Let me state up front: I am very strongly in favor of fun/interesting encounters. I think that is one of the key draws for True Dungeon in general.
Tokens that negate interesting effects by definition negate fun, in my opinion. I've even seen encounters where players who could bypass a restriction with Free Movement chose
not to because the restriction was fun.
That said, I strongly disagree with the following statement:
Druegar wrote: [N]early all characters have [Free Movement]
I'd say this statement is only true if you restrict it to:
- Virtual True Dungeon
- Experienced players who opt into Nightmare groups for in-person True Dungeon
I think a large portion of players on Normal do not have Free Movement and likely do not even know it exists. Players on Normal who have/know about Free Movement may have specifically sought out tokens for that effect. There's a reason why the Defender Set is a perennial favorite for heavy armor classes and why Boots of the Marauder still command a premium.
I think this is a situation where difficulty could potentially affect how a token works. To "yes and" the Saves suggestion from BasicBraining, perhaps it could be something like
No FM = auto fail
Normal: FM = auto pass
Hardcore: FM = save with bonus (or straight save)
NM: FM = straight save (or save with penalty)
Epic: FM = save with penalty
One other challenge I see with the "Saves" approach is that experienced players also use saves as a key indicator of "readiness" for the next difficulty level. Perhaps some of these effects could be included in an attack roll? AC seems to be
undervalued by experienced players, so maybe this is an avenue to bolster that stat as well?