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TOPIC: New Players Handbook Beta
New Players Handbook Beta 7 years 1 month ago #13
https://truedungeon.com/forum?view=topic&catid=562&id=246676#301721
I think this would be really great, as I see it as a frequent topic of conversation on the forums. "IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C
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New Players Handbook Beta 7 years 1 month ago #14
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Pg. 2 - ToC:
Pg. 4 - ToC:
Pg. 5 - Introduction:
Pg. 7
Pg. 8
Pg. 10
Pg.11 - Table
Pg. 12 - Expendable Tokens
Pg. 12 - Duplicate Tokens
Pg. 12 - What are my tokens worth
Pg. 13
Pg. 28
Pg. 30
Pg. 30 - Initiative
Pg. 30 - Initiative
All Pages
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New Players Handbook Beta 7 years 1 month ago #15
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Pg. 31 - Ranged
I thought all spells, or at least all slide spells, were ranged attacks. This is in line with the TDb wording of various tokens which explicitly boost physical ranged attacks. There would be no reason to have wording restricting tokens effects to physicla ranged attacks if spells were not ranged attacks, such as the wording found on: Bracers of Archery, Bracers of Supreme Archery, Gloves of Greater Archery ( tokendb.com/token/bracers-of-archery/ , tokendb.com/token/bracers-of-supreme-archery/ , tokendb.com/token/gloves-of-greater-archery/ ). The description of ranged combat in the PHB Beta implies that:
I am pretty the opposite ruling was explicitly handed down by Jeff during token design in 2016 for the 2017 Pixie Lyre - where it was stated explicitly that its damage bonus would affect spells without requiring the use of Earcuff of Inspiration. Now seems like a good time to clarify once and for all: a. Are slide spells cast from the character card ranged attacks, or not? b. Are non-slide spells cast from the character card (e.g. Magic Missle, Fire Dart) ranged attacks, or not? I personally think it would be incredibly confusing to have spells like: Magic Missile, Firebolt, Fire/Frost Dart not be ranged attacks. However, if those are the rules, then I would change the proposed wording in the PHB to be clearer on this point and say something like: "Note: Spells are not ranged attacks! However, as a special case, some ranged To Hit bonuses also apply to spells that require a slide and are cast from the character card. In no case do Ranged To Damage bonuses apply to any spells, unless explicitly stated otherwise by a token effect as described in tokendb.com."
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New Players Handbook Beta 7 years 1 month ago #16
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Adding some more information here, there are some glossary entries about ranged combat and spells that affirm that spells are (almost always) considered ranged combat, to wit: Page 71: "Unless specified otherwise, magical attacks are also considered ranged attacks." Page 72: Ranged Attack: A long-ranged attack made with a thrown or propelled physical weapon as well as (nearly all) magical attacks. Given these items in the glossary, the content on page 31 is all the more baffling, if magic attacks are also considered ranged attacks, why wouldn't they get all damage modifiers that pertain to ranged attacks that are not specifically restricted to physical weapons.
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New Players Handbook Beta 7 years 1 month ago #17
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Pg. 28 - Lesser maze examples
I find the way these examples are expressed to be extremely confusing in and of thesmelves, and I (sort of) understand the rules. The first scenario is actually two scenarios, and the inclusion of rolling initiative inside in the explanation of a turn in a round is confusing. Scenarios two and three have different explanations for round 1 and 2 even though there is nothing different between those scenarios in those two rounds. How about: Scenario One: Monster Wins First Initiative Round 1, Monster Phase: Monster monsts* Round 1, Party Phase: Players play, can affect the monster, and lesser maze is cast Round 2, Monster Phase: Monster spends turn in pocket dimension Round 2, Party Phase: Players play, but can't affect the monster Then the monster returns, and a second initiative is rolled, the winner of the second initiative takes their turn first in the 3rd and all following rounds. Scenario Two: Players Win First Initiative Round 1, Party Phase: Players play, can affect the monster, and lesser maze is cast Round 1, Monster Phase: Skipped as the monster has been banished Round 2, Party Phase: Players play, but can't affect the monster Round 2, Monster Phase: Monster spends turn in pocket dimension Then the monster returns, and a second inititive is rolled, the winner of the seconnd initiative takes their turn first in the 3rd and all following rounds. As you can see - Lesser Maze is always powerful but even better when the Players win the first initiative. * ...funny thing about monsters monsting... NOTE: The term "phase" is used here instead of "Turn" to match the wording in the Glossary on page 72 under Round. Phase is probably clearer anyway. Also, in this section lesser maze is inconsistently itilicized in lower case, and also non-italic and intercased.
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New Players Handbook Beta 7 years 1 month ago #18
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Pg. 32 - Alchemical Weapons
"Weapon oils may be applied to alchemical weapons." - this being the first mention of Weapon oils may lead one to believe they may _only_ be applied to alchemical weapons; especially since the explanatory text from Alchemical Weapons talks about volatile chemicals. Pg. 33 - Crit Examples
Pg. 34 - Castimg Times
Pg. 34 - End of Room vs. End of Combat
Pg. 36 - Recovering fromm Push
Pg. 37 - Incorporeal
Pg. 37 - Paralyzed
Pg. 37 - Silence
Pg. 37 - Stas for Combat
Pg. 38 - Actions in a round
Pg. 39 - Free Actions Retrieving a potion takes a free action? This seems wrong. If it were true none of these things would be possible in one round, and I believe they all are:
Pg. 39 - Unusual Time Rules
Pg. 39 - Ability Scores and Their Effects
Pg. 40 - Stat Box
Pg. 40 - The Math Before this section I'd add a simple table of: Ability Score | Bonus Modifier 6, 7 | -2
8, 9 | -1
10, 11 | +0
12, 13 | +1
14, 15 | +2
16, 17 | +3
18, 19 | +4
And so on... Before laying the algebra on them. Pg. 40 - The Party Card
Pg. 40 - Reading the Party Card
Pg. 41 - Spell Res
Pg. 43 - The Ghost Rule
Pg. 43 - Treasure
Pg. 44 - TE Loans Within Party
Pg. 44 - Miscellaneous Rules
Pg. 46 - Experience
Pg. 46 - Table
Pg. 48 - Cumulative Penalty Limitation
Pg. 49 - What makes a weapon "magical"?
Pg. 51 - Stow and Forget
Pg. 31 - Gotta Bring 'Em All
Pg. 52 - Notes: What's OK vs. Not Ok
Pg. 53 - Groups with Less Than 10 Players
Pg. 60 - Appendix 2: Identifying Tokens I would reorganize a lot of stuff in here to put the most relevant information for new players at the fronnt, I would put: FIRST: How to Read a Token SECOND: A brief, incomplete description of rarity, such as: Tokens exist in multiple rarities, detailed below. The rarities you will encounter most often in your adventures are: Common (Black text) Uncommon (Green text) Rare (Red text) Enhanced (3 point star) Ultra Rare (Purple text) Exalted (4 point star) Relic (5 point star) Legendary (Orange Back) THIRD: The Token Traits Table FOURTH: The content on Page 60. Pg. 62 - How to Read a Token
Pg. 64 - Set Bonuses
Pg. 64 - Defender Set
Pg. 65 - Elemental Eldritch Trio
Pg. 66 - Mithral Trio
Pg. 66 Mithral Quintet
Pg. 66 Viper Strike Set
Pg. 67 Appendinx 5: Magical Damage Resolution
Pg. 70
Pg. 70 - Free Action
Pg. 71 - Hostile Action
Pg. 71 - Hit Points
Pg. 71 - Natural 20:
Pg. 71 - Non-Lethal
Pg. 71 - Normal
Pg. 72 - NPC
Pg. 72 - Participation Token
Pg. 72 - Projectile Weapon
Pg. 72/3 - Puck/Slider
Pg. 73 - Single Use
Pg. 73 - Slot
Pg. 73 - Spell Resistance
Pg. 74 - Token Databasse
Pg. 74 - Traps
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New Players Handbook Beta 7 years 1 month ago #19
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Overall - Character Classes in Detail
I am not sure the RoSP classes information is sufficiently broken out, I could excuse someone for thinking, for instance, all Barbarians get to Fight After Death. I know there is a mention at the beginning that green is only available to subclasses, but it doesn't really explain what a subclass is or how you get one. I'd preface each Green skill area with a new sub-section like: Berserker Subclass Abilities Subclass abilities are obtained by redeeming a Rod of Seven Parts voucher, and apply only to the run in which the voucher is used. Or something. Classes seem to mix up the order of 4th and 5th level powers, RoSP powers, and the "4th vs. 5th" distinction. I'd recommend they all be made consistennt with:
Pg. 13 - Two-Handed Damage Bonus
Pg. 13 - Fight After Death
Pg. 14 - Bardsong
Pg. 15 - Taunt
Pg. 15-16 - Cleric Spell List
Pg. 16 - Sunburst/Searing Light Spells
Pg. 16 - Druid
Pg. 16 - Polymorph Should the description of Polymorph indicate: a. It can be ended at any time as an (instantaneous? free?) action b. it ends at the end of the room no matter what Pg. 17 - Druid Spell List
Pg. 18 - Taunt
Pg. 19 - Polymorph
Pg. 19 - Elf Wizard Spell List
Pg. 19 - Instant Safeguard
Pg. 21 - Combat Prowess Combat Prowess is confusingly stated. The word "base" in "base AC" usually means "before dexterity modification." This term is used differently for the Monk than every other class who has a "base AC of 10." For example:
So... Do Monks have a Base AC of 16? Or do Druids not have a Base AC of 10? Because it can't be both. I'd sidestep the entire issue of "base" and say instead: Combat Prowess: "4th Monks get +4 bonus to their AC, which increases to +5 if the Monk is 5th level." Pg. 21 - Flurry of Blows
Pg. 23 - Ranger
Pg. 23 - Dual-Wielding Fighting Style
Pg. 23 - Favored Enemy
Pg. 24 - Sharpshooter
Pg. 25 For: Q) Should the rogue be the only one allowed to see the clue? A) This is up to the DM, but it doesn't really matter. This seems wrong. It should either always be the players choice, or there should always be a consistent rule (e.g. show only Rogue, or show all). Anything else is asking for trouble. We already know the rogue clue is one of the points of friction and bad feelings ("Our rogue was selfish, they took the treasure") - why make it worse. Pg. 27 - Wizard Spell List
Pg. 27 - Instant Safeguard
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Last edit: by Matthew Hayward.
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New Players Handbook Beta 7 years 1 month ago #20
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Little Things I Might Add
Saving Throw Rules: The glossary describes how saves work, but I might put that in the main rules as well, perhaps with an example or two, and explanation of whether or not a 1 is always a failure and if 20 is always a success. Forums I'd include a section more towards the front advertising and suggesting people to go the forums to: form parties, seek advice, get questions answered, find trading parties. Player level vs. Character level I'd include the content under "Other Information of Note" related to experience, player level, and character level in a section with a more particular title, as this is a perenial point of confusion. Party Commposition Maybe I missed it, but I would have a more explicit party formation / composition section that details each player must play a different class, and perhaps that explains RoSP interactions with that. Token Rulings, Details, Errata, and Database It's sprinkled throughout, but I'd put somewhere more prominently a description of TokenDB and it's status as the official repository of rulings and errata for all tokens. Owner Usage of Tokens Somewhere, I'd have a section that clarifies while payers may trade tokens, and while consumables may be given away in the dungeon, permanent items may only be used by the character who has them in their inventory. Examples:
Vulnerability, Resistance, and Immunity I'd have a rules section that spells out how vulnerability, resistance, and immunity fowkr. For example, Undead take Double Damage from Sacred. My Fighter is weilding a 2 handed weapon with Ring of Brilliance for +3 Sacred. Is the entire attack doubled, or just the +3? Example 2: Lady Darlok of Nighttown is a renowned Lich, she is immune to Darkrift damage, resistant to Poison, and vulnerable to Fire and Sacred damage. My Barbarian wields a two handed weapon with: Bracers of Fire (fire damage), Ring of Brilliance (sacred damage), Ring of Enervation (Darkrift damage), and has applied Oil of Deadly Venom (poison). How is damage calculated?
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Last edit: by Matthew Hayward.
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New Players Handbook Beta 7 years 1 month ago #21
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Big Thing #1 I Might Add
Explanation of Combat Modes: I would include a section describing combat modes and not-a-modes. Something like: You may enter a room or begin combat in either melee or ranged combat, or choose to enter a room with your hand empty for spell casting, or holding a wand, a Bard instrument, a potion, or anything else you choose. Once combat begins, your character can be in a combat mode or not in combat mode. The combat modes are one of: Melee or Ranged. Your To Hit and Damage for each of Melee and Ranged combat modes are recorded on the party card. The DM will see what mode you are using by what type of weapon token you slide (if you are using a compound weapon tell the DM before you slide whether you are making a melee or ranged attack). It requires a free action to change between combat modes. While combat is going on you need not be in a combat mode, you could be doing other things with your hands, including but not limited to:
Some tokens, like Wands and Bard Instruments, have hand icons on them, indicating the number of free hands that are required to use them. It requires a free action to switch into or out of a combat mode and to empty your hands, or draw a wand, or pick up an instrument. Notes on spellcasting and hands: Generall to cast spells your hands must be empty. Exceptions to this are that you are permitted to hold a shield in your offhand, and you may hold an "... of Focus" Weapon in your main hand(s) and still cast spells. Cetain other tokens are permitted as well, such as +2 Staff of Power, all such exceptions will be mentioned in their description at tokendb.com. Notes on set bonuses and hands: If a main hand or offhand item is equipped in the melee and/or ranged combat mode in the coaching room and enables a set bonus, that item is "locked in" to that mode for the remainder of the dungeon. This does not prevent you from emptying your hands or reequipping other things in your hands (like a potion, instrument, or wand), so long as you are not engaging in the combat mode where the set item was equipped during coaching.
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Last edit: by Matthew Hayward.
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New Players Handbook Beta 7 years 1 month ago #22
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Big Thing #2 I Might Add:
While we are on the topic of set bonuses and hands, I have a problem I would like to raise. First: I would like my red build Druid to wield a +1 Greater Scimitar and Ring of Brilliance in melee, and use a Baton of Focus for spell casting. I would like its party card states to show:
Second: I would like to my UR+ Druid to obtain 5th level via the Might Trio of +2 Scepter of Might, Orb of Might, and Girdle of Might, and to use Drue's +5 Baton of Focus for spell casting. I would like its party card to show:
These results is permitted under the rules - as long as I am engaging in melee combat I must use the +1 Greater Scimitar or the +2 Scepter of Might and the Orb of Might in my hands, but when I am casting spells I: a. Can't have those things in my hands anyway. b. Can hold a Baton of Focus. In the past I have been told by coaches and character builders that creating these builds and getting these results on the party card is not permitted. This bugs me, it prevents me from using my tokens, and forces me to lay out substandard builds (either give up +5 healing and spell damage on the character card, or find some other way to make 5th level at the cost of a charm or ring slot). I would appreciate a fresh look at this and hopefully a ruling that: Since 1. Spell casting is not a combat mode, and: 2. What you have in your hands when you cast spells has no bearing on set bonuses of any kind, and: 3. What you have in your hands when you cast spells has no bearing on what you have in your hands during melee That: a. Coaches be instructed to record the builds above as described (e.g. a 5th level Druid with +5 to spell damage and healing) b. Character builder be encouraged to add a "Spell Hands" slot to their builders that accommodates "of Focus" weapons and is used to compute the spell healing and damage bonuses instead of whatever happens to be in the users main hands.
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Last edit: by Matthew Hayward.
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New Players Handbook Beta 7 years 1 month ago #23
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Big Thing #3 I Might Add
I'd make a "New Player Quick Tips" one pager with a bunch of bullets like: Try to arrive at least 30 minutes early to sign in, collect your tokens, find your coaching room, and plan your character selections True Dungeon is an immersive experience: Clues and hints are not just visual, but can come from sounds, scents, and tactile sensations. In the coaching room, try your best to make sure each player has a melee weapon and armor of some kind, other than Monks who are quite capable bare handed and for whom armor is few and far between. In the coaching room, try to make sure each Barbarian, Cleric, Dwarf Fighter, Fighter, Monk, Ranger, and Rogue has a ranged weapon in case you are attacked by distant foes - the other classes have ranged spells if necessary Characters will be injured, some may even die! - A solid primary for a new player is to reach the 7th and final room alive - A good secondary goal is to have your party complete the 7th room challenge on time - Your own character's survival through room 7 makes a great vicory even sweeter Remember - your DM doesn't know you get:
Rogues Box Ettiquite: - For Rogue: When you open the Rogue Box you will be given a choice of shiny treasure or a clue that may help the party. The choice is yours, but don't be surprised if your team mates take umbragee if you choose fabulous prizes over their well being. - For Everyone Else: You knew they were a Rogue when you took them with you, be cool when they take the treasure - we're all here to have fun! The coaches, DMs, and other volunteers are there to help you have fun! - If you have a concern or challenge you can ask any DM or staff member to fetch an Activity Coordinator (AC) - these supervisors are well equipped to address any issues that might arise, and appreciate you bringing your concerns up so they can be addressed quickly before others encounter the same challenge. Finally, Team work makes the dream work! You're all in this together!
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New Players Handbook Beta 7 years 1 month ago #24
Damn Matt. Almost took me two full beers to get through all your comments. Some nice recommendations.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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