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TOPIC: Dealing with "wandering" Treasure Enhancers

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #97

I'm with Raven on the subject that every player is going to have to carry their own treasure enhancers during the whole dungeon. Players can carry a tube full of CoA's but that person only gets credit for one CoA or for anything else.

Coaches do their job like normal with the exception of all TE tokens must remain on the table for verification until the coach records them. None of them get recorded until all of them are on the table at the same time.

Then in the epilogue room there could be an area thats roped off so people can ready their tokens to be viewed and to keep the whole party from rushing the T.P. boxes or box. It will be more than an arms length away for the obvious reason. One by one players will be called up to the box to get the pulls that they can produce. Players exit the epilogue room once pulls are done.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #98

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As tempting as it is please no to anything that adds complexity to the party card. It already boarders on impossible to complete correctly for some parties with the current level of complexity. I shudder to think how much worse having to fill in stamps on the back would make it.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #99

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FirstGladiator wrote: Coaches do their job like normal with the exception of all TE tokens must remain on the table for verification until the coach records them. None of them get recorded until all of them are on the table at the same time.


This sounds great until the coach gets behind, or someone comes in late, or someone wants to change something. We only have roughly 2 minutes per player to get everything recorded. I cant speak for anyone else but I frequently require all that time to get the group organized and recorded.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #100

Raven wrote: * Players who carry all the tokens for their party will need to have a system where they hand out each person's TE's to them as they head into Epilogue, so each person can show them one by one, and then collect them after.

* Those players who freely share their TE's with others in the party (ie, offering newbies the use of a CoGF so the rest of the players get full Treasure Synergy) will have to trust their party members with physical possession of the token for a short while. (Ideally, the lender goes through first, and then collects the TE on the far side of the desk, as soon as the other player has shown it.)


Perhaps combine both of my suggestions. The default mode in the epilogue room will be one player at a time showing their treasure enhancers. But for the veterans we know that there is a large mat available and you can request to set out the whole party's treasure enhancers at once. There are 12 sections, one for each class. So you can request it if you are providing treasure enhancers for the whole party.

I like the idea of the synergy count being documented by the coach and then used in the epilogue room. The coach still avoids having to figure out treasure counts.
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #101

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FirstGladiator wrote: I'm with Raven on the subject that every player is going to have to carry their own treasure enhancers during the whole dungeon. Players can carry a tube full of CoA's but that person only gets credit for one CoA or for anything else.


I didn't say they need to carry them through the whole dungeon.
Just that (if tokens are being checked one-player-at-a-time in Epilogue) that they would have to carry them through Epilogue.

But I find Kirk's suggestion interesting, too: The idea of a large card/grid where someone could lay out the party TE's, and leave them there (all showing at once) while the party members came through one at a time to collect their loot. (But only for those situations where a single person carries the TEs for several players... it should not be a mandatory grid, or you'll get situations where people's TE's end up going back to the wrong players. Just one bump of the table is all it takes!)
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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #102

Here's an idea.

What if Jeff created generic proxy Tokens for the TE Tokens and used them during the run. Here's how this would work:

- Players show up at the check in table table. They check in, are given their wrist band and 10 pack of Tokens and then asked if they plan to use any TE Tokens. If they are then they proceed to the "Treasure Check In" station which can be in the same area as the check in table. At this location the player then produces their TE Tokens for the run and hands them over to the person behind the table. The Tokens and recorded, bagged with the players ticket stub for the run, and then stored in a dedicated lock box specific to the time slot of the run. The player is then given proxy Tokens based on what they turned in.

- Players then use the proxy Tokens as they normally would. Head to the coaching room, fill out their builds, go to the bathroom, etc., etc. If they want to hand off their proxies at this point then let them.

- At the end of the adventure the Players are required to turn in the proxy Token(s) at the treasure box if they want to claim their Treasure Chips or draw from the treasure box. The proxy Tokens are deposited into some sort of bag(s) that are then eventually taken back to the Treasure Check In station to be re-used again.

- After the player receives their Treasure Chips (or draws treasure) they then head back up to the Treasure Check In Station. Show their Gen Con badge and claim their TE Tokens.

I believe this meets the first two criteria Druegar listed but obviously does not meet the third. I would argue however that TD is already acting as caretaker of peoples Tokens with the Adventurers Guild bag check station. I'm sure at any given point there are thousands upon thousands of dollars of Tokens in that area not to mention other personal belongings. This Treasure Check in area would be of similar function to the bag check area.
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Last edit: by Rob F.

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #103

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I do not like any idea where I have to hand over my Tokens to anyone.

My only suggestion is have the TE Tokens checked in the Training Room and immediately in the Epilogue Room.
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Have you checked the Token DataBase ?

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #104

I personally think this idea is a winner. Have a mat with all 12 classes on it, have the volunteer put a blacked out token over the 2 unused classes (lest someone put TEs over an unused class for more treasure). Give the party a few minutes to organize, then declare tokens are to be awarded. Go class by class, giving the TEs back as well as the treasure tokens. After treasure starting to be assigned no other tokens can be added after the fact. Should be pretty efficient, especially if we get a mat that like the character equip card has a slot for all the major TEs(2 or more tokens). So each class would have a charm of food fortune circle, horn of plenty circle, a charm of avarice circle ect... no confusion that way.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #105

Rob F wrote: At this location the player then produces their TE Tokens for the run and hands them over to the person behind the table. The Tokens and recorded, bagged with the players ticket stub for the run, and then stored in a dedicated lock box specific to the time slot of the run. The player is then given proxy Tokens based on what they turned in.



Druegar wrote: Points to Remember:

  • TD cannot act as the caretaker for the tokens while the group is in the dungeon.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #106

Here is an option that might work in tandem with basic checks in the coaching and epilogue rooms.


1. You can get tamper evident asset stickers for reasonable amounts of money, between 65 cents and $3 per label depending on quantity.

2. This could be placed on the back of tokens, and could retrofit all URTEs into numbered tokens like the Rod of Seven Parts.

3. The numbers could be written on the back of the party card, and checked against those same numbers in the coaching room.

4. After the fact, TD can see which URTEs are getting used how frequently, and detect if someone has managed to subvert the coaching and epilogue checks and somehow get a number used more than once.

5. This would also prevent the potential for passing off one token among multiple people in the group (which strikes me as a boogeyman, but whatever).

6. For supreme fanciness, these tokens could have a bar code, and some software could be written with a bar code scanner to actually like, do stuff. But that seems impractical.

Maybe offer free stickers to everyone who shows up at 2017 presentations for their tokens, and any URTEs ordered as a PyP. Or charge $1 per token to retrofit it, and say non-retrofit URTEs can't be used.

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Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #107

Another thought:

I would expect the "wandering URTEs" is limited pretty much to CoA, and perhaps to HoP+RoR+CoGF or AoTF+RoR+CoGF builds.

We could have a "checking threshold" - if your treasure chip pull is 12 or fewer (including your free 3), no checks.

Checks on 12 and above.

The cap could go up every time the treasure cap raises.


I just don't know that we need to involve people with a Lenses of Fortune or 2 Ioun Stones of +2 Treasures in all this. I don't think they are causing the problem.


If this causes criminals to "go underground" and manage their builds to only have 12 tokens then.... mission accomplished?

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Last edit: by Matthew Hayward.

Dealing with "wandering" Treasure Enhancers 7 years 6 days ago #108

Final thought for the night:

I don't like the "every player must physically handle their URTEs."


I equip an entire group. I keep all our URTEs in two binder pages.


I know I am not the only one to do this.


I don't want to have to pull my tokens out of their sleeves and hand them to 9 people and collect them back every time through the dungeon, doing so exponentially increases the chance of them getting lost and adds nothing to reduce the ability to abuse them - in fact it is much easier for my coach and epilogue checker to look at 2 sheets each with 10 tokens than it is to look at 10 peoples hands.

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