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TOPIC: Last Chance to Give General Token Guidance

Re: Last Chance to Give General Token Guidance 15 years 8 months ago #49

I think that there should be a cheese ration token.  =D<br /><br />
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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #50

  • jtillots
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I really like the idea of having token charges.  The player coaches could have a stash of common charges to give out to players who have wands but no charges.  And if wands become more useful, people are likely to carry them making that charge you pull out of your pack useful to the party - just like a special missile ammo.  It also makes it easy for the DM to "mark" the charge as they just have to take the token.  I like it!

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #51

Ehhh.... spell casters are powerful enough.<br />Besides, I had quite a few people use wands in my room.  Some were even used multiple times.<br />I'd rather just see some new wands printed up than have a crap-load of charges available for them.

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #52

Glad to hear that people were actually using them.  In the past people have seemed to be so shy about burning up the charges on what they considered to be a cool token.<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #53

Bring some of the classic named spells in D&D, like Tenser's Floating Disc or Evard's Black Tentacles.  Those types of spells would be cool to see on a token.<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #54

  • bpsymington
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I used some of my wands in the dungeon.<br /><br />Mr. Wizard<br /><br />
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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #55

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #56

  • Mock26
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Or, here's a novel idea, people can just use the wands that they have!  <br /><br />Wands are fine just the way they are.  The fact that so many people are unwilling to use wands is NOT the fault of the wands, it is the fault of the people who refuse to use them.  I've burned a few wands over the past four years (three, possibly four) and they were well worth it.  The point of the tokens is that they can be used in the dungeon.  If you don't use them, for whatever reason, you have only yourself to blame.

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #57

  • henwy
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Lets please keep try to keep creep under control. Add new features and abilities perhaps, but try to stay away from adding any more AC or straight out damage than already exists. If one has to be added, try to find balance by sucking from the other.<br /><br />I sort of like the idea of alternate bardsongs based on instrument. Take away the hit/dam bonus to give some other bonus instead that might be more situational. In that case, a bonus to AC would be justified, or to saving throws or whatever. I suggested some options.<br /><br />Also, I'm hoping that we never really forget the core purpose of the various classes when new equipment is added. Monks and wizards are supposed to have less equip than the average characters, though for different reasons. It wouldn't make sense to start filling up all these slots for them. Druids are not supposed to be hack and slash machines, tanking it up and whacking things. <br /><br />Personally, I think the character that has followed its role the best so far is the rogue. Everything more or less fits and fits well for a rogue's equipment and skills. we just need to also find better niche items for the other classes rather than simpyl thowing new equipment at them. <br /><br />Barb should not get any more armor<br />Druid should definitely not get any more armor or attack power<br />Fighter should get some sort of boost that separates them from paladins.<br />No more armor for monks either, but perhaps something that offers an ability instead

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #58

I like the thoughts of big changes in tokens- wand charges for example. I haven't thought out all the implications, but would be an interesting shift. Along those lines- perhaps the knowledge of a long-lost Bardsong could be a permanent red token- or a different instrument? A “feat” token that grants an extra melee attack, once per party per room, an UR.<br /><br />One thing that hit home this year is the importance of keeping things simple. It’s all well and good to sit at home and think “OK, this token stacks with that, and with the bardsong and the bracers, and the Cleric’s bless, and…” In the dungeon, though, tokens that worked simply seemed to help us the most, and made the most of the DM’s time.<br /><br />And please continue the alignment of tokens with the dungeon theme! It’s very cool, and a great way to build anticipation for the adventure (so naturally, I’m looking forward to TD 2010 - Expedition to the Barrier Peaks!)<br />
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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #59

I really like the idea of wand charges.  The wands I've supplied to the wizard the last 2 years haven't been used (at all).  Part of the problems is that if the wizard gets the "test" correct they do much more damage with a spell (in general) than with a wand.  I like the idea of common (1x damage), uncommon (1.5x damage) and rare (2x damage) charges (damage multiplier against what is listed on wand) turned in (instead of destroying or defacing the wand).<br /><br />I also like multiple year sets (e.g., Dragonscale) but they should run consecutively and at some point repeat (so that new "token-holics" can get in on the action).  I've seen mentioned something about adding to the "Mithral" line, fine in concept but the combination beneft needs to be spelled out so players can choose wisely; so I actually vote against the "Mithral" line until the benefit is detailed and people have the ability to purchase the re-printed tokens.

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Re: Last Chance to Give General Token Guidance 15 years 8 months ago #60

While the Fighter can use (probably) every weapon and armor token in the game, there isn't any UR that grants a special bonus for ONLY the Fighter.  So, that would be a nice addition.  And preferably without creep.  Although, limited bonuses (like the GC of Bashing) and special damage (like Nightshade's) really don't come into play all that often.  So, in those cases you can add something really cool, that you'll rarely see in play.  <br /><br />I'd like to see hats, for those who can't wear helms (Wizard, Rogue).  They shouldn't grant AC bonuses, but could offer other effects.  <br /><br />Rings and Medallions are pretty saturated.  It's probably a good year to leave off those slots.  Or, include rings/medallions of lower rarities, targeted at new players.  <br /><br />I'd like to see at least one Cursed Item, as a dungeon-only item.  <br /><br />I also think it would be neat to have a generic Unidentified Item or Ancient Treasure token that you could find in the Dungeon to get a special draw from a treasure box of mostly-Red woodies.  (The items could be 'identified' once you got back to town.) <br /><br />I don't know that wands necessarily need any fixing.  I know I don't use them, personally, because I never play the Wizard.  If I did, I would use a few.  <br /><br />And I think that in the next couple years it would be nice to introduce the first +3 item (not counting the DoMT).  If you make it a +3 Dagger, it doesn't introduce much power creep, either.  <br />

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