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TOPIC: Ultra Rare Token Ideas

Ultra Rare Token Ideas 8 months 3 weeks ago #181

Matthew Hayward wrote:

Endgame wrote:

Matthew Hayward wrote:

Iross wrote:

Fred K wrote: I wanted to post an idea (credit to lross).

+1 Viper Crossbow. Damage wheel 2, 6, 6, 8. It would count as part of the Viper set.

This would be a welcome addition to the viper set while encouraging viper players to buy a 2020 pyp lenses of agility. It could be used by any class but prized by rogues or Monks.


Thanks, I'd been trying to think of a way to print an alternative ranged weapon for Rogue build diversity and this seemed like a way to get decent sneak/ranged damage without having very messy working on the token :)

It would probably need a couple of Viper Strike items to be printed in the same year for new player availability, but even if reprints aren't an option then there's little reason to avoid printing new Viper Strike items, the builds which benefit from the set bonus most are Monk and Ranger who currently only need to equip one non-weapon Viper Strike item anyway.


RoSP Rogues assassinate on a 6 damage dot. There is no Rogue weapon with 50% of the damage wheel being covered by a 6.

Hand crossbows are d4 weapons, light crossbows are d6. Heavy are d8 or 10 but can't be used by Rogues.

Average damage for Rogue usable UR light crossbows is 6 1/3 - 6 2/3.

I'd recommend this be a hand crossbow with a damage wheel of 4, 5, 6, 7 including 2 points of poison baked into the wheel.

I'm not sure this would be terribly popular with Monks - they can throw 2 shurikens, and just got an item to make the shurikens returning. Of course, turning this item into a shuriken doesn't address the rogue equipment alternative either. Maybe put Viper Strike Shuriken as a note for another set?

I also need to remember to refer to this post next time we have a conversation about opening up the Prestige classes to more people. Without doing that, there is ongoing design and development work that needs to be done / considered every year for a growing minority of the player base.


I forgot assassinate is melee only - so ignore that part.


No, you were right about the damage wheel - Assassinate does work on ranged attacks IF you equip Lenses of Vital Insight instead of Lenses of Agility. There's a specific exception for it on the RoSP character card. So I agree that the damage wheel shouldn't have 50% of the values as 6.

I'd suggest putting the stats similar to the other UR light crossbows, so maybe one point higher than what you've suggested would be good - 5,6,7,8. As you have mentioned, the couple of existing UR crossbows are around 6 or 7 damage as an average and the idea for this is to be an alternative to the Assassin's Crossbow so having similar stats would help.
I play Rogue. Occasionally I even play Rogue well.

Current build: tdcharactercreator.com/#/character/edit/54550c58-0964-4b14-af03-5c485ca2ef70

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Ultra Rare Token Ideas 8 months 3 weeks ago #182

Matthew Hayward wrote: I forgot assassinate is melee only - so ignore that part.


Pretty sure if the rogue is wearing LoVI they can assassinate at range.

Edit: Yep, found it on the back of the Assassin card.
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 8 months 3 weeks ago #183

Maybe I’m crazy but I don’t think we need to worry about designing around the RoSP classes. Let them have two sixes. It won’t ruin any modules.

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Ultra Rare Token Ideas 8 months 3 weeks ago #184

Slotless - Ravenous Idol - All
+2 HP
At start turn in any 10 of: Trade 1 items and/or Monster Bits
To gain one of:
May equip 2nd C/UC/R/UR Neck slot item
Play adventure as RoSP Subclass
Gain 10 treasure draws
Gain +3 to choice of melee, ranged, or spell damage

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Last edit: by Matthew Hayward.

Ultra Rare Token Ideas 8 months 3 weeks ago #185

Wade Schwendemann wrote:

Harlax wrote:

Wade Schwendemann wrote:

Harlax wrote:

Wade Schwendemann wrote:

Endgame wrote:
Wade’s question is a better one - is there enough demand? My party would have 2 out of 10 people using this. How many AoTF are out there?


There are a lot out there that aren't being equipped, but held by those awaiting possible future transmutes.

I think the big deal is how many TD could reasonable expect to need to sell.
Secondarily, how displeased would one be to find this token as a random UR in their order?


I have 3 of them. :)


How many would get used with this token?


Who knows? Even the idea that this will happen is uncertain.


I meant how many of yours?


Depends on the transmute, whether it stacks with COA, how much it costs to make it. But two is what I would probably make if it’s worthwhile. That leaves one to sell or loan out.
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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Ultra Rare Token Ideas 8 months 3 weeks ago #186

Melee offhand: Bartholomew's Bestiary - Bard, Rogue
On a party initiative roll of 1-10 party gains -2 DR from monster

Back - Cavalier Cloak - All
AC, saves bonus based on # of CC work in group:
1-5: +2 AC, +2 saves
6-9: +3 AC, +2 saves
10: +3 AC, +3 saves

Neck - Wayfinder's Medalion - All
+4 DEX, +4 CON

Wrists - Anatomist's Armlet - All
Weapons critical on 19-20

Furious Gauntlets - Barbarian, Fighters, Paladin
+1 to hit and +4 to damage with two handed melee weapons

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Last edit: by Matthew Hayward.

Ultra Rare Token Ideas 8 months 3 weeks ago #187

Matthew Hayward wrote: Slotless - Ravenous Idol - All
+2 HP
At start turn in any 10 of: Trade 1 items and/or Monster Bits
To gain one of:
May equip 2nd C/UC/R/UR Neck slot item
Play adventure as RoSP Subclass
Gain 10 treasure draws
Gain +3 to choice of melee, ranged, or spell damage


We're you just looking for a way to drive Trade1s to be the same cost as treasure draws?

Maybe save this for the 2023 UR TE, after some tweaking. We already have a nugget on the way.

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Ultra Rare Token Ideas 8 months 3 weeks ago #188

Fiddy wrote:

Matthew Hayward wrote: Slotless - Ravenous Idol - All
+2 HP
At start turn in any 10 of: Trade 1 items and/or Monster Bits
To gain one of:
May equip 2nd C/UC/R/UR Neck slot item
Play adventure as RoSP Subclass
Gain 10 treasure draws
Gain +3 to choice of melee, ranged, or spell damage


We're you just looking for a way to drive Trade1s to be the same cost as treasure draws?

Maybe save this for the 2023 UR TE, after some tweaking. We already have a nugget on the way.


Maybe along the lines of

FOP: Ravenous Idol - All
+2 HP
And gain either:
May equip 2nd C/UC/R Neck slot item
OR
Gain +2 to choice of melee or ranged attacks

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Ultra Rare Token Ideas 8 months 3 weeks ago #189

Head - Thinking Cap - Bard, Cleric, Druid, Wizards
You may choose to automatically pass skill tests.

Or, alternatively:

When you pass a skill test, gain your choice of +2 to damage, AC, or saves for the remainder of the room (1/room)

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Last edit: by Matthew Hayward.

Ultra Rare Token Ideas 8 months 3 weeks ago #190

Guedoji wrote: Thanks for the information on why a second neck slot has pushback.

So looking at the situation where many of us have to choose between our relic/legendary necklace and our Amulet of TF, what about like an earring that let us equipt a TE in say a charm slot? That would remove 2 slots, and would solve the overpowering issue.

I know it's a use case that doesn't benefit anyone with the CoA, just trying to offer suggestions to make the relic/legendary more viable for mid tier who like treasure. I expect many are like me and want to slowly invest in the legendary, but need the TEs to build up the tokens needed to get it.


I joined the game too late for HoP, and couldn’t justify sinking 10 AoTF into 1 CoA, so I will be a player who has to choose between CoA and my Wizard neck slot token. My plan is make the relic, get the URs I need for the legendary, and sit on the Wizard neck slot token until 2026 when I can transmute AoTF. Unless I get lucky and a year or two in between 2021 and 2026 gives [X] of Wonder the effect of “AoTF is basically slotless for the year”.
I play Wizard.

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Ultra Rare Token Ideas 8 months 3 weeks ago #191

Finger - Ring of the Will-o'-Wisp - All
Have just defeated monster make a FORT save vs. DC-15 - if it fails heal to your max HP (1/game)

Or, alternatively:
You become incorporeal until you end the effect or the end of the room (1/game)
(Attacks against you have a 50% miss chance except Force and Ghost Touched attacks. You may not make physical attacks, your damage and healing spells/scrolls/wands do 1/2 damage/healing rounded down with the exception of force damage which does the full effect)

Finger - Ring of Haste - All
+1 AC. You may take 2nd free action in a round (2/game)
(Or this could be a neck or feet slot item)

Finger - Ring of Invisibility - All
You gain Invisibility
(as per TD game rules, vs sighted enemies, attacks against you are -4 to hit, attacks you make are +2 to hit, rogues may Sneak without 1 round delay, all these effects are cancelled the round after you take your first offensive action)

Waist - Belt of the Blessed Ox - All
+4 CON

Neck - Acrobat's Choker - All
+4 to AC, +1 to saves
Rogue - May make melee sneak attack vs. flying monster (1/game)

Torso - Manticore Hide Armor - Barbarian, Fighters, Paladin
+7 AC, +2 poison damage with 2 handed weapons, may not equip a shield

Feet - Talaria - All
+1 to party initiative and may attack flying target with melee weapons (3/game)

Ranged Mainhand - Mithal Monofilament Webbing - All
On a successful ranged hit, victim is -4 AC (1/game)
Undead suffer 10 damage per round if hit
Note: This thrown weapon does not deal normal damage on a hit, and may be used 1/game.
Note: Enemies with the free movement ability are not effected.

Melee Mainhand - +2 Entangling Whip - Barbarian, Cleric, Fighters, Monk, Ranger, Rogue
3, 4, 5, 6
After first hit, legged monsters must make a reflex save vs. 15 or be knocked prone (1/combat)
(Prone monsters are -4 to hit, may not use ranged weapons other than crossbows or blunders, have -4 melee AC and +4 ranged AC)
Alternatively: Instead of save the effect happens if the first slide is a 20?

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Last edit: by Matthew Hayward.

Ultra Rare Token Ideas 8 months 3 weeks ago #192

Matthew Hayward wrote: Waist - Belt of the Blessed Ox - All
+4 Con


Belt of Blessed Constitution was a 4* transmute at only +2 Con

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