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TOPIC: Turning in ammunition/oils/dust in coaching room

Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #13

Actually, I think the idea should be Ammunition lasts the entire room. This way you turn it in to the DM. They keep it on the board and add it every time you hit. Then they collect it after combat and put it in the bucket.

I think they would get used much more often.

Ed
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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #14

As a DM I love the ammo on the slider even before or after the slide. The fact that I have to remove the ammo to see the damage dial means I will always remember to apply the bonus.
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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #15

Kirk Bauer wrote: As a DM I love the ammo on the slider even before or after the slide. The fact that I have to remove the ammo to see the damage dial means I will always remember to apply the bonus.

Your not going to be able to put it on before the slide (it will come off). After you could if there is room near the board but you also don't want the DM thinking you are "touching" the board.

Ed
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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #16

MasterED wrote: Actually, I think the idea should be Ammunition lasts the entire room. This way you turn it in to the DM. They keep it on the board and add it every time you hit. Then they collect it after combat and put it in the bucket.

I think they would get used much more often.

Ed


That sounds a lot like Oil, which requires Tulz or a Standard Action to apply

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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #17

Brad Mortensen wrote:

MasterED wrote: Actually, I think the idea should be Ammunition lasts the entire room. This way you turn it in to the DM. They keep it on the board and add it every time you hit. Then they collect it after combat and put it in the bucket.

I think they would get used much more often.

Ed


That sounds a lot like Oil, which requires Tulz or a Standard Action to apply

Yea, I think all of those would be best to just leave on the board and the DM collect after combat. Could even be a spot on the board to remind them: Bard Song bonus, active consumable bonuses.

Ed
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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #18

MasterED wrote:

Brad Mortensen wrote:

MasterED wrote: Actually, I think the idea should be Ammunition lasts the entire room. This way you turn it in to the DM. They keep it on the board and add it every time you hit. Then they collect it after combat and put it in the bucket.

I think they would get used much more often.

Ed


That sounds a lot like Oil, which requires Tulz or a Standard Action to apply

Yea, I think all of those would be best to just leave on the board and the DM collect after combat. Could even be a spot on the board to remind them: Bard Song bonus, active consumable bonuses.

Ed


My point was that, as described, ammo becomes strictly better than oil because it doesn’t take an action to use.

I don’t know that this would solve things. Runestones last all dungeon, and turn into Planks, so are currently much cheaper and efficient than ammo - yet we hardly see any runes in Grind. When the combined party has something like +200 damage, spending a rare on another +1 seems like a waste, and probably not going to make a difference anyway.

They’re all much more appropriate in lower levels, where a +1 would be more significant, but those are the folks with a smaller investment in the game, and now you’re asking them to burn one of the few tokens from their sparse collection for a temporary effect.

It feels like to be worth it, there should be more non-damage effects: prevents flying, stops regen, stun, etc.

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Last edit: by Brad Mortensen.

Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #19

Brad Mortensen wrote:

MasterED wrote:

Brad Mortensen wrote:

MasterED wrote: Actually, I think the idea should be Ammunition lasts the entire room. This way you turn it in to the DM. They keep it on the board and add it every time you hit. Then they collect it after combat and put it in the bucket.

I think they would get used much more often.

Ed


That sounds a lot like Oil, which requires Tulz or a Standard Action to apply

Yea, I think all of those would be best to just leave on the board and the DM collect after combat. Could even be a spot on the board to remind them: Bard Song bonus, active consumable bonuses.

Ed


My point was that, as described, ammo becomes strictly better than oil because it doesn’t take an action to use.

I don’t know that this would solve things. Runestones last all dungeon, and turn into Planks, so are currently much cheaper and efficient than ammo - yet we hardly see any runes in Grind. When the combined party has something like +200 damage, spending a rare on another +1 seems like a waste, and probably not going to make a difference anyway.

They’re all much more appropriate in lower levels, where a +1 would be more significant, but those are the folks with a smaller investment in the game, and now you’re asking them to burn one of the few tokens from their sparse collection for a temporary effect.

It feels like to be worth it, there should be more non-damage effects: prevents flying, stops regen, stun, etc.


Maybe we could either retcon, or create new types of ammo and runsetones that either:

a. Adjust with difficulty.
b. Can be stacked.

Example 1:

Runestone of It Matters - Add L fire damage to your melee attacks, where:

L=1 for Non-lethal and Normal
L=2 for Hardcore
L=3 for Nightmare
L=4 for Epic

Example 2: Scalable Ammo (or dust) of Superlinear Growth:

Turn in:
1 for +3 damage
2 for +9 damage
3 for +18 damage

On your attack.


Or we could tack on things to ammo that people want:


Rare - Quiver of Regeneration - All

Heal 1 when you turn in ammunition.

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Last edit: by Matthew Hayward.

Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #20

Just brainstorming here...

The current Ammunition/Salve/Oil game design is not being used and for various reasons. My thoughts are lower level they don't have a lot of the tokens and don't use them because it isn't a big advantage. Higher level it slows down the game for minor offensive increase.

At lower levels (Normal/Hardcore) it should be reasonable to part with a consumable Common/Uncommon token.
To do that the token would have to be +1/+2 damage in the entire room not just 1 slide.

At higher levels (NM+) it needs to significant enough to use as a consumable and I suggest it also last the entire room to keep the game simple (e.g. Rare +2 spell damage in the room).


You could move some of these to the party card (like runestones) so that it speeds up combat but then a Rare +2 damage is really like 3x as powerful. Maybe transmutes.

I agree with Brad you can mix in conditional modifiers but then they are situationally used.

Ed
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Turning in ammunition/oils/dust in coaching room 5 years 8 months ago #21

Just be cognizant of the coach’s time. Any conditional modifier has to be hand written on the party card consuming valuable time.
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Turning in ammunition/oils/dust in coaching room 5 years 7 months ago #22

Kirk Bauer wrote: I haven't thoroughly tested it but the new sliders have strong enough to stack your ammo on top of your weapon and then slide it. Much easier for the DM to remember it that way.


I've tried unfortunately the mags are not quite strong enough.
Sweet a combat room, we won't take damage!

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Turning in ammunition/oils/dust in coaching room 5 years 7 months ago #23

I'm all in favor of some idea that allows us to bake in these extras into the party card.
I've seen on many occasions these extra bonuses get forgotten. Its literally wasted money.
I'd be far more inclined to use consumables if they were pre-tracked on the party card.

All that said, I'd ALSO love to add bardsong to the party card.
If something happens to the song its easy to subtract it out.
Just let me prove i'll always have the song going by showing my instruments.
I know bard song gets forgotten, I've see it happen many many times.
Sweet a combat room, we won't take damage!

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Turning in ammunition/oils/dust in coaching room 5 years 7 months ago #24

Make a drawn box on the edge of the of the board (on the same side as the DM).
One square for each class.
Before you slide, place a token on the square.
The DM collects them when he tabulates damage and can add them for each class.
While this still takes a moment of time, it does skip the time of explaining every time you are sliding:
'Pardon me, Ms. DM, ma'am, but I am going to use an arrow here. Also, my fighter friend will be using bull's strength due to Pouch of Tulz.' Obviously, if the DM see's a potion or something the would normally take an action to use, they would have to ask to see the appropriate token, but the player could be standing there (after having slid already), just holding it - no conversation needed. That obviously saves time for each round.

This is not really my idea, but a small variation of what I saw one combat DM already doing and I am taking it a single step forward.

That combat DM just said, 'put any ammo or whatever over here and when it's time, I'll ask who used what.' He was really good and moved really fast. Thanks, whoever you are. You were totally awesome. You also math fast, which I appreciate.

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