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TOPIC: Transmute Token Ideas

Transmute Token Ideas 3 years 8 months ago #277

Wayne Rhodes wrote:

Endgame wrote:

Marc D wrote:

Endgame wrote:

Fiddy wrote:

Arcanist Kolixela wrote: Doubled Potions of Condensed healing - heal 20 HP

ingredients-
2 potions of condensed healing
2 Mystic Silk
2 Darkwood Plank


Secondary recipie options for potion of condensed healing?
1 Rare healing or 2 uncommon healing potions
1 Mystic Silk
1 Darkwood Plank

??


First gut reaction is "Yeah! Let's do this!"

Second gut reaction is "Wait! Don't people complain about there being too much healing readily available already?"

If you’re using lots of potions, this just halves the number of potions you need to carry. I suppose if you’re chugging potions mid combat, this would double the amount you could heal with a canteen of quaffing.

Flask of Sharing would now allow you to heal 10 and 10.

Lotus Blossom Bowls would heal 20 and 20.

Noted on both, though I’m not sure either is a problem? I suppose a whole party with Lotus Blossom bowls would heal an extra 100 - enough to offset a Messup on a nightmare puzzle.


But at the cost of consumables, so I think it’s ok.
Also your basically burning a alchemist ink every time you use one.


It gives a small benefit for triggering lotus blossom bowls.

It's no real benefit outside of combat for splitting heals as it consumes 2 condensed to create

It gives a higher heal in combat but still limited to Standard Action or use of a token to drink it free action.

Ultimately it cuts the number of potions carried down and it consumes a fair chunk of silk/planks in the process which helps get them out of the current excess with items that would see minor to moderate use and be consumed.

Given that the Condensed recipe is timeless, the doubled could be timeless as well.

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Transmute Token Ideas 3 years 8 months ago #278

Arcanist Kolixela wrote:

Wayne Rhodes wrote:

Endgame wrote:

Marc D wrote:

Endgame wrote:

Fiddy wrote:

Arcanist Kolixela wrote: Doubled Potions of Condensed healing - heal 20 HP

ingredients-
2 potions of condensed healing
2 Mystic Silk
2 Darkwood Plank


Secondary recipie options for potion of condensed healing?
1 Rare healing or 2 uncommon healing potions
1 Mystic Silk
1 Darkwood Plank

??


First gut reaction is "Yeah! Let's do this!"

Second gut reaction is "Wait! Don't people complain about there being too much healing readily available already?"

If you’re using lots of potions, this just halves the number of potions you need to carry. I suppose if you’re chugging potions mid combat, this would double the amount you could heal with a canteen of quaffing.

Flask of Sharing would now allow you to heal 10 and 10.

Lotus Blossom Bowls would heal 20 and 20.

Noted on both, though I’m not sure either is a problem? I suppose a whole party with Lotus Blossom bowls would heal an extra 100 - enough to offset a Messup on a nightmare puzzle.


But at the cost of consumables, so I think it’s ok.
Also your basically burning a alchemist ink every time you use one.


It gives a small benefit for triggering lotus blossom bowls.

It's no real benefit outside of combat for splitting heals as it consumes 2 condensed to create

It gives a higher heal in combat but still limited to Standard Action or use of a token to drink it free action.

Ultimately it cuts the number of potions carried down and it consumes a fair chunk of silk/planks in the process which helps get them out of the current excess with items that would see minor to moderate use and be consumed.

Given that the Condensed recipe is timeless, the doubled could be timeless as well.


Agree.

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Transmute Token Ideas 3 years 8 months ago #279

Incognito's Instant Fortress - Consumable transmuted token

Cost 10 Mystic Silk, 10 Darkwood Plank, 1 Minotaur Hide and 1 Dwarven Steel to craft.

Not usable in combat

Players step into a safeguarded fortress for a short rest. All players regain their CON mod * Level in HP

Players may choose:
Regain expended powers
Regain expended spells
Gain +1 to all attack slides and +1 to all damage

Limit 1 Fortress per room



Might have to play around with the power levels a bit but it seems like a thematically appropriate token (instant Fortress is an old school D&D spell) and would be a good use for some excess silk and planks

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Transmute Token Ideas 3 years 8 months ago #280

Arcanist Kolixela wrote: Doubled Potions of Condensed healing - heal 20 HP

ingredients-
2 potions of condensed healing
2 Mystic Silk
2 Darkwood Plank


Secondary recipie options for potion of condensed healing?
1 Rare healing or 2 uncommon healing potions
1 Mystic Silk
1 Darkwood Plank

??


I really like the idea. One of my VTD runs the cleric wasn’t on top of things and I’d taken over 80 points of damage (including cutting) and was down to 1HP so this would have been incredibly helpful.

I think the second recipe needs to require more than 1 rare.
Please visit my fledgling token store.
truedungeon.com/forum?view=topic&catid=583&id=247486

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Last edit: by Bob Chasan.

Transmute Token Ideas 3 years 8 months ago #281

Bob Chasan wrote:

Arcanist Kolixela wrote: Doubled Potions of Condensed healing - heal 20 HP

ingredients-
2 potions of condensed healing
2 Mystic Silk
2 Darkwood Plank


Secondary recipie options for potion of condensed healing?
1 Rare healing or 2 uncommon healing potions
1 Mystic Silk
1 Darkwood Plank

??


I really like the idea. One of my VTD runs the cleric wasn’t on top of things and I’d taken over 80 points of damage (including cutting) and was down to 1HP so this would have been incredibly helpful.

I think the second recipe needs to require more than 1 rare.


1 Rare and 1 Uncommon healing potion
+
1 Silk
1 Plank


or 3 Uncommon healing potions
+
1 silk
1 plank

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Transmute Token Ideas 3 years 8 months ago #282

Going to pop up another option for the Wizard Relic/Legendary Necklace

Relic
Amulet of Arcane Might
+9 to spell damage.
All wands and scrolls cast as spells with full benefits
Sliding spells may critical on a slide of 19-20.
Twice per game Arcane Might

Arcane Might - Double all spell damage for 1 turn. (This includes base spell damage and all bonus damage)

-Amulet may be used as slide spell with a target AC of 25. Instead of a damage number wheel it contains a damage type wheel which determines the damage caused by the spell. Damage wheel contains fire, cold, shock, acid, physical
(Counts as a slide spell so uses spell to hit numbers, deals 0+Spell Damage bonus in damage of the type slid and can critical on a 19-20)

Legendary
Amulet of Arcane Mastery
+12 to spell damage.
All wands, scrolls and "cast as scroll" effects cast as spells with full benefits
Sliding spells may critical on a slide of 18-20.

Once per room Arcane Might

Arcane Might - Double all spell damage for 1 turn. (This includes base spell damage and all bonus damage)

-Amulet may be used as slide spell with a target AC of 25. Instead of a damage number wheel it contains a damage type wheel which determines the damage caused by the spell. Damage wheel contains Force, Darkrift, Eldritch, Physical, Nature, Divine
(Counts as a slide spell so uses spell to hit numbers, deals 0+Spell Damage bonus in damage of the type slid and can critical on a 18-20)

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Last edit: by Arcanist Kolixela.

Transmute Token Ideas 3 years 8 months ago #283

Bob Chasan wrote: I really like the idea. One of my VTD runs the cleric wasn’t on top of things and I’d taken over 80 points of damage (including cutting) and was down to 1HP so this would have been incredibly helpful.


Was that the run where the awesome Cleric said "Hey Druid, heal the Wizard, I've got the Elf", and then they both proceeded to heal the Elf Wizard?

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Transmute Token Ideas 3 years 8 months ago #284

Arcanist Kolixela wrote: Going to pop up another option for the Wizard Relic/Legendary Necklace

Relic
Amulet of Arcane Might
+9 to spell damage.
All wands and scrolls cast as spells with full benefits
Sliding spells may critical on a slide of 19-20.
Twice per game Arcane Might

Arcane Might - Double all spell damage for 1 turn. (This includes base spell damage and all bonus damage)

-Amulet may be used as slide spell with a target AC of 25. Instead of a damage number wheel it contains a damage type wheel which determines the damage caused by the spell. Damage wheel contains fire, cold, shock, acid, physical
(Counts as a slide spell so uses spell to hit numbers, deals 0+Spell Damage bonus in damage of the type slid and can critical on a 19-20)

Legendary
Amulet of Arcane Mastery
+12 to spell damage.
All wands, scrolls and "cast as scroll" effects cast as spells with full benefits
Sliding spells may critical on a slide of 18-20.

Once per room Arcane Might

Arcane Might - Double all spell damage for 1 turn. (This includes base spell damage and all bonus damage)

-Amulet may be used as slide spell with a target AC of 25. Instead of a damage number wheel it contains a damage type wheel which determines the damage caused by the spell. Damage wheel contains Force, Darkrift, Eldritch, Physical, Nature, Divine
(Counts as a slide spell so uses spell to hit numbers, deals 0+Spell Damage bonus in damage of the type slid and can critical on a 18-20)

ROFL - I think you forgot “Power Word: Kill. Monster dies”

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Transmute Token Ideas 3 years 8 months ago #285

Endgame wrote: ROFL - I think you forgot “Power Word: Kill. Monster dies”


Thank you again for your constructive and articulate feedback

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Transmute Token Ideas 3 years 8 months ago #286

I had posted this on the Fighter Legendary thread, and since it got a bit of traction there, I decided to move it over here as well. Two potential abilities (that play together) for the Fighter Legendary:

Spiky - add your melee AC bonus to retribution damage

Bear hug - 2/game if you hit with melee attack, you may choose to hold your enemy tight instead of dealing normal damage. While hugging them, you apply retribution damage each round on your turn (including the round the hug begins). If your enemy uses their action to attack anyone other than you, they also take retirbution damage from you. The enemy can end the hug by dealing you melee damage.

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Transmute Token Ideas 3 years 8 months ago #287

Fiddy wrote: I had posted this on the Fighter Legendary thread, and since it got a bit of traction there, I decided to move it over here as well. Two potential abilities (that play together) for the Fighter Legendary:

Spiky - add your melee AC bonus to retribution damage

Bear hug - 2/game if you hit with melee attack, you may choose to hold your enemy tight instead of dealing normal damage. While hugging them, you apply retribution damage each round on your turn (including the round the hug begins). If your enemy uses their action to attack anyone other than you, they also take retirbution damage from you. The enemy can end the hug by dealing you melee damage.


I like it, would this also allow you to keep attacking the enemy on future turns while the hug is in effect?
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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Transmute Token Ideas 3 years 8 months ago #288

Fiddy wrote:

Bob Chasan wrote: I really like the idea. One of my VTD runs the cleric wasn’t on top of things and I’d taken over 80 points of damage (including cutting) and was down to 1HP so this would have been incredibly helpful.


Was that the run where the awesome Cleric said "Hey Druid, heal the Wizard, I've got the Elf", and then they both proceeded to heal the Elf Wizard?


LOL Yes
Please visit my fledgling token store.
truedungeon.com/forum?view=topic&catid=583&id=247486

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