Spud wrote:
Fiddy writes
My $0.02:
There's way too much going on there. It needs to be greatly simplified, as it feels more complex than any of the class Legendaries (which are some of the more complex tokens).
If it was going to do all that, it'd probably need a higher cost. It feels like you're trying to reduce the cost by having the penalty, but the penalty has so much randomness to it that it is hard to account for that. While spelling out the count of scrolls is interesting, it really translates to 6 Alchemist Parchment. Unless the specific scrolls matter, don't overcomplicate the recipe. Current costs place it slightly higher than a 4* transmute. Probably need to add at least a URs and more trade goods and GP.
While the overall piece feels like it is Relic-worthy, the individual to bits of it don't really scale to Nightmare level usage. So you'd need to decide whether to scale down what you're trying to do (which would also lower costs), or rethink a few of the mechanics so they scale upwards.
Having penalties that other party members are stuck with due to one player equipping something is generally disliked. You fail your save, so I take damage? No.
Oh wait, it is a Helm, so probably only should be usable by Barbarians, Clerics, Dwarf Fighters, Fighters, and Paladin.
It is a very flavorful idea though. And I'm all in favor of Fighters getting some spells Just needs some work.
Alternatively, drop the penalty idea, flip the flavor from flaming to holy, and maybe make the standard actions free, and it would be an interesting approach to a Cleric class Relic.
Fiddy, my intention was to do the following:
Replicate a classic (in my opinion) D&D magic item
Extrapolate all the originals effects in TD terms
Attempt to create a transmute that used a large number of tokens from a variety of rarities (Rare thru common)
that newer players acquire in abundance.
Expand on the element of death/risk
Create something that is usable by all classes, Helm may be a the wrong description in TD terms, probably Crown of Brilliance would be better
The scrolls for a construction cost were meant to replicate the large number of gems that the crown has (up to 100 possible) in its construction. I agree, an Ultra Rare would probably be needed. The penalties are not a make or break for an item like this, and was not meant to be all 3, but a possibilities of one of them. Though, rolling a 1 is a 5% risk. The party takes a larger risk of damage to the group every time some one gets a little anxious and doesn't think thru a course of action or spell/effects versus interaction with the environment or monster. Or the story of lightning in the water with the party is just a parable retold to scare the newbies. I do believe there is ground for more risk/reward in the game, in my opinion
Is there a thread with guidelines on item creation? Is this something that could/or should be outlined as players dive into the game? I do really appreciate the response/feedback and would welcome any ideas. Being new to TD, the learning curve can be steep. Like a lot of us, i'm looking to recapture the wonder and enjoyment of yesteryear against the march of time.
Spud
I think this is a cool idea, trying to tie it together:
Command word flame - this is basically the same as UR Crown of Might - although maybe it also benefits Ranged? So we're in the UR neighborhood to start with.
Fire resistance: Add in a rare bead/ioun/ring effect. Probably fine at UR but now we're really at the top of what a UR should be.
Undead Alertness: Ongoing detection of undead, 6 points of damage to undead at start of combat. The 6 points to undead at start of combat feels like an uncommon or rare Figurine. The ongoing detection of undead is probably not mechanically viable - DMs won't know who has the hat and so won't know who to tell. Maybe change it to "May cast detect undead 1/game"
We're stacking more things, and we're out of room at UR, so we're probably into Relic territory now.
Once per round cast one of: Light, Fireball, Prismatic Spray, Wall of Fire.
This basically turns the character into a Wizard, and duplicates the effect of +2 Staff of Power-ish for them.
This ability alone I don't believe would ever be generally made available to all classes.
So you'd want to drop this, or restrict it to Bard, Cleric, Druid, Wizard.
Make the ability 1/room instead of each round and you've got another UR.
Combining two URs into 2 is definitely a relic, so we're at a high tier Relic now, and maybe getting into Legendary territory.
As mentioned elsewhere, TD doesn't allow player the possibility of griefing other players, so the party impacting downside has to go.
Recipe:
Well, it's at least a relic. So... something like:
A UR
~2-3 particular rares
5-25 of each of the Trade 1 items except EM
1-2 of EM, OE, EB
1 AG
5000 GP
So the recipe would be 5x or so what you've scoped out.
But I think you could have:
Relic Crown of Brilliance - Bard, Cleric, Druid, Wizard
+1 to hit and damage and fire with melee and physical attacks
-3 from Fire
Deal 6 damage to all Undead 1/game
1/room cast one of the 4 proposed spells as a scroll as a standard action (Fireball maybe toned down to 6 damage to all)
With a typical Relic recipe, and the transmute UR being either +2 Staff of Power (if reprinted), or a new crown of might like token thats +1/+1 and flaming, -3 fire resistance usable by all.
If it has to be usable by all, then it's almost certainly a legendary, if it would ever be printed, as it basically allows all classes access to Fireball/burning hands as a scroll 1/room.