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TOPIC: Proposed Variable Effects for 2019-2020

Proposed Variable Effects for 2019-2020 5 years 2 days ago #61

Druegar wrote:
Eldritch Runestone
Fire damage inflicted upon the user is reduced by 5 points per attack


As someone who doesn't bother with Runestones, I may not be a relevant opinion. May be similar to last year, but it's boring. Might as well save boring for tokens you get to keep.

Amulet of Wonder
Sacrifice two charm slots, but gain +2 neck slots (i.e., -2 charms, +2 necks--this is in addition to the one neck slot taken up by the Amulet of Wonder)


It's not weak. I'm fine with it because, if it's overpowered, so are other things and this is just one year, and it's not boring. I'm fine with not speaking for character generator coders.

UR Special
Character gains the “Angelic” sub-type with the following benefits:

  • +4 to Dexterity (+2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
  • Heal Other: Once per game, you may heal 4 HP on another character (no bonuses can be applied to this heal; you may not target yourself)
  • Immune to possession


Somewhat interesting. But, I'm not giving away URs for somewhat interesting one-shot effects. I see a fundamental problem with Specials and just changing character stats for a run. Sure, any consumable is giving away money to enhance an experience. If I were sitting on Specials, I'd still be sitting on them if all they did was something like this. In the realm of just making a character better for a run, I'd imagine I'd only bother if I were trying to do a smaller than normal group at a high difficulty level, like two-character run on Nightmare or some such.

Would I blow a Special to be special for a season? Maybe. Would have to have things planned out in advance to maximize use. A single convention? Not unless I went back to GameHoleCon where I have time to spend a whole con TDing.
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Proposed Variable Effects for 2019-2020 5 years 2 days ago #62

kurtreznor wrote:

macXdmg wrote: The announcements also make for character generators available at conventions. If it is an unannounced benefit, people won’t have up to date character sheets in the coaching room.


Well, if AoW is ever determined by a die roll again, that cant be pre-gen anyway.


It could, it would just have to have effects that don't show up on the card, like damage resistance or conditional bonuses.
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Proposed Variable Effects for 2019-2020 5 years 1 day ago #63

Any news on when we might see the final version? Or even an alt version/2nd idea?

How about AoW: roll a D20, all your to-hit, +dam, saves, & retribution are set to that number, your AC is that number +10.
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Proposed Variable Effects for 2019-2020 5 years 1 day ago #64

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kurtreznor wrote: Any news on when we might see the final version? Or even an alt version/2nd idea?

How about AoW: roll a D20, all your to-hit, +dam, saves, & retribution are set to that number, your AC is that number +10.


If you really want chaos how about roll 2d12, switch those numeric column values. So if you rolled a 1(melee hit) and a 3 (AC) those values would switch. If you rolled a 5 and 12 you would switch your treasure and ranged damage :evil: We could even make a custom dice.
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Proposed Variable Effects for 2019-2020 5 years 1 day ago #65

Why you want to screw with the coaches like that?
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Proposed Variable Effects for 2019-2020 5 years 1 day ago #66

AoW - you get to have a cold drink with Jeff later that evening. Your treat.
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Proposed Variable Effects for 2019-2020 5 years 1 day ago #67

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Bob Chasan wrote: Why you want to screw with the coaches like that?

Lol, I am a coach :evil:


Also I think it wouldnt be that much work to switch 2 numbers.

edwin wrote: AoW - you get to have a cold drink with Jeff later that evening. Your treat.


I'd be down for that, Jeff might be kinda busy depending on how many people claimed the effect though ;)
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Proposed Variable Effects for 2019-2020 5 years 21 hours ago #68

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My two CP:

Eldritch Runestone: Meh. Okay, it is better than the Ring of Fire Absorption, but generally worse than Ring of FIre Resistance. Rare runestones seem to run about the same power level as rare rings, So the limited supply Exalted (Rare+) runestone should be obviously better. I also agree that it feels targeted to one specific dungeon and is not as useful in the others. I definitely would not burn one of my dwindling supply of ERs on this (especially with the amount of Fire Reduction already out there).

Amulet of Wonder: I like the effect. I realize its a hassle for the app builder, and arguably is a bit overpowered for Druids and Rogues who have their Legendary Neck slots. But from a standpoint of being useful and interesting, it definitely passes.

Special: Sorry, but not seeing it. One UR consumable is not worth 4-5 UC consumables. Because that's basically what this is, three Dex potions and a healing potion. If you want to make it an Angel: add 2 points of Sacred damage to all attacks/spells, Heal 2 (self or other, 1/room), immune to possession and falling damage, and +3 damage taken from Darkrift. Now that would be Emmet Brickowski worthy.
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Proposed Variable Effects for 2019-2020 4 years 11 months ago #69

Just a suggestion that might make things easier.

Eldritch Runestone: Add 1 extra Neck Slot (no change to Charm count)

AoW: +3 Fire damage for Melee, Missile and Spells

Special: (as before)
Character gains the “Angelic” sub-type with the following benefits:
+4 to Dexterity (+2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Heal Other: Once per game, you may heal 4 HP on another character (no bonuses can be applied to this heal; you may not target yourself)
Immune to possession

BTW: If there was really a desire to remove Specials and Eldritch Runestones (and AoW for that matter), TPTB would only have to list them in Transmute recipes, even as an option. That would bring out any not destined for collections pretty quickly.
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Proposed Variable Effects for 2019-2020 4 years 11 months ago #70

Cranston wrote: Just a suggestion that might make things easier.

Eldritch Runestone: Add 1 extra Neck Slot (no change to Charm count)

AoW: +3 Fire damage for Melee, Missile and Spells

Special: (as before)
Character gains the “Angelic” sub-type with the following benefits:
+4 to Dexterity (+2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Heal Other: Once per game, you may heal 4 HP on another character (no bonuses can be applied to this heal; you may not target yourself)
Immune to possession

BTW: If there was really a desire to remove Specials and Eldritch Runestones (and AoW for that matter), TPTB would only have to list them in Transmute recipes, even as an option. That would bring out any not destined for collections pretty quickly.


I like your idea for the Eldritch Runestones. If that were the effect I'd burn a few of them this year for sure.
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Proposed Variable Effects for 2019-2020 4 years 11 months ago #71

Rob F wrote:

Cranston wrote: Just a suggestion that might make things easier.

Eldritch Runestone: Add 1 extra Neck Slot (no change to Charm count)

AoW: +3 Fire damage for Melee, Missile and Spells

Special: (as before)
Character gains the “Angelic” sub-type with the following benefits:
+4 to Dexterity (+2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Heal Other: Once per game, you may heal 4 HP on another character (no bonuses can be applied to this heal; you may not target yourself)
Immune to possession

BTW: If there was really a desire to remove Specials and Eldritch Runestones (and AoW for that matter), TPTB would only have to list them in Transmute recipes, even as an option. That would bring out any not destined for collections pretty quickly.


I like your idea for the Eldritch Runestones. If that were the effect I'd burn a few of them this year for sure.


I think a wish ring effect for an eldritch runestone is substantially overshooting the mark on what an eldritch runestone should do (especially given recent ruling that the wish ring needs to be equipped to grant its effect).
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Proposed Variable Effects for 2019-2020 4 years 11 months ago #72

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Matthew Hayward wrote:

Rob F wrote:

Cranston wrote: Just a suggestion that might make things easier.

Eldritch Runestone: Add 1 extra Neck Slot (no change to Charm count)

AoW: +3 Fire damage for Melee, Missile and Spells

Special: (as before)
Character gains the “Angelic” sub-type with the following benefits:
+4 to Dexterity (+2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
Heal Other: Once per game, you may heal 4 HP on another character (no bonuses can be applied to this heal; you may not target yourself)
Immune to possession

BTW: If there was really a desire to remove Specials and Eldritch Runestones (and AoW for that matter), TPTB would only have to list them in Transmute recipes, even as an option. That would bring out any not destined for collections pretty quickly.


I like your idea for the Eldritch Runestones. If that were the effect I'd burn a few of them this year for sure.


I think a wish ring effect for an eldritch runestone is substantially overshooting the mark on what an eldritch runestone should do (especially given recent ruling that the wish ring needs to be equipped to grant its effect).


I dont know, I feel like the older the rune stone gets the more ok it is for it to have wild and crazy effects. At least for the consumable ones anyway.
Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”
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