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TOPIC: Ultra Rare Token Ideas

Ultra Rare Token Ideas 5 years 2 months ago #193

I at least aim for a lower AC. I have to work around the Shark Tooth Armor with 7 AC as it is now.

Currently my Dwarf Fighter is 23 retribution and only 12 AC.
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Ultra Rare Token Ideas 5 years 2 months ago #194

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.
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Ultra Rare Token Ideas 5 years 2 months ago #195

kurtreznor wrote:

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.


Non offensive is probably (?) ok? Seems like the perfect gear for a Bard with lyre of echoes, or a rogue that has to have a 1 round delay for sneak attack.
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Ultra Rare Token Ideas 5 years 2 months ago #196

Endgame wrote:

kurtreznor wrote:

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.


Non offensive is probably (?) ok? Seems like the perfect gear for a Bard with lyre of echoes, or a rogue that has to have a 1 round delay for sneak attack.


It would be perfect for spellcasters as well, if they wanted to alternate between spells and melee. If we say non-offensive action though, it couldn't be a damage spell. I actually like it at UR level, but a similar lower powered token could also be at rare level.

It clearly isn't aimed at builds that have "to hit" bonuses already high enough that they rarely miss.
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Ultra Rare Token Ideas 5 years 2 months ago #197

Mike Steele wrote:

Endgame wrote:

kurtreznor wrote:

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.


Non offensive is probably (?) ok? Seems like the perfect gear for a Bard with lyre of echoes, or a rogue that has to have a 1 round delay for sneak attack.


It would be perfect for spellcasters as well, if they wanted to alternate between spells and melee. If we say non-offensive action though, it couldn't be a damage spell. I actually like it at UR level, but a similar lower powered token could also be at rare level.

It clearly isn't aimed at builds that have "to hit" bonuses already high enough that they rarely miss.


I'm now thinking this should be explicitly limited to the classes that aren't primarily spellcasters. Aiming really sounds like something that you'd get by virtue of training. Being better at melee is already something we hand out too freely.
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Ultra Rare Token Ideas 5 years 2 months ago #198

Aiming to me feels like a ranged ability.

I guess we could call it "studying your target" if we want to include melee

Either way, I think the idea has some merit.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 
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Ultra Rare Token Ideas 5 years 2 months ago #199

Fiddy wrote:

Mike Steele wrote:

Endgame wrote:

kurtreznor wrote:

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.


Non offensive is probably (?) ok? Seems like the perfect gear for a Bard with lyre of echoes, or a rogue that has to have a 1 round delay for sneak attack.


It would be perfect for spellcasters as well, if they wanted to alternate between spells and melee. If we say non-offensive action though, it couldn't be a damage spell. I actually like it at UR level, but a similar lower powered token could also be at rare level.

It clearly isn't aimed at builds that have "to hit" bonuses already high enough that they rarely miss.


I'm now thinking this should be explicitly limited to the classes that aren't primarily spellcasters. Aiming really sounds like something that you'd get by virtue of training. Being better at melee is already something we hand out too freely.


Break out the heavy crossbows!

"Ceci n'est pas une pipe" - Magritte
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Ultra Rare Token Ideas 5 years 2 months ago #200

Brad Mortensen wrote:

Fiddy wrote:

Mike Steele wrote:

Endgame wrote:

kurtreznor wrote:

Mike Steele wrote:

kurtreznor wrote:

Wade Schwendemann wrote:

Mike Steele wrote: Ioun Stone of Aiming: +10 to hit on your next turn if you take no action this turn but aim.


Is it too good if it becomes "if no offensive action taken this turn"?


I was about to suggest adding a damage bonus or else it is rarely worth skipping your turn. I would only skip my attack if i had no chance of hitting and needed the +10...at which point, i think this is actually rare level (not UR).
BUT, i like the idea of still no damage bonus, but allow non-offensive actions. That would encourage more utility actions, and i like when players are rewarded for doing something other than just sliding a puck. It gives players agency to decide what they think is the best action.


I had thought of adding damage as well, and it would make sense to do so if it wouldn't make it overpowered, because if you're aiming you might hit a more vital spot and do more damage.

I was thinking this would help people that are "punching above their class" maybe by playing a higher difficulty level than their build would normally support, or in rooms where there are minuses to hit.

I'm very open to allowing some sort of non-offensive action, if it wouldn't make it overpowered. I like the basic idea of sacrificing a turn of combat in order to make your next turn of combat a lot better, especially in cases where you're not very likely to hit without this bonus.


If you are trying to design for those reaching for a higher difficulty, i think this idea would do better at lower rarities. Maybe design a number of these with much smaller bonuses, but they can stack. For example:
Uncommon belt : skip round to get +3 to-hit next round.
Rare bracers : skip round to get +4 damage next round.
Uncommon glasses : skip round to get +2 to-hit next round.
Common ioun stone : skip round to get +1 damage next round.
Rare boots : skip round to get +2 AC and saves for rest of combat.
Common gloves : skip round to get +1 to-hit next round.

Each item isnt that great, but for new players with few tokens, equipping them all will let you have a big attack every other round.

My only concern with this design is the 'feel bad' of skipping a turn. No one likes to skip their turn. Maybe allowing non-offensive action will still be okay with small bonuses? We just have to be careful with the balancing.


Non offensive is probably (?) ok? Seems like the perfect gear for a Bard with lyre of echoes, or a rogue that has to have a 1 round delay for sneak attack.


It would be perfect for spellcasters as well, if they wanted to alternate between spells and melee. If we say non-offensive action though, it couldn't be a damage spell. I actually like it at UR level, but a similar lower powered token could also be at rare level.

It clearly isn't aimed at builds that have "to hit" bonuses already high enough that they rarely miss.


I'm now thinking this should be explicitly limited to the classes that aren't primarily spellcasters. Aiming really sounds like something that you'd get by virtue of training. Being better at melee is already something we hand out too freely.


Break out the heavy crossbows!


Maybe that's a way to get Heavy Crossbows back into use. :)

Maybe the token would allow free actions, but the regular action would need to be aiming. If that were the case, Heavy Crossbows probably wouldn't work because your regular action would be readying the crossbow.

The token would probably see more use though if it allowed you to do a non-offensive action with your standard action. That isn't very consistent with taking a turn to aim though.
Last edit: by Mike Steele.
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Ultra Rare Token Ideas 5 years 2 months ago #201

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Jason Efford wrote: I at least aim for a lower AC. I have to work around the Shark Tooth Armor with 7 AC as it is now.

Currently my Dwarf Fighter is 23 retribution and only 12 AC.


lol, what if we made the set bonus a negative to AC
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Ultra Rare Token Ideas 5 years 2 months ago #202

Lenses of Vital Strike - grants Dexterity Bonus to Damage with range weapon

Does not stack with mighty weapons or apply to thrown weapons.
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Ultra Rare Token Ideas 5 years 2 months ago #203

Michael Ernst wrote: Lenses of Vital Strike - grants Dexterity Bonus to Damage with range weapon

Does not stack with mighty weapons or apply to thrown weapons.


That would be completely broken with the Legendary bow, wouldn't it?
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Ultra Rare Token Ideas 5 years 2 months ago #204

Mike Steele wrote:

Michael Ernst wrote: Lenses of Vital Strike - grants Dexterity Bonus to Damage with range weapon

Does not stack with mighty weapons or apply to thrown weapons.


That would be completely broken with the Legendary bow, wouldn't it?


Considering one can get their Dex up to about 50 without really trying, I would think so.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
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My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 
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