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TOPIC: Don't understand how stats work apparently

Don't understand how stats work apparently 8 months 3 weeks ago #25

I wonder if the modules maybe need to build in some fight modifications based on party size, at least for normal difficulty at the newer cons.

Damaging 4/10 players per round is less painful than 4/7 especially with the likelihood the group of 7 will manage an extra round or 2.

I'm sure it would be an extra hassle for the DMs, but maybe worthwhile until the cons are all selling out consistently.

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Don't understand how stats work apparently 8 months 3 weeks ago #26

Aegoce wrote: I wonder if the modules maybe need to build in some fight modifications based on party size, at least for normal difficulty at the newer cons.

Damaging 4/10 players per round is less painful than 4/7 especially with the likelihood the group of 7 will manage an extra round or 2.

I'm sure it would be an extra hassle for the DMs, but maybe worthwhile until the cons are all selling out consistently.

I figure in that case they could prolly just opt for nonlethal difficulty.

That being said, I bet people who like ghosting would love to see things get scaled down based on party size. XD

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Don't understand how stats work apparently 8 months 3 weeks ago #27

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Azzy wrote:

Aegoce wrote: I wonder if the modules maybe need to build in some fight modifications based on party size, at least for normal difficulty at the newer cons.

Damaging 4/10 players per round is less painful than 4/7 especially with the likelihood the group of 7 will manage an extra round or 2.

I'm sure it would be an extra hassle for the DMs, but maybe worthwhile until the cons are all selling out consistently.

I figure in that case they could prolly just opt for nonlethal difficulty.

That being said, I bet people who like ghosting would love to see things get scaled down based on party size. XD


I dont know, it would make double down runs less fun, though I fully grant those giants were brutal. Even if you were in a geared group, honestly on nightmare I felt like wasting rounds to open the cage was more of a trap then a bonus.
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Don't understand how stats work apparently 8 months 3 weeks ago #28

I think the people need to remember, that there is always the specter of death going through these things. It’s the reason higher and higher levels of difficulty were created. I think that’s what makes it exciting. If it’s a cakewalk every time there’s no incentive there’s no Adrenaline rush
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Don't understand how stats work apparently 8 months 3 weeks ago #29

Nothing would preclude experienced players doing special runs from using the full party difficulty, is just an idea for newer players.

I think most people aren't looking for non-lethal, they're looking for a challenging but accomplishable task. I don't have data to indicate if this sort of thing needed, just an idea to consider.

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Don't understand how stats work apparently 8 months 3 weeks ago #30

I'm going to go into Old Man mode here for this text...

I remember playing True Dungeon back in the day when a Party of 6-8 could go through on Normal mode with only a handful of non-UR Tokens and not get killed by any of the combats. Death was usually because of not being able to solve some of the puzzles or taking damage for messing with the props.

Power Creep is real and is hurting this game with the Newbies that won't come back because it's impossible to survive combats unless they are spending a significant amount of money on armor/weapons.

I know they could choose Non-Lethal... but, come on... no one really wants to choose that. That's like playing a sport where no score is kept and everyone gets a trophy at the end.

I think the solution is making Normal mode into Monster stats that can be overcome with C/UC/R weapons and armor. Let's be realistic... most of the TD Newbies that just want to try it are just going to be using the Tokens they get in the free bag. Getting them to come back is making sure they have a fun time... a fun time is not having half the Party die from Monster #1.

Keep Normal mode normal. Hardcore/Nightmare/Epic modes were created for Power Creep and those of us that have been playing for 10 years and invest in Tokens and transmute Tokens.

One solution and the most positive and fun? Something I have missed since the Sheraton days. Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures. Gawds!! I miss those days.
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Last edit: by Ro-gan.

Don't understand how stats work apparently 8 months 3 weeks ago #31

I think people would rather do Normal than Non-Lethal for that little extra danger. More satisfying.

What I think they should do is for newer players doing normal who don’t have a full group....give them a handicap. 3 players short...+3 AC/Hit, +5 hp. I don’t think this should be offered to Hardcore or Nightmare cause you know what you’re doing that.

Yes they can do Non-Lethal but people like a little risk and if they’re unfortunate to not have a full group on Normal why not help theirs odds?

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Don't understand how stats work apparently 8 months 3 weeks ago #32

Krym wrote: I think people would rather do Normal than Non-Lethal for that little extra danger. More satisfying.

What I think they should do is for newer players doing normal who don’t have a full group....give them a handicap. 3 players short...+3 AC/Hit, +5 hp. I don’t think this should be offered to Hardcore or Nightmare cause you know what you’re doing that.

Yes they can do Non-Lethal but people like a little risk and if they’re unfortunate to not have a full group on Normal why not help theirs odds?


I really like your idea for busting ac and hp for missing players, the only problem with the idea is coaches need to fill out the party card and sometimes players show up late. Still it might be a good thing to consider.
+1 ac and hit point to each player for each player missing from the group. And maybe make a rule that if you have more than 3 ultra rare tokens or higher on your build then you don’t qualify for this bonus.

It’s just a thought

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Last edit: by Wayne Rhodes.

Don't understand how stats work apparently 8 months 3 weeks ago #33

Ro-gan wrote:
One solution and the most positive and fun? Something I have missed since the Sheraton days. Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures. Gawds!! I miss those days.



That sounds like that would have been a blast. Would definitely raise the public profile of the game and extend the player engagement outside their run. I would totally volunteer for something like that!

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Don't understand how stats work apparently 8 months 3 weeks ago #34

Justice wrote:

Ro-gan wrote:
One solution and the most positive and fun? Something I have missed since the Sheraton days. Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures. Gawds!! I miss those days.



That sounds like that would have been a blast. Would definitely raise the public profile of the game and extend the player engagement outside their run. I would totally volunteer for something like that!


Now I'm feeling all nostalgic.

Back then there were UC and Rare Rumor Tokens. If you saw an NPC you could give them the Token and get a clue for when you eventually went on your Run(s). Or an NPC might see you or your group looking lost. They would approach you and strike up a conversation and eventually put their hand out for a bribe or Rumor Token. If you weren't getting the hint then the NPC would ask if you had a Rumor Token. Or they would say they are hungry and supply you with a possible clue for money (GP), food (food Tokens), or something they could sell (a Common or better Token) for "rations."

Most times the NPCs would ask you if you are prepared for your upcoming adventure. They would look at your Tokens and then trade/sell you a better Token for one of yours. And by sell/trade I mean in Tokens... not real cash.
"It's treason then."



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Don't understand how stats work apparently 8 months 3 weeks ago #35

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Justice wrote:

Ro-gan wrote:
One solution and the most positive and fun? Something I have missed since the Sheraton days. Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures. Gawds!! I miss those days.



That sounds like that would have been a blast. Would definitely raise the public profile of the game and extend the player engagement outside their run. I would totally volunteer for something like that!

I miss the roving npc's, everyone really seemed to like bribing them for clues. The dream of course though would be to have true craft back again but any npc's would be great.
Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”

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Don't understand how stats work apparently 8 months 3 weeks ago #36

Picc wrote:

Justice wrote:

Ro-gan wrote:
One solution and the most positive and fun? Something I have missed since the Sheraton days. Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures. Gawds!! I miss those days.



That sounds like that would have been a blast. Would definitely raise the public profile of the game and extend the player engagement outside their run. I would totally volunteer for something like that!

I miss the roving npc's, everyone really seemed to like bribing them for clues. The dream of course though would be to have true craft back again but any npc's would be great.


Any ideas on why TD stopped this? Was it taxing on Volunteers? Did others not like this?

I think it would be awesome having a roving trader/npc or better yet a adventuring tavern!

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