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TOPIC: Ten Token Challenge

Ten Token Challenge 7 years 7 months ago #13

Incognito wrote: The rules are in flux so I would say:

The ten tokens include all equipped items regardless if they affect the party card (so that includes Figurines, Death Die, Ring of Regeneration, Rings of X Resistance) as well as any permanent items (Holy Symbols, Pouch of Tulz, Minotaur Horn of Alert, Quiver of Anointment, Carter's Tome).

The only things it would NOT include are consumables that are turned in when used and charged items (which are punched when used).

Thoughts?


Agree.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

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Ten Token Challenge 7 years 7 months ago #14

Harlax wrote:

Incognito wrote: The rules are in flux so I would say:

The ten tokens include all equipped items regardless if they affect the party card (so that includes Figurines, Death Die, Ring of Regeneration, Rings of X Resistance) as well as any permanent items (Holy Symbols, Pouch of Tulz, Minotaur Horn of Alert, Quiver of Anointment, Carter's Tome).

The only things it would NOT include are consumables that are turned in when used and charged items (which are punched when used).

Thoughts?


Agree.


Agreed. 10 equippable tokens whether they are in slots or not and whether they affect the party card or not.
You either discover a star or you don't. You arrogant punk.

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Ten Token Challenge 7 years 7 months ago #15

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Jeff321 wrote:

Incognito wrote: The rules are in flux so I would say:

The ten tokens include all equipped items regardless if they affect the party card (so that includes Figurines, Death Die, Ring of Regeneration, Rings of X Resistance) as well as any permanent items (Holy Symbols, Pouch of Tulz, Minotaur Horn of Alert, Quiver of Anointment, Carter's Tome).

The only things it would NOT include are consumables that are turned in when used and charged items (which are punched when used).

Thoughts?


That was my interpretation of it and I think that's the way it should be.

Yes
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Ten Token Challenge 7 years 7 months ago #16

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The original idea was to make it easier on Coaching. Grind often runs over its 30 min coaching window, since lot of players don't have a specific "Grind" build, and are swapping out treasure enhancers in the Coaching room, or juggling their build to account for X (where X=rumoured threat in Grind which was not an issue in the main Dungeon). So for my original purposes, it would only be 10 tokens which affected the party card stats.

However, I think Eric's suggestion makes the challenge more... challenging.

So yeah: What He Said.

(Will edit initial post to reflect this.)
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Ten Token Challenge 7 years 7 months ago #17

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Chris Von Wahlde wrote: Are we talking all available tokens or just what we own?


Since the challenge is to equip yourself for a Grind (or Dungeon) run, it would only be tokens you own (or could borrow from friends/family & take with you for the run.)
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Ten Token Challenge 7 years 7 months ago #18

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Druegar wrote: Y'all realize they're going to use this information against you, right?

Those Grind DMs are evil... EVIL I tell you! :ohmy:



SHHhhhhhhhhhhhh!!
"THERE WILL NEVER BE A TOKEN EQUAL TO A GOOD BRAIN!"- Smakdown

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Cranston's Character Generator for iDevices or Android
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Ten Token Challenge 7 years 7 months ago #19

Raven wrote: The original idea was to make it easier on Coaching. Grind often runs over its 30 min coaching window, since lot of players don't have a specific "Grind" build, and are swapping out treasure enhancers in the Coaching room, or juggling their build to account for X (where X=rumoured threat in Grind which was not an issue in the main Dungeon). So for my original purposes, it would only be 10 tokens which affected the party card stats.

However, I think Eric's suggestion makes the challenge more... challenging.

So yeah: What He Said.

(Will edit initial post to reflect this.)


Yeah. I would focus more on the permanent vs consumable nature. That makes it simpler and easier to figure out what counts as what.

(Meaning Runestones, Elixirs of Vitality, and UR Specials would not count towards your 10 tokens).

I am also tempted to say that this should be a way to challenge yourself individually or challenge your group. It will be a lot easier if I *don't* need to create an entire difficulty level or come up with extra stats just for this.

If you're in between difficulty levels, it's a way to make things harder.

Alternatively it might be a good option if you are a tokenholic (who is Epic level) who ends up with a pickup group that decides to do Normal. You can dial yourself down by just using 10 tokens (even better if you already know which 10 you will use!).

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Last edit: by Incognito.

Ten Token Challenge 7 years 7 months ago #20

Raven wrote: The original idea was to make it easier on Coaching. Grind often runs over its 30 min coaching window, since lot of players don't have a specific "Grind" build, and are swapping out treasure enhancers in the Coaching room, or juggling their build to account for X (where X=rumoured threat in Grind which was not an issue in the main Dungeon). So for my original purposes, it would only be 10 tokens which affected the party card stats.

However, I think Eric's suggestion makes the challenge more... challenging.

So yeah: What He Said.

(Will edit initial post to reflect this.)


I don't think you should expect to see anyone trying Epic in this format though.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Ten Token Challenge 7 years 7 months ago #21

Druegar wrote: Y'all realize they're going to use this information against you, right?

Those Grind DMs are evil... EVIL I tell you! :ohmy:


I have been told this is the appropriate response for this situation although the Hero seems more on the side of the old gods :huh:

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Don’t hit at all if it is honorably possible to avoid hitting; but never hit softly.
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Could someone tell me what a "Web site URL" is. Is it a special form of scroll?

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Ten Token Challenge 7 years 7 months ago #22

Raven wrote:

Druegar wrote: Y'all realize they're going to use this information against you, right?

Those Grind DMs are evil... EVIL I tell you! :ohmy:



SHHhhhhhhhhhhhh!!


A thought; what about a 'banned list'?

If one were looking for challenges to offer the community in unconventional settings, what about making certain tokens verboten for a given run or something? CCG's often have banned lists to handle cards that are disproportionately affecting the metagame, and this has a side benefit of leading to players having to come up with new builds/strategies that don't rely on those cards or synergies.

Obviously I'm not saying TD should adopt the notion as a whole, and as a new player perhaps I'm overlooking this having been done in the past.

Just something that occurred to me as a tangential thought; not just about token limits, but what if there were actual stop put in place to get people to try out less conventional builds?

People have mentioned 'sealed' runs, or restricting the rarity of what tokens can be used to challenge themselves (basically the "Pauper" style of play, to use a Magic deckbuilding term).

Or, related, a "Restricted List", which in Magic involves not being allowed more than one of a given card in a deck, except in this case not permitting repetition of a select number of tokens among the group (for the truly crazed; no duplicate tokens at all).

Just spitballing some ideas as they come to me.

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Ten Token Challenge 7 years 7 months ago #23

Incognito wrote: The rules are in flux so I would say:

The ten tokens include all equipped items regardless if they affect the party card (so that includes Figurines, Death Die, Ring of Regeneration, Rings of X Resistance) as well as any permanent items (Holy Symbols, Pouch of Tulz, Minotaur Horn of Alert, Quiver of Anointment, Carter's Tome).

The only things it would NOT include are consumables that are turned in when used and charged items (which are punched when used).

Thoughts?


This makes the rules quire clear - as tDB denotes any consumables, so if it's not a consumable, it counts, I'm looking at you 100 GP Onyx Skull!

It also avoids every build having: pouch of tulz, druegar's death die, Kvothe's Bloodless, Lamp of the Marid, Lamp of the Efreeti, Greater Alchemist Pouch, Horn of Blasgin, etc., etc..

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Ten Token Challenge 7 years 7 months ago #24

In a limited token environment Wizards actually look pretty good, thanks to Lenses of Sage Speed.

Here is a Wizard build for Normal, and another for HC/Nightmare.

In the first round of combat in each room this Wizard is reading:

tokendb.com/token/scroll-false-image/
tokendb.com/token/scroll-missilebane/

Which should help a lot with the low AC.

On subsequent rounds its a spell from the card, or more likely 2 of these:

tokendb.com/?fwp_token_search=magic%20spear - 10 force to 1 target
tokendb.com/token/scroll-acid-burst/ - 10 acid to 1 target, 5 acid to all other monsters
tokendb.com/token/scroll-soul-spear/ - 15 force to 1 target if a monster has been killed in this room



Normal build:

Level: 5
Health: 35
AC: 13
Fortitude: 16
Reflex: 16
Will: 16
Retribution Damage: 3 +Eldritch
Free Movement: Free Movement
Spell Damage: 5

Set Bonuses: Elemental Eldritch 3-Piece

Eyes: Lenses of Sage Speed
Neck: Amulet of the Champion
Back 1: Pharacus' Greater Cloak of Destiny
Back 2: Greater Cloak of Destiny
Finger 1: Supreme Ring of Elemental Command
Pants: Pantaloons of the Deeperdark
Feet: Boots of the Four Winds
Charm 1: Charm of Brooching
Charm 2: Questor's Charm of Luck
Special 1: Rod of Seven Parts (Complete)

Other:
* 10 DR on sonic, shock, fire, cold
* Ignore spell resistance
* Reroll 1's on saving throws

Hardcore/Nightmare build:


Level: 4
Health: 32
AC: 13
Fortitude: 19
Reflex: 18
Will: 18
Free Movement: Free Movement

Eyes: Lenses of Sage Speed
Neck: Amulet of the Champion
Back 1: Pharacus' Greater Cloak of Destiny
Back 2: Greater Cloak of Destiny
Wrists: Bracers of Fast Fitness
Pants: Pantaloons of the Deeperdark
Ioun Stone 1: Ioun Stone Topaz Trilliant
Charm 1: Charm of Brooching
Charm 2: Questor's Charm of Luck
Special 1: Rod of Seven Parts (Complete)

Other:
* 10 DR for Darkrift
* Reroll 1's on saves

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Last edit: by Matthew Hayward.
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