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TOPIC: This is not the Post you are looking for Henwy. Move along.

Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #97

  • bpsymington
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That's what I said - Kewl! :lol:<br />
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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #98

<br />kewl name<br />

<br /><br />secksy spelling  =D
-Master Li Lou Bahn, Terror of the East, Master of Shadows, Pillager of the province of Ch'in, Mandarin of the Emporer Shou Wei, Ambassador to the foreign devils of the West, and the most dangerous ninja in all of Greyhawk."cause I'm the only ninja in all of Gwehawk!!!"

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #99

#1. Someone's already mentioned that the Detect Poison Scroll used to be an "All" Scroll but is now Divine. There have already been several scrolls that have made a similar migration (Detect Undead and Comprehend Languages) though I'm thankful that Endure Elements is staying an "All" Scroll. It would be nice to either keep Detect Poison an All Scroll, or to introduce some new All scrolls to compensate for this loss.<br /><br /><br />#2. The Iron and Faerie-Iron weapons deal an additional +3 damage vs Fey. The Silver Scythe only deals an extra +2 damage to lycanthropes (presumably the same will apply to the Masterwork Silver Dagger). This is a bit inconsistent. Might be best if the special material weapons deal the same amount of extra damage to the specified creature. So the Iron/Faerie-Iron should only deal +2 damage OR the Silver Sickle should deal +3 damage.<br /><br /><br />#3. Regarding the Double-Edged Sword: Putting a "0" wouldn't make sense because then people would think that damage modifiers would still apply (So you deal 0 + 2 damage from strength + anything from Gauntlets/Girdle/etc.). I also dislike the current version (a sentiment that several others have expressed). I do prefer the prior version where you take damage each time you hit. If you are worried about modifiers being applied, can't you just say "user takes 3 damage (amount cannot be modified)"? That would make it pretty clear that you take *exactly* 3 damage (no more, no less) each time. The Double-Edged Sword started off with so much potential for the Fighter - not it just seems sort of "blah".<br /><br /><br />#4. Just to emphasize one more time, please make Questor's Charm of Luck activate if you slide a "20" which later gets knocked off. The downside is that you may need to notify the GM when you slide a "20" (oftentimes, the GM is busy with spell tests when people are sliding). But the alternative, is that you have a LOT of players pissed off at each other. If I slide a "20" and someone knocks it off (thus "costing" me a token), I would be extremely annoyed by that other player. So to improve group harmony, it would be best to allow the extra pull even if the 20 gets knocked off later.<br /><br /><br />#5. I also think that Monks using the SeyLah's +2 Sundering Cestus should give up their Bracers slot. Right now, the benefit to Monks is that they get two attacks but if they want to use a monk weapon (Bracers of the Dragonfist or Withering) they forego their Bracer slot.<br /><br />If the Monk wants to use a Cudgel or Shillelagh, then presumably they only get a single attack (please confirm?) instead of the double attack from using hands. So with the Cestus, either the Monk should only get a single attack (thus able to use only one) or it should take up their Bracer slot (otherwise Bracers of the Dragonfist and Withering just really suck).<br />

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #100

<br />Ok, one more "stab" at the sword... heh, heh...<br /><br />+2 Sword of Valor (3,4,7,8,11,12) Fighter "Wielder continues to fight at up to -5 hit points."<br /><br />If the user drops to -6 or less, or immediately after the combat ends, the user dies. (i.e. if you have a fighter using this weapon, and she is -1 to -5 hit points, *make sure* you heal her before the end of combat!)<br />

<br /><br /><br />This is an interesting idea. Though I think a simpler way to implement it is to just have the wielder take 5 points of damage at the end of combat. Makes it much more dangerous since you have to remember to get healed before the combat ends. But that could mean you might want to avoid killing the monster till you heal up. A slightly better alternative is to have a drawback where you take 5 damage if you use the sword but the group does not successfully kill the monster. (The bad-ass sword is punishing you for being such a wuss since you couldn't kill the monster despite using such an awesome weapon!).

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #101

<br /><br />#2. The Iron and Faerie-Iron weapons deal an additional +3 damage vs Fey. The Silver Scythe only deals an extra +2 damage to lycanthropes (presumably the same will apply to the Masterwork Silver Dagger). This is a bit inconsistent. Might be best if the special material weapons deal the same amount of extra damage to the specified creature. So the Iron/Faerie-Iron should only deal +2 damage OR the Silver Sickle should deal +3 damage.<br /><br />

<br /><br />Done!<br /><br /><br /><br />

<br /><br />#3. Regarding the Double-Edged Sword: Putting a "0" wouldn't make sense because then people would think that damage modifiers would still apply (So you deal 0 + 2 damage from strength + anything from Gauntlets/Girdle/etc.). I also dislike the current version (a sentiment that several others have expressed). I do prefer the prior version where you take damage each time you hit. If you are worried about modifiers being applied, can't you just say "user takes 3 damage (amount cannot be modified)"? That would make it pretty clear that you take *exactly* 3 damage (no more, no less) each time. The Double-Edged Sword started off with so much potential for the Fighter - not it just seems sort of "blah".<br /><br />

<br /><br />I think that it is going to be best just to make it a simple "best" one-handed weapon -- and leave off any weird effects.  No matter what we do it seems trouble is not far behind.  It will be something akin to a +2 Bastard Sword but called something like "Slayer Sword" and only usable by Figthers.<br /><br /><br />

<br /><br />#4. Just to emphasize one more time, please make Questor's Charm of Luck activate if you slide a "20" which later gets knocked off. The downside is that you may need to notify the GM when you slide a "20" (oftentimes, the GM is busy with spell tests when people are sliding). But the alternative, is that you have a LOT of players pissed off at each other. If I slide a "20" and someone knocks it off (thus "costing" me a token), I would be extremely annoyed by that other player. So to improve group harmony, it would be best to allow the extra pull even if the 20 gets knocked off later.<br /><br />

<br /><br />Man, I love the idea of getting something cool for sliding a "20" but I can see that this too will cause problems as mentioned above.  Too bad...it would have been cool, but I learned well this year that my own views of buttons and tokens are a wee bit less intense than most TD players.  Back to the ol' drawing board.  I will probably just go with "1 extra token for each time DM hits you with a "20" "  That way I won't have token fights breaking out in rooms!<br /><br /><br />

<br /><br />#5. I also think that Monks using the SeyLah's +2 Sundering Cestus should give up their Bracers slot. Right now, the benefit to Monks is that they get two attacks but if they want to use a monk weapon (Bracers of the Dragonfist or Withering) they forego their Bracer slot.<br /><br />

<br /><br />I am just going to make the Cestus usable by Barbarians, Fighters and Paladins.  <br /><br /><br /><br />
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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #102

I wish I could...really, but this year has taught me to never underestimate gamer passion about anything tied to TD.<br /><br />"But the alternative, is that you have a LOT of players pissed off at each other. If I slide a "20" and someone knocks it off (thus "costing" me a token), I would be extremely annoyed by that other player. So to improve group harmony, it would be best to allow the extra pull even if the 20 gets knocked off later."<br /><br />In addition, I can see people thinking:  "hmmm...there is now a slider on that "20", so if I just slid hard and straight my slider will hit it and stop!  Never mind what happens to the sliders that is there now."  Gamers are a smart and crafty bunch.  Its best to assume they will apply this to "20"s as well.<br /><br />At least with the Monster Roll idea the players won't be fighting amongst themselves.  They will be sending their nastygrams to me where they belong.  Plus, it will reward those characters who get into the trenches and do things to attract attacks -- whether it is a mighty sword swing or a lightning bolt.<br />
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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #103

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So, let me get this straight.  The charm takes up no slot.  It gives you a slight chance to get another token in a room.  It fits the niche that Jeff wants it to - a charm that turns something bad into something good.  Isn't that the whole idea of that charm?  I think it adds color to TD which is what Jeff is trying to do here.  If people don't want them, so be it.  I know I'd like to have one.<br /><br />What about making it something like "If the monster hits you, then you get to take another token".  I could see people lowering their armor class just so monsters will hit them more often so that they can get the extra token.  <br /><br />Man people are crazy about these tokens.  Nice little addiction you started there, Jeff!

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #104

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Maybe we should take the Charm in a completely different direction... it's about luck, so say..<br /><br />Once per dungeon run, if you were to take damage that would be fatal, you get to make a saving throw of some sort against that particular source of damage to avoid death. Either that, or again once per adventure, you get to retake a failed saving throw.<br /><br /><br />As for the Cestus not being available for Monks... you're just crushing my ideas for next year here!
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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #105

<br />I think that it is going to be best just to make it a simple "best" one-handed weapon -- and leave off any weird effects.  No matter what we do it seems trouble is not far behind.  It will be something akin to a +2 Bastard Sword but called something like "Slayer Sword" and only usable by Figthers.<br />

<br /><br />There have been two main issues plaguing this item- new effects and how they will work/be interpreted by DMs as well as the fact that the bastard sword has a nice damage wheel and a +2 version of it would make it the "best" 1 handed weapon. I think the goal is to give the fighter a cool, class-specific weapon which reinforces the class' theme. If we make the sword a plain +2 Bastard Sword, and then make it only usable by fighters... are we then closing the door on ever having a regular +2 bastard sword for use by the other fighting classes? That is the only caution I can think of- in general, Jeff has a very good point that we have had a hard time wrangling a good effect for this weapon that won't be confusing.<br /><br />I've sent as many suggestions as I can think of... I don't normally play fighters (I have played a rogue everytime, so far), so its not as if I am trying to "pad" my favorite class' gear list. Personally, I would just like to see a sword which seems like a natural fit for our fighter class and is *special* in some way... maybe even make someone want to play a fighter who has never done so before. <br /><br />The charm I believe is fine "as is"... it is a nice bonus on top of the extra damage for sliding a "20". If the role of this token is to permanently take the place of HoP, why not just have it act as a "one token" HoP and never reprint HoP?<br /><br />I thought the Cestus was a nice Monk addition too... but I can understand if Jeff chooses to restrict it.<br /> <br />
Legally... its questionable. Morally... its disgusting. Personally... I *like* it.

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #106

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<br />Turning this from something the players control (some are quite good at hitting a 20, and even doing so without knocking others out...) to something that happens maybe 5% of the time, and then it has to be your luck to be the one in 8 targeted...well I think we just saw something change from maybe tripping once or twice per combat room to now something that may not ever get tripped on a run.<br />

<br /><br />I thought this charm was supposed to be about luck - not about skill.  I thought it was supposed to be about turning something bad into something good.  Am I confusing this charm with something else?<br /><br />And what's so bad about tripping only once in a while?  Luck is something rare.<br /><br />Maybe make the reward better - how about 3 or 5 tokens if the charm is tripped?

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #107

<br />I think if we stick to these guidelines we would be ok-<br /><br />1. The charm has to be valuable enough to merit being on the UR list. (currently TRUE)<br />2. The charm should be "fun" to have, in addition to being useful. (currently TRUE)<br />3. The charm shouldn't mess with the mechanics of the game too much at the expense of it's effect. (not sure)<br />4. The charm shouldn't have a loophole which can be abused (currently mostly TRUE, I think)<br /><br />and I would like to add a 5th item- the charm should have a mechanic which fits with its name/image/intent.
Legally... its questionable. Morally... its disgusting. Personally... I *like* it.

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Re: This is not the Post you are looking for Henwy. Move along. 15 years 7 months ago #108

<br />Whiskey,<br /><br />You talking about before nerf or after?<br /><br />G<br />

<br /><br />I think I am talking about it before nerf... but mainly, as we discuss this, I wanted to put those guidelines forward to help as we talk about what the charm should do.<br /><br />For example, you wrote "Hey how does someone get more loot for getting (what is commonly considered) a critical hit?"... which might fall under the 5th guideline.<br />
Legally... its questionable. Morally... its disgusting. Personally... I *like* it.

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