Fred K wrote: I'd encourage the community to be more constructive in working with TD on items like this. The saving throw suggestion was a great positive suggestion and I think pretty workable.
When you have a hair shy of 2,800 unique tokens, it will be necessary to revise effects. Yes, giving a great deal of thought to making immunities/resistances in the future is wise but TD won't be perfect in that. As players, we should be flexible as well.
MtG has obsoleted decks/cards as well as had significant rules changes on multiple occasions. Yes, players invested in their old decks were frustrated but they (mostly) understood it was for the good of the game.
I think a fair observation is to try and give 5 years (arbitrary number) of effects on a token before rule changes or game changes that completely obsolete it. I can name a dozen tokens that absolutely should be nerfed or declared no longer playable either for being overpowered or too confusing that TD has erred on the side of players to let them still stay usable (gloves of flying fists, cloak of displacement, assassin's crossbow, spirit bowl, soul coffer, staff of power (application to using alertness then changing weapons), etc..)
BoLT still has a pretty massive effect (+2 saves equal to UR Ioun Stones and Charms) so I doubt people will stop using it even if it had zero freedom of movement impact. We're also talking about a token that sells for $150 to $200, not $1,000. Several UR's from the same year sell for more than the bead. We're looking at a small limit to it so we can be challenged better - I support that.
True Dungeon shouldn't be "I have the best tokens therefore I always win." Some of the best combat rooms have been ones where we were surprised by unusual effects. The druid rebounding spells at us, Loki making party members appear as opponents, Giants throwing party members at each other, etc..
I like the idea of NM+ freedom of movement meaning we get a saving throw against certain effects and others are automatically ignored.
Fred
What can be done with a nerf to FM that couldn't also be done with another effect that would also open up additional design space?
Part of the problem is that effects that FM negate come up rather frequently. Instead of tweaking FM so it can be used multiple times per year, why not expand into some of the other conditions listed in the players handbook.
For example, perhaps a room design idea / goal is such that players need to slide with their off hand, or hop on 1 foot. The initial attempt is to design is such that FM would negate it. Instead of changing FM, why not try these:
Upon entering the room, you notice there are web like strands covering it. Too late, you have identified that the webbing causes disease that causes your dominant arm to hang limply from your side. Until you can cure disease, you must slide with your non dominant hand, and Rangers/ Monks may only make 1 attack.
Or:
The room is littered with large pillars of sand. With the arrival of the gigantic sand worm, fire ants have swarmed across the floor and into your boots, and you now realize that the sand worm is somehow controlling the ants. Unless you are immune to natural insects, you must hop on 1 foot to make attacks for the duration of the room.