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TOPIC: Don't understand how stats work apparently

Don't understand how stats work apparently 5 years 3 months ago #85

But the real question is what would their powers be?

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Don't understand how stats work apparently 5 years 3 months ago #86

archmage78 wrote: Ultra rare Whole Foods cat

Relic Neiman Marcus cat


Legendary. Fianna’s Tiger Cat. B)
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Don't understand how stats work apparently 5 years 3 months ago #87

It would have the power to compel all players to buy tokens
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My name is Sean Hanlin, you killed my father, prepare to die.

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Don't understand how stats work apparently 5 years 3 months ago #88

archmage78 wrote: It would have the power to compel all players to buy tokens


So it's a TE? XD
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Don't understand how stats work apparently 5 years 3 months ago #89

So Ken Milam, so you understand the apparent working of cats now? ;)
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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Don't understand how stats work apparently 5 years 3 months ago #90

Druegar wrote: So Ken Milam, so you understand the apparent working of cats now? ;)


Wait a minute, we haven’t argued about how overpowered they are. ;)
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Don't understand how stats work apparently 5 years 3 months ago #91

Give it time Harlax, it'll happen.
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously

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Don't understand how stats work apparently 5 years 3 months ago #92

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Druegar wrote: Give it time Harlax, it'll happen.


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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Don't understand how stats work apparently 5 years 3 months ago #93

:blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink: :blink:
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My name is Sean Hanlin, you killed my father, prepare to die.

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Don't understand how stats work apparently 5 years 2 months ago #94

Harlax wrote:

archmage78 wrote: Ultra rare Whole Foods cat

Relic Neiman Marcus cat


Legendary. Fianna’s Tiger Cat. B)


LOL :)
You don't have to outrun the monster, just the guy next to you - The buddy system.

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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Don't understand how stats work apparently 5 years 2 months ago #95

1) I played Normal on Fri. The DM (who knows me) picked on me specifcally, and missed every attack. We rescued the prisoner and did fine. At GenCon, we ignored the prisoner, got roughed up, and lost one player before being pushed on.

2) I think DMs should adjust to shorthanded parties, i.e. instead of full-party swipes/breath, or throwing one adventurer into another, do a couple single-target attacks instead.

Wayne Rhodes wrote:

Krym wrote: 3 players short...+3 AC/Hit, +5 hp.

The only problem with the idea is coaches need to fill out the party card and sometimes players show up late.


Late arrivals would make that an issue (is there a way to alert a Coach that tickets are unsold?), but an HP bonus is as simple as "give yourselves +4 HP for this dungeon." Stickers could also be given out in Coaching or Training to shorthanded groups, affixed to the party card on empty slots, or on the player cards, that could be marked off by DMs for an extra heal or damage spell or something.

Ro-gan wrote: Have NPCs walking around outside the Dungeons and able to be bribed for information and Tokens that will be useful to the Parties going on their adventures.

Justice wrote: Any ideas on why TD stopped this? Was it taxing on Volunteers? Did others not like this?


Dunno if it's to keep costs lower by using fewer volunteers, but that's an NPC job I'd love!

Krym wrote: They could glance at the player party cards around their neck. Even in the dark it shouldn’t be too difficult to gauge where their HP stands if you’re familiar with the card layout.


Disagree. Plain paper clips, often lost, in the dark, on 10 cards on moving players is too much to ask while other important things are going on. That said, as puzzle DM, I would ask if players needed to heal, after delivering any introduction, and also after a successful solution. If players said "we don't have a healer," or something, particularly if shorthanded, that might be a chance for boons or bribes.

Acherin wrote: Your DM might have been thinking you were referencing the wrong token, which is rather easy to do after explaining 30 times before your run how Cap of the North works they might have jumped the gun and assumed you were asking the same question.


Also, 1) DMs are human and make mistakes and 2) You control your HP and your resistances.
If you are 99% sure your DM is mistaken, make your own adjustments to HP loss as seems right to you, and bring it up after your dungeon to someone who might know better when the clock isn't ticking.

Just guessing, if Jeff wanted damage to be irreducible (not unavoidable, which would theoretically be a different thing, i.e. more about saves or Evasion than damage reduction), the damage would be Eldritch, not "special cold." That said, it should probably be laid out, "this is a natural cold," "this is a magical cold," rather than being ambiguous.

Picc wrote: If we are going to print an in year item that makes players immune to normal X we should strive to have an example of X in the dungeon the players can easily negate for no other reason then making them feel good about the equip.


Agree. If a year's tokens include a Common with a contextual effect, that should come up in at least one of the dungeons, if not all three, all things being equal. Obviously, between planning tokens, planning dungeons, and executing dungeons, things change, maybe a puzzle or combat has to be adjusted or replaced, but ideally.
I came here to sing and collect tokens, and I'm alllll out of money.

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Don't understand how stats work apparently 5 years 2 months ago #96

Singsalot wrote: 1)
Just guessing, if Jeff wanted damage to be irreducible (not unavoidable, which would theoretically be a different thing, i.e. more about saves or Evasion than damage reduction), the damage would be Eldritch, not "special cold." That said, it should probably be laid out, "this is a natural cold," "this is a magical cold," rather than being ambiguous.


One problem I've seen over the years (that has been improving but still pops up occasionally) are times when damage is probably supposed to be Eldritch and gets described by a DM as something like "special cold" damage. I'm not saying that's what happened here, but it is something that can contribute to the overall confusion. This has much improved, but I still run into it from time to time.

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