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TOPIC: Transmute Ideas Please!

Transmute Ideas Please! 1 month 2 days ago #109

kurtreznor wrote: Barbarian relic
Iron chain necklace : weild 2-hand weapons with 1 hand (still counts as 2-handed), cleave 1/game (deal same damage to 2nd monster)

Barbarian legendary
Bruce's iron chain of power : weild 2-hand weapons with 1 hand, cleave 1/room, rage 1/room.


Or different legendary ability: always raging, must use standard action to attack if able, regen 5hp/round during combat. At end of non-combat rooms heal to max (before push damage, if any).
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Transmute Ideas Please! 1 month 2 days ago #110

Endgame wrote:

kurtreznor wrote: Barbarian relic
Iron chain necklace : weild 2-hand weapons with 1 hand (still counts as 2-handed), cleave 1/game (deal same damage to 2nd monster)

Barbarian legendary
Bruce's iron chain of power : weild 2-hand weapons with 1 hand, cleave 1/room, rage 1/room.

Hmm, do we want a barbarian welding a 2H weapon and wearing the Redoubt set?


They already can, since you can equip the shield in your ranged offhand.
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Transmute Ideas Please! 1 month 2 days ago #111

Wade Schwendemann wrote: Paladin only
+3 Holy Defender, gives +1 to saves for party, may remove curse once per game

+5 Holy Avenger, gives +2 to saves for party, may remove curse once per game, may reuse lay on hands once per adventure. May smite evil once per game (+15 damage to evil opponent)

I honestly don't know if that is too good or not good enough.


I was thinking about this, and I believe the + to saves might be too much of a headache for coaches - it would mean you need to get to the paladin first, and/or remember something global about save state other than the tokens in front of you.

I'd replace it with something that doesn't need to be on the party card like: +1 to saves vs. evil creature effects
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Transmute Ideas Please! 1 month 2 days ago #112

Here are a bunch of bananas effects I've been dreaming of, that could be tacked onto a high level transmute:

Aracne Amplification: Your spell damage/healing bonus applies to wands and scrolls.

Fast Casting: As a standard action you may cast a spell from your character card and also use one of: wand, scroll, activate magic item requiring a standard action like +2 Staff of Power, or cast a second spell from your card. This ability also handles all hand equipping issues and leaves you with whatever you started with in your hands.

INT Spell Boost: You gain +1 spell damage at each INT stat bonus (e.g. +1 for Int 12, +2 for INT 14, ...)

Psychic Mimicry: If you and another player are both psychic, you may copy 1 item from the party card of theirs onto yours (e.g. you could copy their Ranged to-hit bonus, or their Melee AC, or whatever).

Psychic Coordination: If you and another player are both psychic, you may copy 1 attribute of yours from the party card onto theirs with their permission.

Next Level: You are +1 level above the otherwise maximum level. This conveys:
* Gain 6 HP
* Use 1 power or spell without marking it off your card 1/game
* All game effects that care about your level regard your level as max level + 1

Cabal Mastermind: All other Bard, Cleric, Druid, and Wizards in your party are considered to be equipping all cabal set items for the purposes of determining your stats.

Improved Spell Swapping: You may expend any Nth level spell to cast an Nth level or lower cure or damage spell.
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Last edit: by Matthew Hayward.

Transmute Ideas Please! 1 month 2 days ago #113

If the Averon's Cherry continues it will be year 3. Any idea of making them into a 3 star consumable transmute from the previous years?

Year one - heal plus rage restore
Year two - heal plus damage to everything
Year three - very interested to see what happens

Transmute - sure it will be awesome, use one of the more OP ideas that weren't used for prior years

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Transmute Ideas Please! 1 month 2 days ago #114

Matthew Hayward wrote: For Ranger

Relic Amulet of the Sharpshooter - Neck - All
+4 to DEX, +2 to ranged damage

Legendary - Heartseeker - Neck - Ranger
+6 to DEX, +4 to ranged damage, May re-use 1 ammo token for entire combat, your ranged attacks have the True Flight ability, (ignores cover and wind penalties to hit), you get a surprise attack on party initiative 15-20 (a'la Charm of Quick Strike)


I really like where this is going, but lets reign it in a little bit and cut down on how wordy it is.

Relic - Amulet of the Sharpshooter - Neck - Ranger
+3 to DEX, +2 to favored damage

Legendary - Heartseeker - Neck - Ranger
+5 to DEX, +4 to favored damage; ranged attacks have True Flight
(ignores cover and wind penalties to hit)

I feel like at the relic level is were we should start class limitations for class specific legendary path items, and I think increasing favored damage will appeal to a wider audience, while playing off the new items that Jeff has been implementing that increase the variety of favored enemies one can have.

We could also replace the True Flight section with 'Ranger's ignore damage reduction against their favored enemies/ and can always crit on their favored enemies regardless of types'.
This change would be a throwback to the fact that Rangers intensely study their favored enemies and a Paragon Ranger would know ways around a favored enemie's strengths as well as exploiting their weaknesses.

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Transmute Ideas Please! 1 month 2 days ago #115

Aothos wrote:

Matthew Hayward wrote: For Ranger

Relic Amulet of the Sharpshooter - Neck - All
+4 to DEX, +2 to ranged damage

Legendary - Heartseeker - Neck - Ranger
+6 to DEX, +4 to ranged damage, May re-use 1 ammo token for entire combat, your ranged attacks have the True Flight ability, (ignores cover and wind penalties to hit), you get a surprise attack on party initiative 15-20 (a'la Charm of Quick Strike)


I really like where this is going, but lets reign it in a little bit and cut down on how wordy it is.

Relic - Amulet of the Sharpshooter - Neck - Ranger
+3 to DEX, +2 to favored damage

Legendary - Heartseeker - Neck - Ranger
+5 to DEX, +4 to favored damage; ranged attacks have True Flight
(ignores cover and wind penalties to hit)

I feel like at the relic level is were we should start class limitations for class specific legendary path items, and I think increasing favored damage will appeal to a wider audience, while playing off the new items that Jeff has been implementing that increase the variety of favored enemies one can have.

We could also replace the True Flight section with 'Ranger's ignore damage reduction against their favored enemies/ and can always crit on their favored enemies regardless of types'.
This change would be a throwback to the fact that Rangers intensely study their favored enemies and a Paragon Ranger would know ways around a favored enemie's strengths as well as exploiting their weaknesses.


Hmm - Stu-Pendous Pendant gives +3 STR and DEX at UR, and the Exalted Creeper Amulet gives +4 DEX at Exalted (which is I think supposed to be between Rare and UR).

A relic should be 1 step better than a UR, so I think the minimum for a ranged Relic would be +4 or 5 DEX and something quite good - e.g. worth 3 STR or more.

It certainly is wordy and we could pare down if it's too good - but that bridge has been crossed, both the legendary Bard and Druid tokens just tell you to go to tokendb to read up on their abilities.

I don't feel too strongly, but it would be nice if the relic could be usable by all when it made sense (it didn't really make sense for the last batch as they hinged so heavily on class abilities for the Bard and Rogue ones). This is purely a practical concern - tokens that can only be used by one class are often in much less demand, and less valuable. It would help these tokens to appreciate and be available if the relic ones were good for everyone, even if they were better for the target class. I don't feel too strongly about that though.
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Last edit: by Matthew Hayward.

Transmute Ideas Please! 1 month 2 days ago #116

Fred K wrote: Dwarven Taunting Horn - Taunt effect lasts for 2 rounds and the target is so enraged that they are -2 to hit on those attacks (original idea credit to Harlax - just flavor and detail added). PC must actually come up with an appropriate taunt for this item to work.

Spiked Armor - Transmutes any UR plate armor to be +9 AC and does 3 retribution damage

Duck of DOOM! - Pet duck that does 5 damage/round to any enemy (6 if the player brings a plushy stuffed duck such as the munchkin ones) - automatically hits every round. Transmute from the Underduck of Doom and the Polymetric Decoy Duck. It would be a particularly vicious looking duck on the token. This transmute should be absurdly hard to do - something like the underduck, the polymetric decoy duck, 10K reserve bars, 10 of most trade goods, 2 golden fleece, 2 oils of enchantment, 2 elven bismuth, etc.

Alternate Transmute Paths
Ring/Charm of Heroism - Alternate transmute - using Ring of Fateful Heroism or other similar level boosting item to get to Ring of Heroism or Charm of Heroism
Charm of Avarice - Alternate transmute option using other TE's

Consumable relics:
Eldritch Runestones
Full HP after raise dead item - using the rare potion from this year as the initial piece then adding all the monster trophies for the 2019 season to complete it - possibly some gold as well.
Time Stop Bead - transmute using all existing beads - allows for PCs to have an extra round of combat against an opponent before the opponent can respond. Possible non-combat uses as well?
Viper's bolt - transmuting +1 keen bolt into a bolt doing 10 additional poison damage


Fred


Duck of Doom - yes please. As long as it isn't consumable

Alternate transmute paths -
Ring/charm of heroism - might draw in newer players not willing to go the eldritch level boost or all the other more expensive paths available. At the very least have another set bonus in 2020 that gives a level.

Charm of Avarice - I may be one of the few to agree with this. Yes, I am a new player and yes I purchased one after market. But the theory that it will dilute loot boxes is a bit skewed. . Jeff and company should know how many of them are in the wilds and be able to plan accordingly for total possible token draws in a season. My only assumption is that the price to manufacture an uncommon is very similar to manufacturing a legendary token. As long as the % of tokens in the loot boxes remain the same, increasing the total number should be the same cost as just increasing the uncommon draws for the loot boxes that would dilute the loot boxes.

Not saying the transmute should be "cheap". But should give newer players an option to transmute a CoA of their own. I know having one already I would like to have another for friends or family that will join me.

Consumable relics

Being a newer player and seeing some of the items from previous years I wish I had gotten into the game sooner.

Raise dead with full HP. yes please.

Something different.... Possible wand transmute, 10 damage? Don't know what damage type would be. Something that would be broken out for the OS moments in a run.

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Transmute Ideas Please! 1 month 2 days ago #117

The concern about the growth of treasure pulls is not about the amount of loot that needs to be carted around.

The treasure mix, per Jedis google sheet, has already been altered. Fewer URs, Relics and Legendaries. What people fear is that there will be fewer still.
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Last edit: by Harlax.

Transmute Ideas Please! 1 month 1 day ago #118

@Michael Ernst- there are two parts to treasure dilution. Adding more people able to draw the max loot isn’t a factor. Not sure which one you may be referring to:

1. As the max loot that can be drawn increases, it becomes more rewarding to play. With people paying $4 per TC, a max of 21 TC per game, and a ticket price of $78, (only 58 at the smaller cons) we finally got to the point where a player can reliably make a profit by playing. “Farmers” can buy as many tickets as they want just for the loot, That squeezes out newbies and others who can’t turn a profit. The only remedy is to raise ticket prices, or cap treasure, or make each treasure worth less (change the percentages of uncommons and “good stuff” and as Harlax said, that’s already happening. It’s just math and simple economics.

2. Adding to that, someone suggested a TE that lets you filter the treasure. (Draw extra, keep the good stuff and dump the uncommons back in the box.) That would increase the percentage of uncommons for those who draw after. If enough people did that, you could theoretically end up with a loot box full of nothing but junk, with all the good stuff gone. The effect is diluting the treasure for people who don’t have the treasure filter tokens, and even those who do but draw later, with a higher chance of pulling other’s rejects.
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Last edit: by Brad Mortensen.

Transmute Ideas Please! 1 month 1 day ago #119

Lenses of leadership : your party members gain +1 in each stat, only one can be in any party.

Edit
Goggles of combined strike: +1 hit and damage for each other person in the party with the goggles. Affects melee, ranged, and spells.
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Last edit: by macXdmg.

Transmute Ideas Please! 1 month 1 day ago #120

Let’s look at point 2. For the sake of argument let’s say GenCon run price stays at $78. And you are getting the max 21 pulls. (Uncertain givien the new ghosting rules)

You also get a token pack worth $8. That drops the $78 to $70. (I’m not factoring in completion tokens)

So $70/21. Or a value of about $3.33 per pull

If you can sell for $4. $4*21. $84 per run. $6 potential profit (ignoring any potential shipping costs). $14 if you can also sell the 10 pack. For 2 hours of “work”

No one is getting rich at those numbers.
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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Last edit: by Harlax.
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