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

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #61

  • bpsymington
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kurtreznor wrote: Also, if you give the wizards unlimited cantrip attacks, you dont need practically every spell they have to be a damage spell. Some of the damage spells can be dropped for some utility spells since there will always be a damage spell available.


Well, I'm not sure about that. I was going to say that spells like detect magic either need to be more useful in the dungeon or not included on the cards. There are scrolls/wands/potions that can serve as utility spells - I'd rather have damage spells or spells affecting combat, like alertness.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #62

Perhaps rather than including a cantrip you can have a token that is a "Cantrip token" That token will allow the wizard the casting of a cantrip. You can have many different cantrips but wizards must pick one (or two) when entering a dungeon.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #63

Lordoftherealm wrote: Perhaps rather than including a cantrip you can have a token that is a "Cantrip token" That token will allow the wizard the casting of a cantrip. You can have many different cantrips but wizards must pick one (or two) when entering a dungeon.


Actually the neat thing about this concept is you could get rid of all spells on the character sheets. and make all of the wizards spells have their own tokens. That way wizards could get a "Spellbook" and then be able to cast their spells like a sorcerer would in D&D on the fly but only what they know. It would be more on par with the other classes that have to choose their weapons.

:)

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #64

Lordoftherealm wrote:

Lordoftherealm wrote: Perhaps rather than including a cantrip you can have a token that is a "Cantrip token" That token will allow the wizard the casting of a cantrip. You can have many different cantrips but wizards must pick one (or two) when entering a dungeon.


Actually the neat thing about this concept is you could get rid of all spells on the character sheets. and make all of the wizards spells have their own tokens. That way wizards could get a "Spellbook" and then be able to cast their spells like a sorcerer would in D&D on the fly but only what they know. It would be more on par with the other classes that have to choose their weapons.

:)


I really like this idea!
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #65

cdsmith wrote:

Lordoftherealm wrote:

Lordoftherealm wrote: Perhaps rather than including a cantrip you can have a token that is a "Cantrip token" That token will allow the wizard the casting of a cantrip. You can have many different cantrips but wizards must pick one (or two) when entering a dungeon.


Actually the neat thing about this concept is you could get rid of all spells on the character sheets. and make all of the wizards spells have their own tokens. That way wizards could get a "Spellbook" and then be able to cast their spells like a sorcerer would in D&D on the fly but only what they know. It would be more on par with the other classes that have to choose their weapons.

:)






I really like this idea!


It would probably have to be slotted for that class so a player isn't carrying a binder full of spells into the dungeon. I think a set menu a wizard can choose from, with a limit of X different spells, might be a little more balanced.

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Last edit: by balthasar.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #66

balthasar wrote:

cdsmith wrote:

Lordoftherealm wrote:

Lordoftherealm wrote: Perhaps rather than including a cantrip you can have a token that is a "Cantrip token" That token will allow the wizard the casting of a cantrip. You can have many different cantrips but wizards must pick one (or two) when entering a dungeon.


Actually the neat thing about this concept is you could get rid of all spells on the character sheets. and make all of the wizards spells have their own tokens. That way wizards could get a "Spellbook" and then be able to cast their spells like a sorcerer would in D&D on the fly but only what they know. It would be more on par with the other classes that have to choose their weapons.

:)






I really like this idea!


It would probably have to be slotted for that class so a player isn't carrying a binder full of spells into the dungeon. I think a set menu a wizard can choose from, with a limit of X different spells, might be a little more balanced.


I just thought it would be cool if you physically had the spell is all

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #67

Perhaps there could be blanks that you could marker on your spells before going in?

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Last edit: by Lordoftherealm.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #68

Jeff Martin wrote: 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.
Thanks for your input.


Just reminding everyone though these ideas might be (or not might be) cool I think we are suppose to suggest tweaks and not major changes.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #69

Dwarf Fighter - remove defensive focus. gain 'Giant Hunter': +5 damage to large (or bigger) monsters.

Fighter 5th - remove Weapon Specialization (reslide). gain 'Taunt': once per combat, after you hit a monster, taunt as a free action. that monster must attack you with its next attack.

Monk 5th - remove Dragon Strike. gain 'Death Touch': if both pucks from flurry of blows is a crit, monster is killed.

Paladin - change Guard to be activated as a free action any time during combat (not just at the beginning). move scroll use up to skill section (to be consistent with spellcasters having scroll use in that upper box).

Paladin 5th - remove Sacrifice. gain Protector: by taking no other actions, the Paladin's guard will also apply to ranged and spell attacks until next action.

Ranger - remove favored enemy. remove sharpshooter. move scroll use up to skill section. gain 'Quick Shot': slide second puck when making a ranged attack. use the better of the two pucks for determining hit/miss.

Ranger 5th - remove Barkskin. gain 'Hold Animal': target animal takes no action on its next turn.

Rogue - gain 'Use Magic Device': once per dungeon the rogue may use any scroll or wand. gain 2nd use at 5th level.

wizards still to come, bedtime strikes again...
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #70

ok, I think the unlimited cantrip idea is good for wizards. I also think it would be good for the wizards to not only have different spells, but to actually play a bit differently. so, I suggest the human wizard be more focused on auto-hit/skill-test spells with only a couple slider spells, while the elf wizard, with higher dex, have more slider spells and only a couple auto-hit spells. so, my list below is a general idea, and could definitely use some tweaking from people who play wizards and have a better idea of how useful things are.

Wizard
cantrip (unlimited): force bolt - 1 or 3 damage to 1 target (uses skill test)

0 Level: Ray of frost, x2 @4th level, x3 @5th level

1st level: no changes (burning hands, instand safeguard/acid ray, magic missiles

2nd level: keep bull's strength? wizards can suggest alternative
Lightning Bolt: 10 or 14 shock damage (uses skill test)
scorching ray

3rd level: lesser maze & fireball



Elf Wizard
cantrip (unlimited): chaos bolt - hit AC-15 to deal 5 damage of random type (add damage type symbols to elf wizard puck, whichever faces damage dot is type for this spell).

0 level: acid jet: hit AC-15 for 7 acid damage, x2 @4th level, x3 @5th level

1st level: no changes (alertness, instant safeguard/acid ray, magic missiles)

2nd level: no changes? keep ray of shock (this is the slider wizard), cat's grace and/or invisibility could change, but i dont play wizard, so i dont know what they would find more/less useful.

3rd level: Lightning Strike - hit AC-15 to deal 30pts to all monsters. 15pts on a miss.
keep stoneskin? do wizards have suggestion for something else?
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #71

Kirk Bauer wrote: Some of these suggestions would be more appropriate in a "deluxe" re-usable player card. I'm sure many people would be more than happy to pay $5-$10 for one they could re-use that has features like glow-in-the-dark and a wheel to track HP. Spells could be tracked with a dry-erase marker (although it would be easy to wipe them off on purpose or on accident). This could be separate from the standard disposable ones. It could end up saving on cost/waste for player boards that are tossed.


I'd be worried about having spells that couldn't be permanently marked off, it would be too easy to abuse. We already saw that back when tokens like wands with boxes were marked with ink that could be rubbed off, there were numerous groups that regularly wiped the boxes clean between rooms/games, and in essence had wands with unlimited charges.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #72

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