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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 #85

so here's another suggestion why not an unlimited use cantrip but your it/miss is not automatic it's determined by if you make the plannar knowledge check. Failed check = miss, successful check = hit. 3 damage

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #86

Arcanist Kolixela wrote: so here's another suggestion why not an unlimited use cantrip but your it/miss is not automatic it's determined by if you make the plannar knowledge check. Failed check = miss, successful check = hit. 3 damage


Only problem with that is the amount of time that would take away from a combat DM's time.

I can see an infinite cantrip using a slide attack. Maybe only modify the damage if the attack is a critical hit. Allow other spells/scrolls/? to affect critical hit chance.

Cantrip Spark:

This spell creates a force orb (DC-15 Slide Attack) that does 2 damage (3 damage at 5th level). Damage cannot be modified unless a critical hit is scored.
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Last edit: by cdsmith.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #87

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Arcanist Kolixela wrote: so here's another suggestion why not an unlimited use cantrip but your it/miss is not automatic it's determined by if you make the plannar knowledge check. Failed check = miss, successful check = hit. 3 damage


This could work. I don't think, based on my observations, that the plane check unduly delays combat. Wizard checks take place pretty quickly.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #88

Arcanist Kolixela wrote: so here's another suggestion why not an unlimited use cantrip but your it/miss is not automatic it's determined by if you make the plannar knowledge check. Failed check = miss, successful check = hit. 3 damage


I think sliding for a cantrip is better.. fighter can fight yes, but they do have to hit.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #89

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I don't think sliding would be indicated for a zero-level cantrip.
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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #90

bpsymington wrote: I don't think sliding would be indicated for a zero-level cantrip.


lol yeah probably not

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #91

What if there was a damage cap on the unlimited cantrip? It could be something like 2-3 damage per turn (max 10 damage per round).

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #92

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Here's my $0.02... for what it's worth...


Just like when Hollywood makes movies that have to satisfy everyone's eclectic tastes in order to maximize their profit, TD has to produce a game that will intrigue a lot of different types of people.

Since TD's inception there are numerous types of people that have played TD:

1) The hardcore TD'er that play multiple times every year and trade/collect/transmute Tokens.

2) The TD'er that just plays each adventure once every year.

3) Spouse/gf/bf/friends that just go through with their other half who is a regular TD'er yet have only the basic knowledge of TD or just do it for their other half (like my wife).

4) A GenCon'er that just likes to sample everything GenCon has to offer and tries TD every year.

5) A first-timer who wants to do TD because everyone says how great it is.

6) Someone who just likes to solve puzzles and what better way than through live action interaction with others through TD.


So, with that said...

Jeff has to balance a game to satisfy everyone. A TD ticket isn't cheap and usually the price increases every year. Like me, if someone is shelling out close to $50 for an event they want to come away from it feeling they got their money's worth.

When it comes to updating the Character Cards I suggest K.I.S.S. (Keep It Simple, Stupid). Add/take away a spell or few to make the characters more fun to play. But, don't complicate spell casting by adding things that will require someone who has never tried TD before to shake their head in confusion after reading a spell caster's card.

There are a few people that when playing TD for the first/second time that will just take an easy character to play like a "brick" or the Monk. They are simple and require nearly no prep time except for practicing puck sliding. Believe it or not, these type of TD players are more common that the Tokenholics/hardcore TD'ers. So, I suggest keeping the "brick"/Monk characters interesting, but easy to play. In other words, a newbie only has to spend 1-2 minutes reading their character card and know exactly what to do and be able to participate in the adventure and feel useful. Adding 'this' and 'that' can just get confusing. Confusing leads to someone having a lousy time. A lousy time leads to someone not coming back and even telling their friends not to try TD because it's too confusing or just not fun.

My first time playing TD was back in 2005. One of my closest friends knew how much I loved 1st Edition D&D and described TD to me. Needless to say I was on a plane to the very next GenCon and TD and have been a lifer ever since. My goal is to attend 100 consecutive GenCons/TDs.

Because I never played TD before and was going through with my friend's normal gaming crew who I never played with before I was given a Monk (IIRC) to play. I was so excited to play I don't even remember reading the Character Card beyond what my HPs and class were. But, I do remember going through Hardcore Puzzle and having the time of my life. I remember that giddy feeling after solving the final Room with my new friends and getting Tokens and a pin for surviving. I remember getting hooked on TD and eventually Tokens as well. But, for the life of me, I couldn't tell you one thing "special" my chosen Character could do.

If you change things too much; try to evolve the game too quickly... it will have a negative impact. I know I love to walk the fabled Dealer Hall of GenCon and try all kinds of new games to see what I want to buy. If a game is too complicated and it can't be explained to me in less than 5 minutes and, consequently, I can explain the game to someone at home in less than 5 minutes then I don't buy it.

I'm not unique (no matter how I try and convince myself otherwise). Others think like me. If TD becomes too complicated than you won't see repeaters. No repeaters means the game will die out or have to go back to the basics because only us hardcore TD'ers will be playing every year.

K.I.S.S.
"It's treason then."



Cranston's Character Generator for iDevices or Character Generator for Android

Amorgen's Excellent Excel Character Generator

Have you checked the Token DataBase ?

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Last edit: by Ro-gan.

Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #93

Dwarf Fighter/Elf Wizard Darkvision for both. I'm not sure how often natural darkness comes up and the eye slot doesn't generate a lot of BiS arguments, but it would be nice to have at least one character that can reliably see in the dark.

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #94

General - Make the class names a much lighter color. Maybe use the same colors as the parchment background instead.

Multiple times in every single run, I find myself trying to track down whoever is playing a certain class but simply can't read the cards without getting really close. And just calling out often doesn't work, as people aren't listening or don't recall what class they're playing. It's frustrating and time consuming. If the class names were lighter in color, I could just glance around and look.

Apologies if someone already mentioned this. I'm not reading through 7 pages of comments. :P

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #95

ArcherAve wrote: What if there was a damage cap on the unlimited cantrip? It could be something like 2-3 damage per turn (max 10 damage per round).


I'm fine with that as long as we also enforce the same damage limitation to all weapon slides.

Honestly why does everyone jump to nerf the incredibly low spell damage that this thing could potentially do?

It's a cantrip spell, it's the go-to move that a Wizard casts when they are out of spells or saving for big baddies. Why would it deal less damage than a naked.. pretty much ANYONE punching the baddie?

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Re: What Changes To Make on Character Cards in 2016? 9 years 4 months ago #96

Arcanist Kolixela wrote:

ArcherAve wrote: What if there was a damage cap on the unlimited cantrip? It could be something like 2-3 damage per turn (max 10 damage per round).


I'm fine with that as long as we also enforce the same damage limitation to all weapon slides.

Honestly why does everyone jump to nerf the incredibly low spell damage that this thing could potentially do?

It's a cantrip spell, it's the go-to move that a Wizard casts when they are out of spells or saving for big baddies. Why would it deal less damage than a naked.. pretty much ANYONE punching the baddie?


Maybe because it is an auto-hit?
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