Ken Milam wrote: Did Odin's Haven this year as my second full fledged dungeon. Our group was all RPG players although we were down to 7. I got some extra tokens to power my monk up, so much so the guy doing the character sheets said it was the most he'd seen. Basically I got my AC up +5, a necklace that damages things that hit me, and immunity to cold in addition to +3 dex, and some utility stuff.
I got hit every single time something tried to hit me. I don't understand what AC does... Also, why have immunity to cold if a 'different' kind of cold still does damage? I'm missing the rule book I need to build a useful character. I read the players handbook already too.
Also, the room with the Giants seemed to be just a if you have this high of a DPS you can pass or else its a party wipe kind of room. It would have been better for us to be really slow with our turns so we just failed and took the room damage as opposed to more than half the party dying.
I'm looking for help on what I did wrong so I can do better next time, sorry if it comes off as a little negative.
Hello Ken,
Welcome! I had a similar experience to you after playing for a few years and it caused me to really look into the rules and learn more about tokens. It's not necessary at all to do to that in order to play and have fun, but if you like trying to understand the rules here are some resources:
1. Use a community maintained character builder like this one:
tdcharactercreator.com/#/login/
or this spreadheet:
www.davidallenkrause.com/TrueDungeonCharacterGenerator.aspx/
To experiment with gear and see how it impacts your stat line on the "party card."
2. You can see descriptions of the tokens available here:
tokendb.com/
Which can be pretty overwhelming. Maybe start with the Rares and Uncommons of the current year that your class can equip - that should keep it to ~60 tokens to look at.
3. Probably the single most important rules nuance to know is this:
If a token boosts something on the party card, then the DM knows about it and has already taken it into account. These are usually unconditional boosts to STR, DEX, CON, WIS stats, melee or ranged hit or damage, AC, or RFLX, FORT, WILL saves.
If a token is conditional (e.g. "+6 to save vs. Gaze attacks"), +3 to damage while in The Bliss, -2 from Fire damage, then the DM does not know you have it and you need to proactively ask/notify them.
3. You can download the Players Handbook and DM guide from here:
truedungeon.com/resources
Specific answers to your questions:
* I don't believe you could have had straight immunity to cold - I don't think any token does that - although the 5th level Druid has a 3rd level spell that grants that. Did you maybe some kind of cold resistance (e.g. -2 from cold, or 1/2 damage from cold)? Or immunity to _natural_ cold?
For better or worse TD has some what ambiguous and graduated elemental damage types. In particular a distinction is made between "natural" heat and cold, and un-natural (magical, alchemical, ...) heat and cold.
Your DM wouldn't know about your cold resistance - for all conditional bonuses you just need to ask if you think it's relevant. E.g. the DM says "You've been hit with an ice blast for 8." You just need to ask "is that cold damage?" they say yes, you apply your cold resistance to the damage and record your HP accordingly.
* AC does what you'd expect, but monsters have many attack types. In particular the Giants may have had AOE attacks that were defended against with a save of some kind, not AC.
* +5 AC is pretty good for a monk, but that would leave you at an AC of 16 (base for Monk) +5 = 21. If your +3 DEX didn't already get counted you'd get an additional +2, for a total AC of either 21 or 23.
A human fighter with a single rare Torso slot armor token would have an AC of 19. My point is an AC of 21-23 isn't really high.
Monsters on Normal have a typical to-hit of around +8. The giants were end bosses, so maybe they had like +10-12.
That means they would hit an AC of 21 on a roll of something like 10-14 (assuming they were making an AC based attack, not a save based attack).
Here are some targets for Normal in terms of planning your build:
Get hit around 1/2 the time in combat: AC ~18
Rarely get hit in combat: AC ~28
Save around 1/2 the time: All saves 8 or better
Rarely fail a save: All saves 18 or better
Hit a monster on a 10+ slide: +12 to hit
(Remember, bards can add +1 to hit, or more with the right instrument, Priests can add +1/2 to hit with prayer/bless).
I appreciate it can be frustrating to get started with the rule system, but if you have questions people here will help. Once you get used to it it's not too hard.
Also - the Giants were really difficult (at Gen Con my group didn't beat them either).