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TOPIC: What Changes To Make on Character Cards in 2016?

What Changes To Make on Character Cards in 2016? 9 years 4 months ago #1

In 2016 we will print a new batch of TD 4th level and 5th level character cards. I would like to begin the process of seeking feedback for tweaks you would like to see made on the current character cards found here:

truedungeon.com/resources

I don't think we need any major changes, but I would like to catch your thoughts on any tweaks to be made. Please keep in mind that there is limited space on the cards, so any additional info must be met with the deletion of something else on the card.

In your reply, please first list any general overall changes you would like to see with respect to graphics or other meta changes, and then please list your proposed changes as the below example:

General - Please make the Hit Points easier to read in the dark.

Druid (4th) - Please give me more cure spells.

Druid (5th) - I would make the shape shifting cooler...like elemental forms.


Thanks for your input.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #2

Ranger (5th) - I have never used Barkskin, would prefer a more useful spell. Definitely would not like to lose the Cure spell like we did on the Prestige class though.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #3

Paladin 4th and 5th level

Guard - The Paladin may indicate that he is guarding a character in the party when that party member is attacked. The Paladin cannot change who he is guarding for the rest of combat. Guard is only effective against melee attacks.

The current way that guard is worded makes it very easy for the DM to bypass the guarded character. The above allows the Paladin to keep that information secret until his intended guarded target is actually targeted.
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Last edit: by cdsmith.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #4

For my druthers:

  1. General - Odd stats for CON so +1 modifiers are meaningful (turns left over RoSP segment 7 into nice slotless effects)
  2. General - I find it hard to read the tutorial side of the card in the coaching room - the font is small, it's dark, and the black ink on gray card doesn't lead to high contrast. Maybe abbreviate the tutorial so the font can be larger and adjust the colors so the contrast can be higher. I might add a little "pitch" to the top of each tutorial that summarized in bullet list form the unique aspects of the class, e.g.: play a rogue if you would like to: * Sneak around and backstab enemies * Open treasure chests with a manual dexterity test. Play a ranger if you would like to: * Dual wield Melee Weapons * Be an accurate archer. And so on.
  3. General - Perhaps include a blurb about what gear the class can equip on the front of the card: e.g.: Barbarian: Can wear light and natural armor, and wield almost any weapon. Wizard: Can only wear cloth armor / robes.
  4. Wizard - Make INT do something for Wizards other than just allow you to equip Mad Evoker's Charm (Maybe +1 spell damage for 18 INT, +2 for 20 - or maybe +1 Level 1 or lower spell for 18 int, +1 level 2 or lower for 20?). Alternatively, reduce Wizard INT by 2 and increase DEX or CON by 2.
  5. Wizard - As a 4th level Wizard, I find Magic Missile to be my #1 spell. I almost never use any of my level 2 spells, if I do it's Bull's Strength on the ranger, and then only if the DM tells us we have a round of prep before combat. It would be nice to have one level 2 spell that is either:
    • A guaranteed hit/negative effect to monster (could still require a slide, but 1/2 effect for a miss)
    • A utility spell that benefits the entire party somehow.
  6. Wizard - Do Wizards need to have worst saves, in addition to having the lowest hitpoints and AC? (perhaps this is for verisimilitude with D&D - but it strikes me as odd)
  7. General - Perhaps too much paper engineering, but it might be cool if all expendible abilities (Barbarian Rage, Spells, etc.) had little break off tabs that you could hand over to the DM to indicate they were expended rather than having the DM mark with a pen.
  8. General - Maybe make the default starting hitpoints for a class specially denoted on the card, perhaps a different color/font/background.

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Last edit: by Matthew Hayward.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #5

I have an easy one for you. Add two more punch holes at the bottom of the card so I can thread my lanyard through them and not have to read my card upside down.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #6

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balthasar wrote: I have an easy one for you. Add two more punch holes at the bottom of the card so I can thread my lanyard through them and not have to read my card upside down.


Restructuring (and elaborating on) this request:

General - Please add 2 more punch holes on the bottom of the card so players can wear them upside down, and be able to read them more easily. Additionally, add the name of the class at the bottom, upside down, so DMs can still tell who's playing which class, when cards are worn in this manner. Thanks!
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Last edit: by Raven.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #7

Add a Graphic of some kind for each class to the card

Make the HP a single track that goes all the way around the card if needed, this would only use a single clip to track and be much easier in grind and other times when you keep taking chunks of damage

Add Psychic powers to back of card

Bard -
Add Cure light to first level spells

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #8

Wizards - Remove charges from the Cantrip spells, lower the damage to compensate, all them to be cast at will.

Currently weapon based Wizards always have something as an option in combat after standard spells are used but caster wizards do not.

Potentially a weak auto hit spell (1-2 damage) and a slightly stronger (3 damage?) slide spell

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #9

Or instead of tabs that break off why not a hole punch

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #10

Lol rogues can pickpocket their party and use their potions :p

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #11

Lordoftherealm wrote: Or instead of tabs that break off why not a hole punch


I believe the idea was to save the DM time. the tear-off-tabs provide a way to track abilities that DOES NOT require the DM to interact with your character card at all; you are responsible for tearing off the ability tab, handing it to the DM functions just like turning in a consumable; no fiddling with pen/punch and taking it to the card and finding/marking the correct spot.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #12

kurtreznor wrote:

Lordoftherealm wrote: Or instead of tabs that break off why not a hole punch


I believe the idea was to save the DM time. the tear-off-tabs provide a way to track abilities that DOES NOT require the DM to interact with your character card at all; you are responsible for tearing off the ability tab, handing it to the DM functions just like turning in a consumable; no fiddling with pen/punch and taking it to the card and finding/marking the correct spot.


I really like the tear-off idea if it is economically feasible.
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Last edit: by Kirk Bauer.
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