Anthony Barnstable wrote:
Arcanist Kolixela wrote:
Anthony Barnstable wrote:
Arcanist Kolixela wrote:
Kaelten wrote:
Ian Lee wrote: I would imagine Jeff could say something like "We plan on doing additional class legendaries in the future to highlight different aspects of classes." to give druids not into polymorph, rangers not into ranged, fighters not into one-handed weapons, wizards not into cutting themselves hope for another go at it.
I both understand how basing around MEC mechanics is unappealing to some and view this game as one not served well if tokens are universally appealing as that consumes design space. Widseth's Legendary was a rather obvious way to go, but will a bard legendary that does stuff not involving bardsong feel right?
Of course, I think we'd all love to know if such things are being planned.
I think the root of the problem with Wizard is it's more controversial than most classes' quintessential flavor.
Unlike Polymorph Druid, Ranged Rangers, and Singing Bards, MEC is not built into the class's concept.
Those who feel MEC is that quintessential aspect of the class are really just being gaslit by the fact it's been one of the few viable Wizard builds at the high end for so long it became a defacto expectation among them. If the class was "Blood Mage" and not "Wizard" it'd be a very different situation if no less controversial out of game.
Wizards have used their life essence to cause overly powerful magical effects in combat in fantasy lore for as long as i remember. How many times has Wizard X cast a massive elemental fire spell to save the party from imminent death and walked away bleading, having be struck blind with magefire in the eyes, had their hair gain a large streak of white or gone white all together.
The design of the Mad Evoker's Charm didn't invent the idea of sacrificial blood magic, it was inspired by it.
And Dwarves were antisemitic and Orcs were racist in fantasy lore for substantial lengths of time. WotC still finally acknowledged it and is correcting them in newer editions because “it always worked that way” was NOT a valid justification for maintaining hurtful social messages.
Sacrificing HP is not synonymous with self harm. It's more akin to exerting additional energy to power up a spell and lowering your overall stamina/reaction speed/etc etc.
Jeff explained his view on what spending HP is representing. It's also the explanation given in Dungeons and Dragons for what HP realistically represent.
Many players have interpreted the Mad Evoker's Charm as a self harming token but that's not what it is based on design, based on the concept of HP in fantasy gaming and based on the design intent of Jeff for the token.
The token art has no references to self harm.
I understand you are seeing a negative message from TD based on the token but that's not a message that TD is sending, it's one you are interpreting. There's not much Jeff and co can do about your personal interpretation.
And the token has existed for 6 years. Players who use and enjoy the token are not going to be OK with it's core concepts being destroyed because some players may see a negative message in it.
Players were “not okay” with WotC “destroying the core concepts” of “all fake elves are evil (because racism)”, but they did it anyways.
You can say all day long “WotC never intended for dark elves to be a racist depiction” and “some players chose to interpret it negatively, but WotC could do nothing about their choice to interpret it that way”. And yet, WotC still acknowledged “wow, if some people are claiming this sends a negative social message, it doesn’t matter what our intent is or how we want to spin this, it is still fundamentally true that this sends a negative social message and we can either respond with that mindset or perpetuate the problem”. And they changed things for the better. I understand Jeff doesn’t /intend/ for this to be triggering to some players and cause them to remember when they self-harmed, but these tokens still do that whether he intends it or not. I understand Jeff wants the tokens to be interpreted differently, but several players have made it clear “if this goes to print, I am going to roleplay it as self-harming blood magic and commit suicide in front of strangers who are battling suicidal thoughts themselves! Yippee!” I understand some people “want to have fun and enjoy this style of play”, but I want those players to all ask themselves: is their fun worth making others players uncomfortable? (For example, is it acceptable for one player to “have fun” by making inappropriate sexual advances at party members they do not personally know, because it is how they have fun? Or is it unacceptable?)
I just want Jeff to think long and hard about how comfortable he is creating an environment that encourages that behavior and creating an environment that will (not may, will) be uncomfortable to some players of the game.
And if these tokens go to print, I will just continue to hold out hope someday, Jeff sees what they do to the mental health of community members and/or potential community members and either bans them or erratas them to create a better environment.
The sheer number of logical fallacies and intentional misinterpretations of the intentions of others in your post is unsettling.
Not using a token because you and your friends have an issue with it is perfectly fine.
Asking other players not to use a token because you and your friends choose to interpret it in a way that does not match it's design intention is not OK.
Asking the DM to intervene and force other players to not play their tokens because you do not like them is NOT OK.
The Mad Evoker's Charm has existed for six years. You have been registered on the site for 9 years.
You've known about the existence of the Mad Evoker's Charm for six years and chosen to continue playing Wizard even tho the token exists.
Coming into the token creation thread at literally the last few hours and asking Jeff to completely redesign a token that has existed without controversy for six years because you have a personal issue with it is not OK.
No matter what is done some players will be uncomfortable. That may be you or your friend because you are triggered due to the existence of a token or that may be the players who've spent years building their character and token collection around the identity of their form of Wizard and you've ruined the game for them by pressuring Jeff into destroying their favorite token.
Not one single person has come close to stating “if this goes to print, I am going to roleplay it as self-harming blood magic and commit suicide in front of strangers who are battling suicidal thoughts themselves! Yippee!”
No one has ever mentioned they intend to use their roleplay to intentionally trigger another person.
Before you try to guilt trip players into feeling their roleplaying is bad I want to ask YOU if you feel it's OK to make other players upset and uncomfortable with your actions, because calling for the destruction of a token that is a core identity of the class and has been a cornerstone of their build for years due to your negative feelings about that token is definitely making other people upset and uncomfortable.
The sad reality is that there is no solution that will not leave some group upset, that's just the unfortunate reality of the situation.
Using the false equivalence fallacy of comparing intentional creepy behavior of one person to the unintentional triggering of a player due to a personal issue with self harm are not the same thing.
With 100% sincerity I will say to you that if the mere existence of the Mad Evoker's Charm is a danger to your mental health as you've indicated. I would highly suggest you retire from True Dungeon to protect yourself. No one wants you or another member of your party to come to harm due to a reaction to the existence of tokens that remind you of self harm. But to ask the entire community to remove the tokens and ban them from use because of your personal issues with the token is an extremely self centered point of view.
I would definitely suggest you build your own adventuring parties with your own personal group and recruit others to fill your remaining spots with players who are OK with your request to have no players in the party use any of the tokens you have an issue with in order to protect yourself and the health of your co-players. But I would not expect to join a random group and force existing players to adapt their game to your personal needs.
I've a very close friend who loves the concept of True Dungeon and wants to participate in the game with me and my group, but she has a trauma that makes any interactions with flashing lights extremely harmful. She'd play any time that it was possible for her to do so but she's never played a single game. Because there's no way to accomodate her medical condition in such a way that she can participate and not fundamentally alter the experience for other players.
Do what you need in order to protect yourself and your fellow players, just don't try to impose your restrictions on the rest of the group.