungeon.com/how-to-play/item/80-2014-event-details

1) XP Recording will be moved off-site and player controlled

We are still working out the exact details, but in 2014 players will record their own XP after their event whenever they feel like it. Each player will be given a slip of paper with a unique code that they can use inside their TD Forum/XP account to give themselves credit for a particular TD event after Gen Con Indy is over. Players can still earn free tangible premiums (like the goodies obtained by hitting 5th, 7th and 8th levels) via the TD Store when their Forum account qualifies for them. There will be a $5 shipping fee, but if you order them with a normal token order or a transmuted order, the flat $5 shipping fee will cover them all.

(Same text, in a public place.)
The Worst Rogue Ever!
Member of the Michigan Marauders
Ranger Extra-ordinary
--Rocky


BEWARE THERE ARE SILVER BULETTES NEARBY!

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Last edit: by darkangel866.

Re: What's new 2014? 9 years 10 months ago #6

Ahhh that section of the forums that I am suppose to have access to but don't. :S
You either discover a star or you don't. You arrogant punk.

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Re: What's new 2014? 9 years 10 months ago #7

updated my previous post with the public information.
The Worst Rogue Ever!
Member of the Michigan Marauders
Ranger Extra-ordinary
--Rocky


BEWARE THERE ARE SILVER BULETTES NEARBY!

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Re: What's new 2014? 9 years 10 months ago #8

jedibcg wrote: Ahhh that section of the forums that I am suppose to have access to but don't. :S


What he said... is that getting fixed ANYTIME soon?
Preminant Resident of the State of Confusion
Part-Time Cat Herder

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Re: What's new 2014? 9 years 10 months ago #9

You have to ask Dave to let you in. Mine didn't happen automatically either.
You can find more info on individual tokens at www.tokendb.com/

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Re: What's new 2014? 9 years 10 months ago #10

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I didn't think he could grant access anymore (mines pending too XD)
Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”

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Re: What's new 2014? 9 years 10 months ago #11

I still need access, but my xp is still linked to the wrong account as well. Oh the joys of forum management :)
*mental note* always listen to Jeff

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Re: What's new 2014? 9 years 10 months ago #12

Also needing access to the level 5 club forums :)

Also, if a Monk is wielding a +2 and a +3 Viper Strike Dagger, along with the shirt, does this meet the 3 piece reqs?

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