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TOPIC: Spolier Free Feedback for V1

Spolier Free Feedback for V1 5 months 1 week ago #97

I slide criticals at significantly higher percentages.

For the general player the percentages are much lower.

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Spolier Free Feedback for V1 5 months 1 week ago #98

Arcanist Kolixela wrote: If we could have a small overlay that shows current/max HP per character the healers could much more efficiently heal players.


You're right, but I wouldn't devote much effort specifically to this -- for healing efficiency, Zoom text chat is already a substantial improvement over the live dungeon.
dmrzzz's trade thread

Yes, my AC is lower than the Wizard's. No regrets!

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Spolier Free Feedback for V1 5 months 1 week ago #99

Yeah but one person sliding a crit is not the same as a group bumping people into (and occassionally out of) crits. I don't know how you simulate that for balance.
You either discover a star or you don't. You arrogant punk.

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Spolier Free Feedback for V1 5 months 1 week ago #100

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I ended up doing three runs of V1, even though I had originally only planned on one. I love that multiple runs revealed new things. I didn't get to go left until run 3, it took me three runs to figure out the REDACTED puzzle, and it took three runs to realize the starting NPC said something that applied to room 2!

(my comments are generic enough to not be spoilerish right?)
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Spolier Free Feedback for V1 5 months 1 week ago #101

After sleeping it off and reading more comments; further Thots:

Did anyone's personal AC ever come into play? I did two runs. I don't recall AC coming up for anyone during the run, but they did ask about it for the party card.

For the second run I built 9 out of 10 people using my token collection. It was SO much fun balancing the party for melee vs ranged; tanky vs saves... I purposely made the Paladin super AC tanky to guard the wizard. He was all dex to the point he went negative melee damage... it seems like this had no point during V1, but also all my AC based armors had no point. Defender sets were wasted slots compared to the +con or +str armors sets recently released. Similarly crown of will which I put on anyone not wearing defender was WAY better than defender. I know that AC becomes less and less useful as we get into HC and NM, but it seemed to be a not at all thing for V1.

Things I would LOVE to see for VTD2:

1. Everyone misses on even to hit rolls (or odd); 1-off combat mechanic
2. Everyone "rolls" with disadvantage for this combat.. unless you solve this mini-puzzle during the combat then everyone gets advantage.. possibly too easy for second runners unless the puzzle changes from run to run; 1-off combat mechanic
3. I miss the, here's a clue in every room better remember it for later... possibly too obvious for virtual runs
4. I miss the, total misdirects on puzzles. More red herrings please.
5. I miss, here are two+ puzzles you solve this and we solve that.
6. I miss the, we all need to do this at the same time puzzles (Odin's tavern song totally works in VTD).
7. I enjoyed the new lore checks but I totally studied between run 1 and 2... I still really enjoyed the change. I looked up every word I didn't know. Which embarrassingly was more than one.
8. Bring back bard performance. Everyone knows the bard performance is why we come to TD ;) (no bias here at all).. but seriously, I play bard because it is the only class that is encouraged to role-play, it even gives me an excuse. "Guy's I have to sing and dance or you wont get that sweet sweet bonus"
"Nice guys finish last but at least they finish"

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Spolier Free Feedback for V1 5 months 1 week ago #102

I think 1d10+10 is fine. Usually when sliding it's pretty easy to slide a 12 so it seems pretty accurate. Yeah maybe it gives too many crits at the high end (especially with expanded crit range) but it's good enough.

The bigger issue is I think monster ACs were too low. They probably need +5 AC across the board. Or at least on HC/NM. Normal can stay easy, that's fine. And add Epic of course so the over-geared parties don't complain about killing the monsters in 1 round on NM :)

I also saw the inconsistency between DMs on what mitigated ethereal vs incorporeal. One DM said the Psychic power doesn't work because the monster is ethereal and not incorporeal. There is one token that specifically says ethereal on it: tokendb.com/token/oil-of-ghost-touch/ but even its TDB description says "non-corporeal being". So in my opinion the Psychic ability should have worked, but I really don't fault the DM too much for that. Besides that inconsistency he was an awesome DM.


The worst issue I thought was that one DM had really bad internet. The text on scrolls was unreadable. And when he played any animations / special effects it basically lagged out. The puzzle elements were harder to see too.

Overall I loved the event and thought it was amazing for the short time TD had to put it together.
Classes Played: Barbarian (26 times), Monk (22), Ranger (16), Rogue (13), Cleric (11), Fighter (9), Dwarf Fighter (7), Paladin (5), Druid (5), Elf Wizard (2), Wizard (2), Bard (1)

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Spolier Free Feedback for V1 5 months 1 week ago #103

Jeff321 wrote: I think 1d10+10 is fine. Usually when sliding it's pretty easy to slide a 12 so it seems pretty accurate. Yeah maybe it gives too many crits at the high end (especially with expanded crit range) but it's good enough.

You might be a better slider than my group because sliding a 12 isn't a guarantee with us. Especially with slick and slow boards that we have all ran into from time to time.
You either discover a star or you don't. You arrogant punk.

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Spolier Free Feedback for V1 5 months 1 week ago #104

jedibcg wrote:

Jeff321 wrote: I think 1d10+10 is fine. Usually when sliding it's pretty easy to slide a 12 so it seems pretty accurate. Yeah maybe it gives too many crits at the high end (especially with expanded crit range) but it's good enough.

You might be a better slider than my group because sliding a 12 isn't a guarantee with us. Especially with slick and slow boards that we have all ran into from time to time.


Fair enough. Those can trip me up too. Usually when I try for a 20 or high number and over-slide.
Classes Played: Barbarian (26 times), Monk (22), Ranger (16), Rogue (13), Cleric (11), Fighter (9), Dwarf Fighter (7), Paladin (5), Druid (5), Elf Wizard (2), Wizard (2), Bard (1)

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Spolier Free Feedback for V1 5 months 1 week ago #105

My expectations were not great and glad to see that VTD interested me and my group enough that we have a run booked for V2. I wasn't wowed but i didn't expect to be, just no way to get that full dark dungeon whole body immersion feeling digitally.

That said

Ticket price: As a volunteer i get why the price and I didn't mind.figured i'd do 1 run to support Jeff. If i wasn't an entrenched player i'd have a much higher time stomaching the price or recommending it to new players. I ran multiple times more for the chance to see and play with other folks than any real desire to see the dungeon again. I honestly paid more attention to the chat and audio then the actual video during most of the runs i was on.

Really like to have an extra 12min to be in room early to handle last min class changes or gear swaps/loans. One the 1 pure pug i did it did hurt not having that extra get to know each other time.

Not fond of the potential split path as i'm someone who used to do all combat/puzzle runs just to make sure i saw all the cool props/puzzles.

Tokens just didn't feel like they mattered much, especially AC. Very much did like however the typed and resistible damage types. That did felt good that those tokens were actually useful and not dmg that one takes because 'dm says so'.

I kinda get that seems like token loaning on higher stuff seemed was thrown around a bit. My group spent more time then i care to admit to doing builds and making notes who borrowed what from whom in case we needed to show on cam that we had it for verification.

Not to throw stones i'll also willingly admit that on a run in coaching i 'loaned' out a few tokens that i physically owned but didn't have right at my fingertips (defender set as a specific example).

I'd like to see a grind module if possible for VTD, i think grind and multiple combat boards in general could be adapted for virtual and help for some of us who want to use token heavy combat skill tests?

As random note, how was dmg calculated for various weapon tokens? Did the app 'roll' a d4 for a +1 Cestus and add that to one's bonuses? If so can we get a general combat table for those of us who prefer real dice?

Overall i'm glad to see some folks even digitally and am looking forward to V2 but i go with others that V2 will be a higher bar to clear.
We're all the kind of people who enjoy the game on a "meta" level. We like talking about the game year-round. We buy tokens. We enjoy crafting. We get together during the off-season if we can. We are a very skewed demographic that way. -Raven

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Spolier Free Feedback for V1 5 months 1 week ago #106

Anyone get a good look at the poster / picture in puzzle room 2?? Both of my runs the golem just quickly went around the room and everyone was focused on the puzzle.

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Spolier Free Feedback for V1 5 months 1 week ago #107

This is probably too difficult to manage for the app, but maybe make the rolls a percentile system like some have mentioned above, but give it 2 modes: safe, risky. Sliding safely makes your chance to crit be like normal (i.e. 5%) but your chance of a miss (overthrowing or a 10) is lower, like closer to a standard distribution of chances. Sliding risky (brave?) increases the chance of a crit, but also increase the chances of a complete miss or a 10.

So if slides were calculated on a d100, it would look something like:
Safe: (20 = 96-100) (19 = 95-91) (18 = 86-90) (17 = 76-85) (16 = 66-75) (15 = 51-65) (14 = 36-50) (13 = 26-35) (12 = 16-25) (11 = 11-15) (10 = 6-10) (Overslide = 1-5)
Risky: (20 = 91-100) (19 = 81-90) (18 = 66-80) (17 = 56-65) (16 = 46-55) (15 = 36-45) (10 = 16-35) (Overslide = 1-15)

Obviously, this is just tossing numbers out without worrying about a distribution, but something like this could be modified based on the encounter (after all, the target numbers on the shuffle board tends to be different sizes) or a third middle ground option could be added. This obviously doesn't change or reduce the "click to attack" complaints, but it gives us the illusion of "going for it" or sliding safely.

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Spolier Free Feedback for V1 5 months 1 week ago #108

Fred K wrote: I would recommend having an option that when you have several images in a room that are more complex (such as the last puzzle room), to display all the images the party has seen at once. When we needed to re-check an image, it slowed the run down to a crawl and really limited how multiple players could interact. For that room, once all 10 images have been seen, have a image available to the party with all 10. If the party wants to get the motion and sound, they can look at the specific image again.


I agree with this, if possible, having an image/video you could look at would be helpful, not sure how that could be implemented. I know some groups used chat to help keep things clear, but if someone misidentifies something, you can't look at the actual image.

I also suggest that there be a clear static image/videos of each puzzle for if & when the video feed has an issue, so the DM can keep things going.

jon wrote: How you feel about the fork in the road?

Glad that I did two runs and went both ways


I was so excited to see this added. It's probably easier to implement in VTD, but I have a few ideas on managing it in person if space allows. I'm also in favor of it not being a simple choice but a result of actions in previous rooms.

jon wrote: Anyone get a good look at the poster / picture in puzzle room 2?? Both of my runs the golem just quickly went around the room and everyone was focused on the puzzle.


I didn't really know about it on Friday, tried to include it the rest of the weekend. I know some groups saw it because they tried to apply it to the next room...
I came here to sing and collect tokens, and I'm alllll out of money.

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