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TOPIC: 2020 Token Notes (July 16 Update)

2020 Token Notes (July 16 Update) 4 years 9 months ago #1

  • Druegar
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Jeff's computer died so he asked me to post this.

For several reasons, we decided to start and end the token development process in July rather than September. This may or may not affect the pre-order delivery time, but we will still start the pre-order time on Nov. 1st as before.

This is going to be a special year for TD adventures as we are starting a new story-arc. We'll present three stand-alone modules. The 2020 tokens center around these modules and they should be a lot of fun to play. One will be in the Underthing (the underbelly of a wizard school) in the world of Pat Rothfuss. Another is a classic haunted house adventure where players must banish a baneful presence. The third one tasks the group with surviving the legendary Tomb of Terrors.

UR "Arcane" Set: Wearing all three of these items grants a character +1 healing from any healing Potion or Scroll received

UR "Lucky" Set: Wearing any two of these items increases the wearer's maximum HP by 5.

Multi-Year UR Shirt Set: Over the next four years we plan to release four Shirts. The first three give bonus/penalties toward the STR, DEX, CON stats and the final year grants +2 Focus (+2 to cast healing spells, cast damage spells, and polymorph damage.) At the end of the four years, all four can be combined so they make one Shirt that gives +2 to all those 3 stats and has the Focus power.

The 4-Year Shirt is not an Eldritch item. We are capping the Eldritch set at five. It is time to forge a new line of multi-year tokens that hopefully will use hidden RFID chips to make some cool effects for the players. Any "set" benefits won't be manifest for many years (since it takes at least two of these multi-year tokens), but I would not rule out giving the first "Arcanum" multi-year token (light purple token that's coming in four years) a cool little RFID chip enabled ability. I have so many cool ideas.

Vets and Newbies
It's worth noting that the ranks of the Treasure Token collectors have swelled considerably in the past few years. While it is vital to always accommodate the wants/needs of veteran collectors, we also need to keep new players in mind. Some tokens might not be best in slot for veterans, but newer players might really enjoy something like a set of new Armor tokens. It is always a tough thing to balance all the various collector groups, so I could be wrong on some of the mix this year. Let me know if you think I did.

New Powers Mentioned on Transmuted Tokens
Animal Friend: Once per room, rangers can use any polymorph potion token to summon a spiritual animal friend for one room. The summoned creature can't be dispelled, damaged, or buffed. When attacking with a 2H projectile-firing missile weapon, the ranger player puts that polymorph token into the second slider and slides both in the same manner as a ranger normally would on a melee attack slide (one puck in each hand, slid simultaneously.) The spiritual animal friend uses the ranger's To Hit modifier as written on the party card. The damage done by the spiritual animal friend is determined solely by the amount shown on the polymorph token--damage is not subject to any modifiers whatsoever. The ranger does not get any "side bonuses" from the polymorph token. (E.g., a spiritual asp friend would not reduce the ranger's Poison damage received.) The polymorph token must be turned in at the end of combat like other polymorph potions normally would be.

Fury: One per game, barbarians (whether Raging or not) can announce that they are going to "Fury" before making their attack slide. If they hit, the damage done with that one slide is treated as a standard 2× critical hit. It does not count as a natural 20, it's "just" a crit. That said, a Fury-fueled attack that actually lands on the 20 spot still counts as a natural 20 and can trigger effects which require a natural 20.

Grace: Either once (relic) or twice (legendary) per game, a paladin may add +3 to a single group or individual's saving throw. E.g., if the party is hit with a dragon breath attack, before the group Reflex save is rolled, Grace would add +3 to the result. Whether Grace is used to affect a multi-person saving throw roll or an individual's saving throw is up to the paladin. The use of Grace must be declared before the die is rolled.

NEW: Either once (relic) or twice (legendary) per game, a paladin may instantly activated her "Grace" power to allow the affected player(s) to roll TWO d20 dice and take the higher result. Whether Grace is used to affect a multi-person saving throw roll or an individual's saving throw is up to the paladin. The use of Grace must be declared before the die is rolled.[/color]

Psy. Pwr. (T-7): Assess to Tier 7 Psychic Power options. I.e., the monk could manifest any level of Psychic Power. Furthermore, the monk's legendary also grants one extra use of a Psychic Power. This stacks with other tokens that grant additional power manifestations.

Slot Expanders Cap
We've put a hard cap on the number of Charms (10) and Ioun Stones (9) one can equip. We feel it's important to rein-in future slot-expansion. At this time, only the Charm and Ioun Stone slots are being capped, but it's possible that at some point in the future we may need to cap other slots.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Last edit: by Jeff Martin. Reason: Clairified Grace must be used preemptively

2020 Token Notes (July 16 Update) 4 years 9 months ago #2

Druegar wrote: Jeff's computer died so he asked me to post this.

Slot Expanders Cap
We've put a hard cap on the number of Charms (10) and Ioun Stones (9) one can equip. We feel it's important to rein-in future slot-expansion. At this time, only the Charm and Ioun Stone slots are being capped, but it's possible that at some point in the future we may need to cap other slots.


I dream of the day where the ever expanding powerful slotless tokens are capped and people have to make choices to encourage build differences~
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2020 Token Notes (July 16 Update) 4 years 9 months ago #3

So just to be sure I'm reading this right, this neck for Monk fulfills this requirement?

Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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2020 Token Notes (July 16 Update) 4 years 9 months ago #4

I still think that the arcane set bonus needs to be improved. Currently, it gives no incentive to pick up the entire set. Isn’t that the point of a set bonus?

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2020 Token Notes (July 16 Update) 4 years 9 months ago #5

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FiannaTiger wrote: So just to be sure I'm reading this right, this neck for Monk fulfills this requirement?

Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure.

yes
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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2020 Token Notes (July 16 Update) 4 years 9 months ago #6

Druegar wrote: The spiritual animal friend uses the ranger's ranged To Hit modifier as written on the party card.


Correction? It comes from Jeff's post in the other thread.
Forum Name: Milambus
Real Name: Jake Fitch
Main Class: Monk

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2020 Token Notes (July 16 Update) 4 years 9 months ago #7

Druegar wrote: Slot Expanders Cap
We've put a hard cap on the number of Charms (10) and Ioun Stones (9) one can equip. We feel it's important to rein-in future slot-expansion. At this time, only the Charm and Ioun Stone slots are being capped, but it's possible that at some point in the future we may need to cap other slots.


Good call. But can we make it 10 and 10, so its easier to remember?
Forum Name: Milambus
Real Name: Jake Fitch
Main Class: Monk

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2020 Token Notes (July 16 Update) 4 years 9 months ago #8

Clarification question:
For a monk equipped with the legendary to use 2 psychic powers per game will he/she need another token that imbues psychic ability?
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Last edit: by Philip Goodman.

2020 Token Notes (July 16 Update) 4 years 9 months ago #9

Milambus (Jake) wrote:

Druegar wrote: Slot Expanders Cap
We've put a hard cap on the number of Charms (10) and Ioun Stones (9) one can equip. We feel it's important to rein-in future slot-expansion. At this time, only the Charm and Ioun Stone slots are being capped, but it's possible that at some point in the future we may need to cap other slots.


Good call. But can we make it 10 and 10, so its easier to remember?

How about 8 and 8 so we can start with the meaningful decisions on slot expanders now?

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2020 Token Notes (July 16 Update) 4 years 9 months ago #10

I gotta say, I like Grace. I'd bump the bonus a tad higher to make it a truly legendary ability, but it's pretty decent at +3.

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2020 Token Notes (July 16 Update) 4 years 9 months ago #11

Philip Goodman wrote: Clarification question:
For a monk equipped with the legendary to use 2 psychic powers per game will he/she need another token that imbues psychic ability?


Philip,

My understanding is the token will unlock Psychic powers, give Monks access to 0-7 ranks of powers without needing to have any teeth, and allow 2 uses.
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Amorgen's Excellent Excel Character Generator

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Last edit: by FiannaTiger.

2020 Token Notes (July 16 Update) 4 years 9 months ago #12

Endgame wrote:

Milambus (Jake) wrote:

Druegar wrote: Slot Expanders Cap
We've put a hard cap on the number of Charms (10) and Ioun Stones (9) one can equip. We feel it's important to rein-in future slot-expansion. At this time, only the Charm and Ioun Stone slots are being capped, but it's possible that at some point in the future we may need to cap other slots.


Good call. But can we make it 10 and 10, so its easier to remember?

How about 8 and 8 so we can start with the meaningful decisions on slot expanders now?


+1
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