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TOPIC: Ultra Rare Token Ideas

Ultra Rare Token Ideas 5 years 3 weeks ago #421

macXdmg wrote: There isn’t a precedence on tokendb for boomerang so I took artistic leeway, I wanted something that rivaled the VSF with GotFF at UR level that wasn’t a ranged version of the VSF. I do think that means with +2 it needs to be from 4 to 9 and should swing towards the lower end of middle. With poison it would need to be 5-10 so this would average less (with the higher spaced high end) and would not have poison resistances to concern dm’s with.

How I don’t know I care about, 4,5,6,7 seems really low for a comparison though. 4,5,6,7,8,9 seems to average better than I prefer. I mean as a player I like the crap out of that line, I just recognize it might be too much. 4,4,6,7,8,9 I like less than 4,5,7,9.

I would be open to suggestions?


Attempting to make an equal to an overpowered weapon (VSF) and another UR into 1 weapon though feels like power creep to me. Boomerangs in dnd are a d4 so that does feel right to me on the wheel. I don't have an answer either.
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Ultra Rare Token Ideas 5 years 3 weeks ago #422

wouldn't the boomerang also be considered a thrown weapon therefore getting the strength bonus too?
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Ultra Rare Token Ideas 5 years 3 weeks ago #423

Maybe on the boomerang make it only return on a miss?
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Ultra Rare Token Ideas 5 years 3 weeks ago #424

Adam Guay wrote: wouldn't the boomerang also be considered a thrown weapon therefore getting the strength bonus too?

I don't think they do in dnd, but I could be mistaken. I don't know that we need another 'mighty' weapon.
You either discover a star or you don't. You arrogant punk.
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Ultra Rare Token Ideas 5 years 3 weeks ago #425

Adam Guay wrote: wouldn't the boomerang also be considered a thrown weapon therefore getting the strength bonus too?

yes & yes
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Ultra Rare Token Ideas 5 years 3 weeks ago #426

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macXdmg wrote: Xavon and Brad had ideas in the rare thread on boomerangs. As a monk without FF I was dreaming on the idea of some returning shuriken and then realized boomerangs already kind of return, and an old TV series used the Chakram and it returned. In lieu of not reprinting the GoFF I would be interested in seeing another Monk option.

+2 boomerang
4-5-7-9
Melee or Range, one handed
Usable By: Fighter, Ranger, Barbarian, Druid
Returns if thrown

A GotFF monk will be using VSF and probably the +3 if not higher, these do not have poison and the return aspect is required or they do not give a real option to the GotFF. It compares well to Thor’s also being lower dps and fewer restrictions.

The classes that can use it I thought might have whittled their own or might have specifically been taught to use them. The boomerang seemed Druidy also since wood and such. If we wanted to remove them a metal disk weapon might be used. Clearly I assume two of these can be flurry of blows for the monk, it takes three URs and a glove slot to just skip these two slots and ranged to hit bonuses so figured these might be fine on their own.

Thoughts?


After all the Monk talk, is there a reason Monk isn't on the user list?
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Ultra Rare Token Ideas 5 years 3 weeks ago #427

I intended for monk to be on the list and missed it.

The boomerang would be dex to hit and str to damage like all thrown weapons. The boomerang would not have ammo. The 4-5-7-9 is a lower power per hit average than the “OP” Viper Strike Fang but would give options to people without the trio of GotFF and Two VSF. Technically it gives options to those with as well as they can take a lower average and slightly less high damage (1 less) for a bonus of no poison on the wheel. It would work with un upgraded vsf builds 100% actually and be options. I think it also gives options to other classes below the Legendary option. The class list was to add a restriction that would allow a slightly higher dps build than letting all and ending up with a hammer. The hammer is good, a monk can’t flurry with it though, and I want something, GotFF or a real replacement option.

I’ll admit this is 100% moot if the monk legendary says ranged and melee with melee weapons. Fighters and druids might still like it, and those without the legendary if that is the case.
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Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060
Last edit: by macxdmg. Reason: I forgot to remove a thought section
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Ultra Rare Token Ideas 5 years 2 weeks ago #428

What would a fighter Barbarian two handed weapon look like. Would it be cleaver with an additional 2 points baked in or would it have an ability the pally would detest.

In rares it seems to be that they can main hand a two handed weapon a pally can two hand, I am not interested in this. Actually a rule like that on the fighter card might make token development easier, can single hand any two handed weapon the fighter and pally can both wield, but I digress.

Two handed fighter and barbarian weapon, at the ultra rare level: corrupted tree, the whole tree - 5/7/7/9/13/18 would be a direct translation of the deathcleaver . 6/8/8/10/14/17 is a single handed legendary though Welfor’s . While I’m linking issues, 6/8/8/9/14/19 is the upgraded deathcleaver not even Averon’s.

Back to +2 corrupted tree, the whole tree -
5/6/7/8/9/13/14/19 - Barbarian, Fighter - two hands
this seems blah
5/7/7/9/13/18 - Barbarian, Fighter - two hands - hit on target heals wielder 3 points and cannot be healed by food or drink for this room
Seems better
5/7/7/9/13/18 - Barbarian, Fighter - two hands - On hit monster takes -1 on saves, cumulative to 6 per room? Aka round three if two are being wielded, round two rounds if three are being wielded. This seems more bardic than fighters and barbarians bathing in the blood of their enemies.

Anyone want to help finish this out?
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macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060
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Ultra Rare Token Ideas 5 years 2 weeks ago #429

In honor of the recent website changes how about Shoes of the Stink. Rogue only, +3 poison damage to each hit, may not sneak attack.
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Ultra Rare Token Ideas 5 years 2 weeks ago #430

Brokkr wrote: In honor of the recent website changes how about Shoes of the Stink. Rogue only, +3 poison damage to each hit, may not sneak attack.


Interesting idea. I assume we'd track the "can't sneak attack" by a note on the party card (or somehow to actually let DMs know). I kinda feel like the trade-off is a net negative for rogues though.
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Ultra Rare Token Ideas 5 years 2 weeks ago #431

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Fiddy wrote:

Brokkr wrote: In honor of the recent website changes how about Shoes of the Stink. Rogue only, +3 poison damage to each hit, may not sneak attack.


Interesting idea. I assume we'd track the "can't sneak attack" by a note on the party card (or somehow to actually let DMs know). I kinda feel like the trade-off is a net negative for rogues though.


You know that's an interesting idea. I doubt I'd use it because I like sneaking but I could see such an item creating a different build path for pure dps rogues. Might need to bump up the damage to +4 to make them better then boots of the north (which are sneak compatible). I think an item that takes away a major class feature like sneak should realistically provide similar damage over time at a minimum.

So 3 combats average, 1 sneak per combat (with out sneak altering items), and let's assume 1 non sneakable combat (ranged, construct, miss, etc) is about +40 damage per dungeon from sneaking.

Taking 3 rounds of combat as fairly average, these boots could net out to 3combats×3roundsx4damage=36 damage if they were +4. I could see people who wanted a change going for something like that if they didnt like gambling all their extra damage on a handful of rolls or they thought they could stretch out combat.
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Last edit: by Picc.
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Ultra Rare Token Ideas 5 years 2 weeks ago #432

+1 Staff of Static - Wizards only - damage wheel 2,3,4,5

Any sliders hitting the Wizard's slider on the combat board adds 2 shock damage to the total damage for the sliding player (if a hit is scored).

Not sure if this adds time to the rounds, but I think there is a tactical component - like getting the wizards to slide first, etc.

Could be that this is over / under powered, but can be adjusted as necessary.

Thoughts?
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