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TOPIC: Transmute Ideas Please!

Transmute Ideas Please! 5 years 1 month ago #253

Xavon wrote: +2 Mace of Prayers
3-4-5-{6}-7-8-9-{10}
On {} heals 2 damage to another player of your choice
Usable by: Cleric

+3 Mace of Prayers
4-5-{6}-7-8-9-{10}-11
On {} heals that amount damage to another player of your choice
Usable by: Cleric

(so six or ten, depending on the slide)


I like this idea! AND I do not play a cleric.

I would perhaps cut the damage down a little and throw a third healing side onto it.

(3)-4-5-(6)-7-8-(9)
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Transmute Ideas Please! 5 years 1 month ago #254

Lordoftherealm wrote:

Xavon wrote: +2 Mace of Prayers
3-4-5-{6}-7-8-9-{10}
On {} heals 2 damage to another player of your choice
Usable by: Cleric

+3 Mace of Prayers
4-5-{6}-7-8-9-{10}-11
On {} heals that amount damage to another player of your choice
Usable by: Cleric

(so six or ten, depending on the slide)


I like this idea! AND I do not play a cleric.

I would perhaps cut the damage down a little and throw a third healing side onto it.

(3)-4-5-(6)-7-8-(9)


I hope we avoid damage wheels with odd number of numbers. Just repeat one of them.
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Transmute Ideas Please! 5 years 1 month ago #255

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.
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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Transmute Ideas Please! 5 years 1 month ago #256

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?
Last edit: by Mike Steele.
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Transmute Ideas Please! 5 years 1 month ago #257

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.

"Ceci n'est pas une pipe" - Magritte
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Transmute Ideas Please! 5 years 1 month ago #258

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


There is one oddball out there with only 3 spots, the +1 Mug of Brawling

But other than that, not only are they all 4, 6, 8, or 10 numbers, they follow consistent patterns of where the numbers are placed. Counting degrees from the top, the numbers are positioned at
For 4 - 45, 135, 225, 315
For 6 - 0, 60, 120, 180, 240, 300
For 8 - 22.5, 67.5, 112.5, 157.5, 202.5, 247.5, 292.5, 337.5
For 10 - 0, 36, 72, 108, 144, 180, 216, 252, 288, 324

The only exceptions that I noticed are a handful of the old wooden tokens from 2006:
+2 Dagger
Gearons +2 Heavy Mace
Masterwork Silver Dagger
Masterwork Spear
(there may be a few others, and it is possible that my visual review missed instances of "off by a few degrees")

I hope this pattern continues... for reasons...
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Transmute Ideas Please! 5 years 1 month ago #259

Brad Mortensen wrote:

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.


UR weapon
+5 non-euclidian dagger (6, 7, 8, 9, 10) : use the lowest number hit zone your puck is in. May crit on a 13.
this is not a signature.
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Transmute Ideas Please! 5 years 1 month ago #260

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Brad Mortensen wrote: Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.




Semper Gumby, Always flexible.

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Last edit: by Picc.
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Transmute Ideas Please! 5 years 1 month ago #261

Brad Mortensen wrote:

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.


So - is there a reason the damage wheel has to match a die? Is it just to be consistent with D&D?
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Transmute Ideas Please! 5 years 4 weeks ago #262

Mike Steele wrote:

Brad Mortensen wrote:

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.


So - is there a reason the damage wheel has to match a die? Is it just to be consistent with D&D?


It is aesthetically pleasing?

It makes templating easier?

It helps my super-secret thing that I'm working on?
Last edit: by Fiddy.
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Transmute Ideas Please! 5 years 4 weeks ago #263

Fiddy wrote:

Mike Steele wrote:

Brad Mortensen wrote:

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.


So - is there a reason the damage wheel has to match a die? Is it just to be consistent with D&D?


It is aesthetically pleasing?

It makes templating easier?

It helps my super-secret thing that I'm working on?


Because magic...
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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Transmute Ideas Please! 5 years 4 weeks ago #264

Fiddy wrote:

Mike Steele wrote:

Brad Mortensen wrote:

Mike Steele wrote:

Druegar wrote:

Fiddy wrote: I hope we avoid damage wheels with odd number of numbers.

Damage wheels should always have either 4, 6, 8, or 10 numbers.


I didn't know that. :)

What problem would there be if it had 3, 5, 7, or 9 numbers?


Damage wheels model die rolls. Regular polyhedrons have an even number of faces. Only some unholy non-Euclidean Cthulhu-ian abomination would have an odd number.

So this year it might be okay.


So - is there a reason the damage wheel has to match a die? Is it just to be consistent with D&D?


It is aesthetically pleasing?

It makes templating easier?

It helps my super-secret thing that I'm working on?


I kind of want an odd number for the damage wheel just to push the boundaries. Let's crank that great sword up to 11. :)
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