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TOPIC: Token Guide 2010 (9.0) Feedback

Re: Ammo vs. Runestone vs. Weapon stack 13 years 10 months ago #73

<br />

<br />One mechanic that I'm still confused by is what happens when you combined weapon effects, rune effects and ammo effects.<br /><br />For example, what would happen with this stack:<br />

    <br />
  • Flaming short bow - "Upon a successful hit the arrow [...] bursts into flames. The damage is already built into the indicator (ave damage 7, including built-in 2 pts fire damage)
  • <br />
  • Sleep Arrow - will save vs DC12 or out one turn
  • <br />
  • a "Fire Runestone" at the start - +1 fire damnage to missle weapons
  • <br />
  • using a Runestone base, a "Lighting runestone" is added to the shortbow - +1 electrical/shock damage
  • <br />
<br />  .<br />  .<br />  .<br />

<br /><br />OMG, we created a monster with that D&%*$ Runestone fitting base....  That is going to be a nightmare in combat.<br /><br />Um, the cynic in me says the combination blows up in your face, but technically as things currently stand each effect would be taken differently.  I need to talk to Jeff and see if we rule that opposite elemental additions cancel each other out.<br /><br />On the surface I would say no, they do not, but I never know how Jeff will react to these nuances.<br />

<br /><br />I don't think the "runestone base" is really increasing the complexity, it just added another runestone to the pile, even without the "base" the interaction between the weapons ("flaming sbow", "frost light xbow"), ammo (sling, arrow, bolt), and runestones (ranged fire, frost, etc) is what is making things more complicated.<br /><br />Even if you take the runestones completely out of the picture there is this the problem of the flaming/frost bows and all of the arrows/bolt ammo tokens.<br /><br />I suspect the simplest answer is just to let everything stack, then the player coach notes all the extra damage on the player card for all of the runestones, later in the rooms the ammo is added by the DM as its turned in.  Restrictions on the stacking and/or cancelation just make things more complex for the coach, DM or both.<br /><br />
Mike Lutz - Normally found buried in extension cords, working on RFID tokens, or handing out radios and perhaps sitting on a step-stool next to a computer cart looking confusingly at a big map.

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #74

Yah, but I still like the idea of violent unexpected interaction  :lol:
You should know better than to pick up a duck in a dungeon....

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #75

<br />Easy solution - Smoak has an anti-Runestone field in effect in his cavern.  They won't work!<br />

<br />Actually, when the runestones are turned in at the beginning they are given to Smoak.
Tinker, Gnome, Wizard, DIE!

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #76

Personally I like the idea that contradictory runestones nullify each other's effect.  Either that or have a combo of fire/ice render all metallic weapons they're attached to extremely brittle.  <br /><br />After all, that's what happens when you heat something up really quickly and then lower its temperature just as quickly.  One solid strike in that state and it'll break (if you're lucky) or shatter into a whole bunch of little pieces.
Tobin Blake, High Paladin of the Church of Francis, Testudine Shield, Adamantine Wall

"Turtle!"

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #77

It seems to me also that a fire runestone and a cold runestone would cancel each other out.  The weapon would simultaneously be putting out an equal amount of heat and cold, I don't see how that wouldn't cancel out. 

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #78

<br />It seems to me also that a fire runestone and a cold runestone would cancel each other out.  The weapon would simultaneously be putting out an equal amount of heat and cold, I don't see how that wouldn't cancel out.  <br />

<br />But Mike, don't you see? It's magic. Mundane logic does not necessarily apply.
Never underestimate the power of human stupidity! (Luckily I'm only half.)

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Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #79

i like how everyone gets worked up over how many points this or that does. I do TD to have fun not look at every little advantage to win. Some stuff is creative but trying to stack same potions that is almost cheating to me. If I win, I win. If I lose, well I will go out in a blaze of glory.<br /><br />Dave,<br /> thanks again for the guide and all your hard work

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