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TOPIC: 2024 Transmuted Token Images < Part Three

2024 Transmuted Token Images < Part Three 1 year 1 month ago #37

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Random thought, what if the legendary sword Increased crit range by 2 rather then setting crit range 19-20 (IMO that would seem truly legendary). Or at least give the legendary 17-20 so legendary fighters can crit as well as legendary rogues.
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Last edit: by Picc.
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2024 Transmuted Token Images < Part Three 1 year 1 month ago #38

I agree with the comment on the healing on the sword being overpowered, for many fighters that will equal 8 points of healing each melee round. Maybe it would be balanced if it were limited to once per room.
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2024 Transmuted Token Images < Part Three 1 year 1 month ago #39

Endgame wrote:

Rob F wrote: Welfor's Sword has an average damage of 10.5. The new Legendary has an average damage of 15.6, expanded crit range and heals 8 points on hit.

I get Welfor's wasn't the best Legendary but this is a huge increase. I suggest dropping the damage a bit, keep the crit range, and get rid of the heal on hit bonus. Fighter is the class I play most and we really don't need any extra power on a new Legendary sword. Give us to hit and damage and we're fine.

Also, general game design comment:

For to hit, average damage, focus, saves, etc. it would make sense to have a set range of bonuses for each Token rarity and then maybe adjust that range upward every 4 or 5 years. You could communicate these ranges to the community and I think it would make your life a lot easier when it comes to Token design each year.

Example (and just making these numbers up):

Average Fighter Melee Damage Range by Token rarity

Common: 2-4
Uncommon: 4-6
Rare: 6-8
UR: 8-10
Relic: 10-13
Legendary: 14-17
Mythic 2: 18-22
Mythic 1: 23-27

Then every 5 years adjust these ranges as needed and lock them in for another 5 years.

There really shouldn't be a need to adjust within the rarity range. We don't eventually need commons dealing 10+ damage. Locking it in forever in the same range is 100% entirely fine.


Good point
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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2024 Transmuted Token Images < Part Three 1 year 1 month ago #40

OrionW wrote: While more damage is not always the answer folks want to collect unique tokens. By locking in a damage range I think TD would be limiting its design space.

Also if for example single weapon sliding classes are falling behind a bit, or will if Int/Wis/Cha start being more impactful being able to adjust these is important.

I know seeing older tokens being less useful is not a great feeling, but we are on the brink of new class cards. As a Druid player I know some of my catalog of tokens probably won’t be as useful as this process completes. It sounds like Elf Wizard is also in for some changes. The 2024 design space could end up being very different from the 2022 design space.

This game needs to be able to grow and change and token design shouldn’t be locked.


I'm not advocating locking the damage range forever, but for a set period of time. There should probably be movement at the UR, Relic, Legendary, Mythic rarities but set a range for these rarities and stick with it for a certain period of time. Consistency across Token rarities makes it easier on Token development, creates consistency across character builds, and probably would help with designing the difficulty of dungeon runs.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
Last edit: by Rob F.
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2024 Transmuted Token Images < Part Three 1 year 1 month ago #41

I might suggest doing the caster gloves in 2024 and Melee in 2025. That might help space things out for the fighters, who have 2 orange tokens to make in 2024 year.

I also generally agree with what others have said about the power levels of these tokens needing adjustment.
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2024 Transmuted Token Images < Part Three 1 year 1 month ago #42

Gladiator Gloves
These are a long overdue hand slot upgrades to Mithral (and Death Knight) Gauntlets. The Relic power being one step up from the UR and two steps up to the Legendary are perfect.

Savage Swords
The damage wheel is a nice upgrade but the 19-20 Crit does nothing to make these attractive. Maybe replace with a built-in "Quickstrike?" Quickstrike is a known commodity which is good for the sake of simplicity.

Kilgor's +5 Savage Sword
The 8 points of healing does not seem to fit the "savage" theme nor the Fighter Class. Further, Fighters will no longer require healing because they hit 99% of the time. Whatever it ends up being, this power should be a strategic choice worthy of Legendary Fighters like "Weapon Specialization."

I still like the idea of this savage looking weapon extracting a toll on the user for doing something great with it. Perhaps we combine that concept with the "Power Attack" idea from the Legendary neck slot discussion from 2021?

"Savage Attack - You may inform the DM you wish to Savage Attack before making an attack slide. Your attack does +10 damage but the Fighter takes 5 damage. This extra damage is doubled (or tripled) in the case of a critical hit."

Here's the link to that discussion...
https://truedungeon.com/forum?view=topic&catid=640&id=251652#378095
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Last edit: by SnakeEyes (Eric).
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