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TOPIC: Rare Token Thoughts?

Rare Token Thoughts? 3 months 4 weeks ago #85

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Beertram wrote: 300 GP Holy Offering: Cleric Paladin: Sacrifice to gain the rogue or bard clue (1 use).

Mystery Potion: Drink in coaching room to gain a random effect. (they would roll a die and gain a favorable or unfavorable effect.) It could obviously be +/- stats or HPs, it could be invisible until they first attack, silenced for the first 3 rooms,...


So I can have 3 Rares and completely bypass a UR (Druid's Bowl) that is 1/game or a UR (Rogue's Crowbar) that deals 10 damage to the user. I understand it is a consumable but still feels very powerful.

I like the Mystery Potion, unless it is in my starter pack and I drink it and it is a negative effect. Consumable rare for players that only use starter packs suck but it happens. It would suck even more if it had a potential negative effect, especially if it was silence and I am a caster.

Just my two cents.
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Last edit: by jedibcg.

Rare Token Thoughts? 3 months 4 weeks ago #86

Yeah, I think the fact that it is not only a consumable, it is also gold. Maybe use the 400 GP one?

Maybe the Mystery Potion doesn't have to have direct negatives, but more of the fun and challenging ones like the silence or polymorphed into something which would be challenging to play. I think at most a direct negative should be no more than -1 to a stat and that would not really affect a new player as stats start out odd. There could be 20 different effects?

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Rare Token Thoughts? 3 months 4 weeks ago #87

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Beertram wrote: Yeah, I think the fact that it is not only a consumable, it is also gold. Maybe use the 400 GP one?

Maybe the Mystery Potion doesn't have to have direct negatives, but more of the fun and challenging ones like the silence or polymorphed into something which would be challenging to play. I think at most a direct negative should be no more than -1 to a stat and that would not really affect a new player as stats start out odd. There could be 20 different effects?


Any negative on a consumable rare would feel like a waste though even if it didn't affect the build. So I drink this random potion I got in my pack and it didn't do anything, I would rather have had gold. I dunno.
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Rare Token Thoughts? 3 months 4 weeks ago #88

Maybe we have a "good effects only" list for normal and a random effects list for hardcore/NM?
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Rare Token Thoughts? 3 months 4 weeks ago #89

Wade Schwendemann wrote: Maybe we have a "good effects only" list for normal and a random effects list for hardcore/NM?


An elegant solution! This would be easy to implement, have a table with 20 slots, 1-10 good, 11-20 bad.

On normal roll a d6, on hardcore/nightmare/epic roll a d20.

Adjust the table good/bad threshold as desired, but that would be the general idea.

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Rare Token Thoughts? 3 months 3 weeks ago #90

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Matthew Hayward wrote:

Wade Schwendemann wrote: Maybe we have a "good effects only" list for normal and a random effects list for hardcore/NM?


An elegant solution! This would be easy to implement, have a table with 20 slots, 1-10 good, 11-20 bad.

On normal roll a d6, on hardcore/nightmare/epic roll a d20.

Adjust the table good/bad threshold as desired, but that would be the general idea.


I like this now. The question is would we (heavy token buyers) use it or is destined to just become ink?
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Rare Token Thoughts? 3 months 3 weeks ago #91

jedibcg wrote:

Matthew Hayward wrote:

Wade Schwendemann wrote: Maybe we have a "good effects only" list for normal and a random effects list for hardcore/NM?


An elegant solution! This would be easy to implement, have a table with 20 slots, 1-10 good, 11-20 bad.

On normal roll a d6, on hardcore/nightmare/epic roll a d20.

Adjust the table good/bad threshold as desired, but that would be the general idea.


I like this now. The question is would we (heavy token buyers) use it or is destined to just become ink?


I think it would be more likely to be used than any other type of potion, with the exception of possibly healing potions.

To keep sanity in the coaching room though the effects would probably have to be designed (mostly?) to not impact the party card.

"Gains free movement" / "Immunity to surprise" / "Gain Psychic ability" / "Immune to NM-missiles" would be OK effects because no erasing is needed if you don't record it right the first time.

+2 to AC probably isn't OK because then the coach needs to process your roll result right as they are writing down your card the first time and hampers pre-generated cards.

The other effects should probably be things like adjustments to starting HP, DR boosts, damage vulnerabilities, or other wacky stuff (must slide with non-dominant hand, gain +1 to scroll, wand damage, etc.).

Probably also needs a "one mystery potion per character per run" clause.

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Last edit: by Matthew Hayward.

Rare Token Thoughts? 3 months 3 weeks ago #92

Matthew Hayward wrote:

jedibcg wrote:

Matthew Hayward wrote:

Wade Schwendemann wrote: Maybe we have a "good effects only" list for normal and a random effects list for hardcore/NM?


An elegant solution! This would be easy to implement, have a table with 20 slots, 1-10 good, 11-20 bad.

On normal roll a d6, on hardcore/nightmare/epic roll a d20.

Adjust the table good/bad threshold as desired, but that would be the general idea.


I like this now. The question is would we (heavy token buyers) use it or is destined to just become ink?


I think it would be more likely to be used than any other type of potion, with the exception of possibly healing potions.

To keep sanity in the coaching room though the effects would probably have to be designed (mostly?) to not impact the party card.

"Gains free movement" / "Immunity to surprise" / "Gain Psychic ability" / "Immune to NM-missiles" would be OK effects because no erasing is needed if you don't record it right the first time.

+2 to AC probably isn't OK because then the coach needs to process your roll result right as they are writing down your card the first time and hampers pre-generated cards.

The other effects should probably be things like adjustments to starting HP, DR boosts, damage vulnerabilities, or other wacky stuff (must slide with non-dominant hand, gain +1 to scroll, wand damage, etc.).

Probably also needs a "one mystery potion per character per run" clause.


Speaking as a coach, I'd be ok with stuff like +2 ac. It wouldn't be any different then turning in a damage runestone or the years when AoW effect was generated by a dice.

Only stuff I would want to avoid would be stat changes, +2 damage changes 1 number, +2 dex changes 3 but honestly even then it wouldn't be a super huge deal.

All that said I'd probably ink the pot, my wife would probably use it through, she loves that kind of stuff.
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Last edit: by Picc.

Rare Token Thoughts? 3 months 3 weeks ago #93

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Matthew Hayward wrote:
Probably also needs a "one mystery potion per character per run" clause.

I don’t know about that. who decides who gets to drink theirs if multiple players what to? No reason to make anyone salty if the affects aren’t party card affecting.
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Rare Token Thoughts? 3 months 3 weeks ago #94

jedibcg wrote:

Matthew Hayward wrote:
Probably also needs a "one mystery potion per character per run" clause.

I don’t know about that. who decides who gets to drink theirs if multiple players what to? No reason to make anyone salty if the affects aren’t party card affecting.


1 per character per run, not 1 per run - like a totem paint.

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Last edit: by Matthew Hayward.

Rare Token Thoughts? 3 months 3 weeks ago #95

I wouldnt make any of these into ink.
Random effects can make the run more entertaining.

I would say say we would end up doing theme runs with these being mandatory.

I think there is a lot of design space here.

+/- damage to certain enemies.
Silence
Haste (maybe)
Fear (slide off handed)
Etc.

I love this idea.

Can we/should we make it a series (C/UC/R)?
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Rare Token Thoughts? 3 months 3 weeks ago #96

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Matthew Hayward wrote:

jedibcg wrote:

Matthew Hayward wrote:
Probably also needs a "one mystery potion per character per run" clause.

I don’t know about that. who decides who gets to drink theirs if multiple players what to? No reason to make anyone salty if the affects aren’t party card affecting.


1 per character per run, not 1 per run - like a totem paint.

sorry missed the per character. i agree.
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