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TOPIC: Important Notes

Important Notes <Read First> 2 years 11 months ago #1

Notes

Early Development - Due to some crazy COVID-related reasons at the factory, we have to turn in our token order much earlier than normal. So...we are going to finish this design process up by the end of the month! I am sorry for the surprise and for cutting into your enjoyment of the 2021 tokens.

The Great Silver Sea - Our dungeons and the 2022 tokens are themed around the "seas" between our world and other realms. Check out the video below for more info.



Wizards Spellbook - we will not tackle this bit of design fun this year as I think it will be a thorny issue that will end up with a result that the Wizards don't like anyway. We have the new Mage Medallions this year, so let's see how they go before trying to tackle Spellbooks in 2023.

Mystic and Mage Staffs - This is a new suggested idea that I would like to try out this year. These are magical staffs that can shoot forth energy as "slide on the combat board" Ranged attacks. They have a damage wheel and your Intelligence or Wisdom modifier will give you a "to hit" bonus -- as well as other magic items that add to Ranged to hit bonuses. These are permanent items with unlimited charges.
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Important Notes <Read First> 2 years 11 months ago #2

Do they have a ranged damage modifier or are they like mage bows?
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Last edit: by macxdmg.

Important Notes <Read First> 2 years 11 months ago #3

macxdmg wrote: Do they have a ranged damage modifier or are they like mage bows?


The Ranged staves? They are standard Ranged weapons that add INT or WIS to their to hit

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Important Notes <Read First> 2 years 11 months ago #4

Arcanist Kolixela wrote:

macxdmg wrote: Do they have a ranged damage modifier or are they like mage bows?


The Ranged staves? They are standard Ranged weapons that add INT or WIS to their to hit


I'll clarify since I can be thinking very broadly when I ask very specific questions. Are these new tokens going to have ammo? Will these new tokens have a "mighty" variant, and if so what stat might be considered in that unlikely situation? Should these new tokens consider the lack of intelligence modifiers in the set, or will it be resolved in future years? This has a specific inquiry as the damage wheel seems weak despite having a ring in the set that will benefit this item, the potential is that wizards can build out to be a single token monk (as they all look two handed) and should they be building with this token into an int or wis with something else?
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macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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Important Notes <Read First> 2 years 11 months ago #5

Jeff, thanks for adding WIS bonuses to the Mystic Staffs! Maybe you can balance the set out a bit, and make the Rare Staff Mystic and the Common Staff Mage? It would be nice to have a Mystic Staff at a higher rarity than common.

Or, maybe just make them all Mystic Staffs, and have all of them include INT and WIS and include Wizards, Clerics, & Druids at all rarity levels.

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Important Notes <Read First> 2 years 11 months ago #6

Mike Steele wrote: Jeff, thanks for adding WIS bonuses to the Mystic Staffs! Maybe you can balance the set out a bit, and make the Rare Staff Mystic and the Common Staff Mage? It would be nice to have a Mystic Staff at a higher rarity than common.

Or, maybe just make them all Mystic Staffs, and have all of them include INT and WIS and include Wizards, Clerics, & Druids at all rarity levels.


There's no Rare one, think you're referring to the Uncommon.

Also any reason you left Bard off that suggestion to add other classes at all levels?

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Important Notes <Read First> 2 years 11 months ago #7

Arcanist Kolixela wrote:

Mike Steele wrote: Jeff, thanks for adding WIS bonuses to the Mystic Staffs! Maybe you can balance the set out a bit, and make the Rare Staff Mystic and the Common Staff Mage? It would be nice to have a Mystic Staff at a higher rarity than common.

Or, maybe just make them all Mystic Staffs, and have all of them include INT and WIS and include Wizards, Clerics, & Druids at all rarity levels.


There's no Rare one, think you're referring to the Uncommon.

Also any reason you left Bard off that suggestion to add other classes at all levels?


You're right, I was probably thinking of the Uncommon one.

Even though the Bard has spells, I've never thought of the Bard as one of the main spellcasting classes, as Bardsong is their primary function. I'd probably keep the Bard on the lower rarity staffs, and save Rare and above for Wizards, Cleric, and Druid. But that's just my thoughts on it, I wouldn't be upset if they were all rarities also.

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Important Notes <Read First> 2 years 11 months ago #8

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Just noticed that there's not much to remove underwater penalties in this set. The consumable combat hinderance potion, two polymorph potions, rare plate armor and I think that's it?

Not sure if that was a design decision, but might be worth addressing if it was an oversight instead of intention.

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Important Notes <Read First> 2 years 11 months ago #9

Clarification request: is the bonus to-hit of +WIS or +INT for mage/mystic staffs instead of +DEX, or in addition to +DEX? I've been assuming it's a replacement effect, but I'm seeing comments from other players evaluating them as an additional bonus.
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Important Notes <Read First> 2 years 11 months ago #10

Ho-Yi Fung wrote: Clarification request: is the bonus to-hit of +WIS or +INT for mage/mystic staffs instead of +DEX, or in addition to +DEX? I've been assuming it's a replacement effect, but I'm seeing comments from other players evaluating them as an additional bonus.


The Staffs equip as two-hand Ranged weapons and they do not use DEX modifiers to figure to hit bonuses.
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Important Notes <Read First> 2 years 11 months ago #11

Jeff Martin wrote:

Ho-Yi Fung wrote: Clarification request: is the bonus to-hit of +WIS or +INT for mage/mystic staffs instead of +DEX, or in addition to +DEX? I've been assuming it's a replacement effect, but I'm seeing comments from other players evaluating them as an additional bonus.


The Staffs equip as two-hand Ranged weapons and they do not use DEX modifiers to figure to hit bonuses.


That is going to be a problem. Until it's effortless to have INT or WIS 30+, the latter seems unlikely given that WIS does something already, not clear what sort of play I would use any of these for.

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Important Notes <Read First> 2 years 11 months ago #12

Ian Lee wrote:

Jeff Martin wrote:

Ho-Yi Fung wrote: Clarification request: is the bonus to-hit of +WIS or +INT for mage/mystic staffs instead of +DEX, or in addition to +DEX? I've been assuming it's a replacement effect, but I'm seeing comments from other players evaluating them as an additional bonus.


The Staffs equip as two-hand Ranged weapons and they do not use DEX modifiers to figure to hit bonuses.


That is going to be a problem. Until it's effortless to have INT or WIS 30+, the latter seems unlikely given that WIS does something already, not clear what sort of play I would use any of these for.


Yeah - I don’t know about these tokens now.

Although I guess it’s safer this way with regards to make if something overpowered.

There are plenty of tokens that give bonuses to ranged to hit that should qualify still though, like Sniper spectacles.

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