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TOPIC: Transmute Token Ideas

Transmute Token Ideas 3 years 8 months ago #145

Endgame wrote:

Matthew Hayward wrote: UR mainhand - +2 Wand of Power, +2 to damage spells, you may cast a level 0 Spell as a scroll As a free action 1/room without marking it off. For wizards only the spell is not cast as a scroll. - Bard, Cleric, Druid, Wizardd
(This is a wand, not a weapon, but you don’t turn it in)


Making it a wand, but not a wand, is a strange combo that is probably not ideal ongoing rule wise. Just reprint the +2 staff of power and modify the power to not act as a scroll?


I’m trying to make it synergize with the proposed relic and legendary, that key off wands, and make a usable token by more than just wizards.

1/room is required to allow healers to use it without getting infinite life outside of combat.

I do see the awkwardness - maybe it could be made more “wandy” somehow.

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Last edit: by Matthew Hayward.

Transmute Token Ideas 3 years 8 months ago #146

Alternate thought on the wizard transmite:

UR - mad evokes charm reprint

Relic / legendary incorporate the ability to
* double base damage and bonus, (instead of just base damage)
* affect all monsters with base and bonus (instead of just base)

Both limited to the correct frequency per combat/room/game.

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Last edit: by Matthew Hayward.

Transmute Token Ideas 3 years 8 months ago #147

Matthew Hayward wrote: Alternate thought on the wizard transmite:

UR - mad evokes charm reprint

Relic / legendary incorporate the ability to
* double base damage and bonus, (instead of just base damage)
* affect all monsters with base and bonus (instead of just base)

Both limited to the correct frequency per combat/room/game.

So the intent would be to add an additional ~35(+future +spell damage items) points at the top end damage against a single target?

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Transmute Token Ideas 3 years 8 months ago #148

Endgame wrote:

Matthew Hayward wrote: Alternate thought on the wizard transmite:

UR - mad evokes charm reprint

Relic / legendary incorporate the ability to
* double base damage and bonus, (instead of just base damage)
* affect all monsters with base and bonus (instead of just base)

Both limited to the correct frequency per combat/room/game.

So the intent would be to add an additional ~35(+future +spell damage items) points at the top end damage against a single target?


The intent is to double the base+bonus of a spell, whatever that amounts to. Sort of like how two slid hits, or any crit, doubles weapon damage+bonus.

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Last edit: by Matthew Hayward.

Transmute Token Ideas 3 years 8 months ago #149

Matthew Hayward wrote:

Endgame wrote:

Matthew Hayward wrote: Alternate thought on the wizard transmite:

UR - mad evokes charm reprint

Relic / legendary incorporate the ability to
* double base damage and bonus, (instead of just base damage)
* affect all monsters with base and bonus (instead of just base)

Both limited to the correct frequency per combat/room/game.

So the intent would be to add an additional ~35(+future +spell damage items) points at the top end damage against a single target?


The intent is to double the base+bonus of a spell, whatever that amounts to. Sort of like how two slid hits, or any crit, doubles weapon damage+bonus.


Personally I'd like to see the Mad Evoker's reprint errata'd to double all damage instead of base only.

I think the relic allowing +bonus damage to apply to all monsters equally would be a good relic ability

I would like to see the relic and legendary include 8 / 12 spell damage, that seems to be a staple of most of the class neck pieces so far (similar numbers at least)

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Transmute Token Ideas 3 years 8 months ago #150

Arcanist Kolixela wrote: I would like to see the relic and legendary include 8 / 12 spell damage, that seems to be a staple of most of the class neck pieces so far (similar numbers at least)

I wouldn't go higher than 6/10, and even that I don't think I like tied to auto hitting spells.

Other items damage bonuses for reference:

Druid:
Relic: -1 damage wheel from UR poly item. (Slide and miss for 0 damage)
Legendary: +2 damage wheel from UR poly item (Slide and miss for 0 damage)

Assuming the target takes extra damage from an elemental type, its +4 / +7 damage improvement, otherwise -1 / +2.

Bard:
Relic: +3 hit +1 damage for party
Legendary: +4 hit +2 damage for party

Rogue:
Relic: No + damage. 19-20 crit range, extra sneak attack 2x game. (Slide and miss for 0 damage)
Legendary: No + damage. 17-20 crit range, extra sneak attack every room. (Slide and miss for 0 damage)

Ranger:
Relic: +6 damage to ranged attack (Slide and miss for 0 damage)
Legendary: +9 damage to ranged attack (Slide and miss for 0 damage)

Barbarian:
Relic: +6 damage to 2H melee Crit if hit 1x / game. (Slide and miss for 0 damage)
Legendary: +10 damage to 2H melee. Crit if hit 2x / game. (Slide and miss for 0 damage)

Monk:
Relic: +4 damage to FoB weapons. (Slide and miss for 0 damage)
Legendary: +7 damage to FoB weapons. (Slide and miss for 0 damage)

Paladin:
Lower damage wheel than Welfors...

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Last edit: by Endgame.

Transmute Token Ideas 3 years 8 months ago #151

Endgame wrote:

Arcanist Kolixela wrote: I would like to see the relic and legendary include 8 / 12 spell damage, that seems to be a staple of most of the class neck pieces so far (similar numbers at least)

I wouldn't go higher than 6/10, and even that I don't think I like tied to auto hitting spells.

Other items damage bonuses for reference:

Druid:
Relic: -1 damage wheel from UR poly item. (Slide and miss for 0 damage)
Legendary: +2 damage wheel from UR poly item (Slide and miss for 0 damage)

Assuming the target takes extra damage from an elemental type, its +4 / +7 damage improvement, otherwise -1 / +2.

Bard:
Relic: +3 hit +1 damage for party
Legendary: +4 hit +2 damage for party

Rogue:
Relic: No + damage. 19-20 crit range, extra sneak attack 2x game. (Slide and miss for 0 damage)
Legendary: No + damage. 17-20 crit range, extra sneak attack every room. (Slide and miss for 0 damage)

Ranger:
Relic: +6 damage to ranged attack (Slide and miss for 0 damage)
Legendary: +9 damage to ranged attack (Slide and miss for 0 damage)

Barbarian:
Relic: +6 damage to 2H melee Crit if hit 1x / game. (Slide and miss for 0 damage)
Legendary: +10 damage to 2H melee. Crit if hit 2x / game. (Slide and miss for 0 damage)

Monk:
Relic: +4 damage to FoB weapons. (Slide and miss for 0 damage)
Legendary: +7 damage to FoB weapons. (Slide and miss for 0 damage)

Paladin:
Lower damage wheel than Welfors...


When an epic party rolls into a room, they don't usually miss. Their numbers are that high and they are skilled sliders. Sure someone bumps them sometimes into a zone with no number, but if they are anywhere in the monster zone with a value it is hitting.

The Barbarian legendary adds over 220 damage at the high end and almost 150 on a 4th level bargain with only a rare 2 handed weapon equipped. A new player that pulls that is carrying a party through normal for the rest of forever.

So why should wizards get hosed and still contribute less? Giving +12 to spell damge for the wizard legendary only adds just over 100 damage (assuming 3 rounds of combat each room). That doesn't seem over powered to me, and some cool abilities could/should be included.

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Transmute Token Ideas 3 years 8 months ago #152

Matthew Galambus wrote: When an epic party rolls into a room, they don't usually miss. Their numbers are that high and they are skilled sliders. Sure someone bumps them sometimes into a zone with no number, but if they are anywhere in the monster zone with a value it is hitting.

Dungeon design problem. I recommend AC 45 for the next Epic monster AC.

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Transmute Token Ideas 3 years 8 months ago #153

Endgame wrote:

Matthew Galambus wrote: When an epic party rolls into a room, they don't usually miss. Their numbers are that high and they are skilled sliders. Sure someone bumps them sometimes into a zone with no number, but if they are anywhere in the monster zone with a value it is hitting.

Dungeon design problem. I recommend AC 45 for the next Epic monster AC.


Doesn't fix Barbarian Fury ......
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Transmute Token Ideas 3 years 8 months ago #154

Wade Schwendemann wrote:

Endgame wrote:

Matthew Galambus wrote: When an epic party rolls into a room, they don't usually miss. Their numbers are that high and they are skilled sliders. Sure someone bumps them sometimes into a zone with no number, but if they are anywhere in the monster zone with a value it is hitting.

Dungeon design problem. I recommend AC 45 for the next Epic monster AC.


Doesn't fix Barbarian Fury ......

Fury: if the attack hits, it crits. A typical epic Barbarian without bard would only hit ac 45 on a 20, right? That would make fury do nothing special...

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Last edit: by Endgame.

Transmute Token Ideas 3 years 8 months ago #155

Matthew Hayward wrote: What I would like in the wizard transmute, something along the lines of:

Legendary -
May perform two of: cast a spell from the card, use a wand, use a scroll as a standard action. 2/combat
Wands and scrolls benefit from your spell damage bonus this round 1/combat
Something wacky along the lines of animal friend or rangers can read scrolls.

Relic:
May perform two of: cast a spell, use a wand, read a scroll as a standard action 1/combat
Wands and scrolls benefit from your spell damage bonus this round 2/game

UR mainhand - +2 Wand of Power, +2 to damage spells, you may cast a level 0 Spell as a scroll As a free action 1/room without marking it off. For wizards only the spell is not cast as a scroll. - Bard, Cleric, Druid, Wizardd
(This is a wand, not a weapon, but you don’t turn it in)

Relic recipe optionally takes Medallion of a Mystic Mouth as an alternative to +2 wand of power.


I just really HATE the idea of tying consumables into the Legendary. I don't like it for the animal friend and I would doubly not like it for low damage, can't be modified scrolls. For 5th level wizard, the only spells that do less damage than nearly every scroll in existence is the Zero level cantrips. So having to use something that does inferior damage doesn't seem like a benefit to me. Just about the same for wands although there are a few tokens that can increase the damage.
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Transmute Token Ideas 3 years 8 months ago #156

Bob Chasan wrote:

Matthew Hayward wrote: What I would like in the wizard transmute, something along the lines of:

Legendary -
May perform two of: cast a spell from the card, use a wand, use a scroll as a standard action. 2/combat
Wands and scrolls benefit from your spell damage bonus this round 1/combat
Something wacky along the lines of animal friend or rangers can read scrolls.

Relic:
May perform two of: cast a spell, use a wand, read a scroll as a standard action 1/combat
Wands and scrolls benefit from your spell damage bonus this round 2/game

UR mainhand - +2 Wand of Power, +2 to damage spells, you may cast a level 0 Spell as a scroll As a free action 1/room without marking it off. For wizards only the spell is not cast as a scroll. - Bard, Cleric, Druid, Wizardd
(This is a wand, not a weapon, but you don’t turn it in)

Relic recipe optionally takes Medallion of a Mystic Mouth as an alternative to +2 wand of power.


I just really HATE the idea of tying consumables into the Legendary. I don't like it for the animal friend and I would doubly not like it for low damage, can't be modified scrolls. For 5th level wizard, the only spells that do less damage than nearly every scroll in existence is the Zero level cantrips. So having to use something that does inferior damage doesn't seem like a benefit to me. Just about the same for wands although there are a few tokens that can increase the damage.


Not going to change your mind - but the proposed token does also let you cast 2 spells from the card as a standard if that’s what you’re about.

The proposed tokens also let the spell bonus apply to scrolls and wands, which means they will scale with the wizards gear and outdamsge the level 0 spells in many cases.

Maybe it would include a Druid Legendary like clause that would let you use a scroll or wand without turning it in 1/frequency

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