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TOPIC: 2019 Eldritch Kilt Suggestions and Discussion

2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #13

Fiddy wrote:

Wade Schwendemann wrote:

Fiddy wrote:

Picc wrote: What about something like

+5 Str/Dex/Con, does not effect saves

So no +3 fort/reflex and none even stat blocks, but if you built for it you could still get the same HP levels as from tavern bane etc etc . Plus it would fit on the token and be easier to adjudicate in coaching.


I suspect that will lead to large headaches for the people that update the character builders.


As I am not one of those people I'm not sure, but couldn't you just write some code like

"If this token is equipped, then calculate reflex and fortitude saves as if Dex and Con were -5," or something like that?

Not saying I like the design, but just wondering.




That sounds so straightforward, doesn't it? :) I suspect that it isn't that simple, especially for the spreadsheet.


And for the coaches that now have to look at all the +stat gear and now figure +saves without some of the stat bumps. It would be quiet a headache all around. Sure the apps/spreadsheets etc could deal with it but lets not make things worse for the coaches.
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #14

As thematic as freedom of movement is for a kilt, we've seen a glut of freedom of movement effects recently. For diversity of effects, I'd much rather see something else there.

I'm going to be interested to see where the bonuses come in. I'm not a fan of +3 to All (given that currently we have one stat that is completely wasted other than enabling a single token, and one that is completely wasted sans opening up a second slot). Besides that, +3 being only a +1/+2 means that for a lot of builds, it's not going to be that significant of an upgrade, and you'd want to potentially run one of the other parts instead of the main.

In addition, aside from the 2H damage boots, I can't think of a single other eldritch component that didn't get a buff by being transmuted (the rod giving the 1//year voucher [and not having to carry 7 tokens o.0 - looking at you, Only-Recently-Useful-Teeth], the boots giving +5 all which only shafts 2H users, the rings getting much better).

I think +4 STR/DEX/CON is the minimum it can come in at. That's a flat +2 for all, which (with the exception of builds that really want to stack one stat) is very good for that slot. I'd want to see something more interesting than just flat +stats, but with the set only being 3 parts I'm not sure that's going to happen.

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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #15

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Fiddy wrote:

Wade Schwendemann wrote:

Fiddy wrote:

Picc wrote: What about something like

+5 Str/Dex/Con, does not effect saves

So no +3 fort/reflex and none even stat blocks, but if you built for it you could still get the same HP levels as from tavern bane etc etc . Plus it would fit on the token and be easier to adjudicate in coaching.


I suspect that will lead to large headaches for the people that update the character builders.


As I am not one of those people I'm not sure, but couldn't you just write some code like

"If this token is equipped, then calculate reflex and fortitude saves as if Dex and Con were -5," or something like that?

Not saying I like the design, but just wondering.


That sounds so straightforward, doesn't it? :) I suspect that it isn't that simple, especially for the spreadsheet.


I'd just write it as +6 str/dex/con,-3 reflex,-3 fort but I'll leave that for the character generator programmers to comment on.
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #16

I'd like something like a straight +4 St/Dx/Con, with no other adjustments or bonuses. I think that's pretty in line with the original Kilts (although we have yet to see the final one).

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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #17

Picc wrote:

Fiddy wrote:

Wade Schwendemann wrote:

Fiddy wrote:

Picc wrote: What about something like

+5 Str/Dex/Con, does not effect saves

So no +3 fort/reflex and none even stat blocks, but if you built for it you could still get the same HP levels as from tavern bane etc etc . Plus it would fit on the token and be easier to adjudicate in coaching.


I suspect that will lead to large headaches for the people that update the character builders.


As I am not one of those people I'm not sure, but couldn't you just write some code like

"If this token is equipped, then calculate reflex and fortitude saves as if Dex and Con were -5," or something like that?

Not saying I like the design, but just wondering.


That sounds so straightforward, doesn't it? :) I suspect that it isn't that simple, especially for the spreadsheet.


I'd just write it as +6 str/dex/con,-3 reflex,-3 fort but I'll leave that for the character generator programmers to comment on.


That works for +6. Your original suggestion was +5 though.


Also,
The boots made the damage type eldritch, so that helped 2H, although less than the other types.

I was thinking the +3 to all was only for the stats involved, not for all 6 stats.
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #18

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Wade Schwendemann wrote:

Picc wrote:

Fiddy wrote:

Wade Schwendemann wrote:

Fiddy wrote:

Picc wrote: What about something like

+5 Str/Dex/Con, does not effect saves

So no +3 fort/reflex and none even stat blocks, but if you built for it you could still get the same HP levels as from tavern bane etc etc . Plus it would fit on the token and be easier to adjudicate in coaching.


I suspect that will lead to large headaches for the people that update the character builders.


As I am not one of those people I'm not sure, but couldn't you just write some code like

"If this token is equipped, then calculate reflex and fortitude saves as if Dex and Con were -5," or something like that?

Not saying I like the design, but just wondering.


That sounds so straightforward, doesn't it? :) I suspect that it isn't that simple, especially for the spreadsheet.


I'd just write it as +6 str/dex/con,-3 reflex,-3 fort but I'll leave that for the character generator programmers to comment on.


That works for +6. Your original suggestion was +5 though.


Also,
The boots made the damage type eldritch, so that helped 2H, although less than the other types.

I was thinking the +3 to all was only for the stats involved, not for all 6 stats.


I was typing quickly, apologies.
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #19

Fiddy wrote:

Wade Schwendemann wrote:

Fiddy wrote:

Picc wrote: What about something like

+5 Str/Dex/Con, does not effect saves

So no +3 fort/reflex and none even stat blocks, but if you built for it you could still get the same HP levels as from tavern bane etc etc . Plus it would fit on the token and be easier to adjudicate in coaching.


I suspect that will lead to large headaches for the people that update the character builders.


As I am not one of those people I'm not sure, but couldn't you just write some code like

"If this token is equipped, then calculate reflex and fortitude saves as if Dex and Con were -5," or something like that?

Not saying I like the design, but just wondering.


That sounds so straightforward, doesn't it? :) I suspect that it isn't that simple, especially for the spreadsheet.



As a coach, I think it would be particularly onerous as well, particularly when multiple other stat bonus items are equipped. I had one at GenCon that had (I think) 8-9 different stat modifiers.
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #20

+3 to Str/Dex/Con
Freedom of Movement
Slow fall any distance ;)
+5 hp

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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #21

Picc wrote: I was typing quickly, apologies.


No apologies necessary. It definitely makes things cleaner
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #22

Lordoftherealm wrote: +3 to Str/Dex/Con
Freedom of Movement
Slow fall any distance ;)
+5 hp


I like this a lot.

Slow fall any distance is hysterical! Maybe with a will save for the rest of the party?
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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #23

Seeing as the kilts have all been +stat, -stat, I think it makes sense that the transmuted kilt itself is a pretty straightforward stat increaser. I'm actually mostly curious about the Eldritch 4-pc bonus.

Btw, doesn't it feel like the Eldritch 2-piece and 3-piece should be changed around? It always struck me as weird that the 3-piece is just +1 level, and feels kind of bad since Druid & Ranger already get that with just 2 pieces. Recognizing that the vast majority of people don't have access to Eldritch items from the past, I think making the level bump come as the 2-piece set bonus feels much better (to me at least).

As for the 4-piece Eldritch bonus.. how about something unique but not game breaking. Play as prestige class without using voucher maybe?

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2019 Eldritch Kilt Suggestions and Discussion 5 years 8 months ago #24

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Eric wrote: Seeing as the kilts have all been +stat, -stat, I think it makes sense that the transmuted kilt itself is a pretty straightforward stat increaser. I'm actually mostly curious about the Eldritch 4-pc bonus.

Btw, doesn't it feel like the Eldritch 2-piece and 3-piece should be changed around? It always struck me as weird that the 3-piece is just +1 level, and feels kind of bad since Druid & Ranger already get that with just 2 pieces. Recognizing that the vast majority of people don't have access to Eldritch items from the past, I think making the level bump come as the 2-piece set bonus feels much better (to me at least).

As for the 4-piece Eldritch bonus.. how about something unique but not game breaking. Play as prestige class without using voucher maybe?


I think you might have a riot on your hands of you switched around the 2 & 3 piece set powers. I mean how much would you like to explain to the cleric or wizard who relies on the $3-4000 on the 2 piece that they have to drop another grand to stay at the same power level.
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