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TOPIC: SUPER Final Ultra Rare Images

SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #73

If Psyferre doesn't give the previous iteration's scroll access, I'd love to see that in an item next year. It would give a lot of new options to a variety of players.

I doubt most parties would equip that way, but is anyone concerned by the chance for a party to hit monsters for 360 from light beam/reaver/horror? It's unlikely, but it exists.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #74

Medallion of the Sweetwoods

Con is listed first and Dex second, which is inconsistent with Belt of the Sweetwoods. In this game, Dex first makes sense.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #75

Rob F wrote: Cranston's Hat - Wording, replace "Eyes" with "Eye".


Rob, I thought that too a few iterations ago, but the PHB calls it the Eyes slot.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #76

Mike Steele wrote:

kurtreznor wrote:

kurtreznor wrote:

Matthew Hayward wrote:

kurtreznor wrote: Mad evoker charm went back to the not-clear version: does 1/room apply only to the mage power/free action effect? Can you pay life multiple times to boost spell damage?


On tokens when two effects have different duration or frequencies the effects are normally separated by an ampersand.

For example Cleric Relic Sacred Necklace says:

"May cast 2nd-lvl Spells or Resore Spell as Free Actions & may heal a target ally to full hp-even if that character is dead (1/game)"

Which we all understand to restrict the resurrection ability to 1/game but not the 2nd level spells as free actions ability.

It seems to me that the entire MeC power, whether or not it triggers the Mage Power threshold, may be used only 1/room.

I've been wrong before though about how to interpret a token....


Ok, taken in that context, it makes sense. But it would be nice to make it more clear that life payment is 1/room THEN check if 15+ life was spent for bonus.

As an UR, this is fine, as it allows one big burst each combat. BUT if the relic/legendary only allows boosting spell damage 1/room, those are very weak.


Maybe add a keyword 'channel'
Channel: for every 1hp you channel into a spell, gain 1pt damage to that spell. If you spend 15+, also use a Mage power.

Then the MEC could read:
Gain channel 1/room
Gain mage power: cast spell as free action. 1/room.

Then the relic and legendary can add more uses of channel and gain other mage powers.


Except Channel isn't always 1 HP for 1 damage, it's 1 HP for 2 damage at Relic/Legendary. I get the classic MTG reference, but it might be too confusing as a keyword for TD since it is variable.


Aw man, too bad tokens can't change rules...oh wait, that exactly what they do.

Add '2dmg added instead of 1 per 1hp channeled.' to the relic.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #77

Here are my thoughts on a few specific things in the last round of the URs:

Death Knight Armor: This is an interesting addition. I like the suggestion to combine it with the boots and gloves to make a more offensive set option.

Mad Evoker's Charm: Waiting on a clarification post for this one.

Ring of Expertise: Seems very solid. Would still not mind seeing it opened to all casters but make it only function for non-healing spells.

Ring of Quick Blessing: I would still prefer seeing the "5/game" clause removed and put a "non-damage" restriction on it. If that happens I think opening it to all casters could be a good option. If that is undesirable I would suggest replacing "(5/game)" with "(Druid 1/rm)".

The free action spell economy between Ring of Quick Blessing and Mad Evoker's Charm feels off to me. The ring's ability to be used on multiple damage spells per round likely offsets any damage bonus from the MEC and does not come with channeling HP to do so. I am not asking for a "once per room" restriction to come back for Clerics though. Since Spiritual Hammer is a sliding spell the use of it would restrict the Cleric which I view to restrict its usefulness as a Free Action.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #78

Ian Lee wrote: Medallion of the Sweetwoods

Con is listed first and Dex second, which is inconsistent with Belt of the Sweetwoods. In this game, Dex first makes sense.


I suspect this order is due to “Constitution” being a longer word than “Dexterity,” and therefore needing to be toward the middle of the token to fit. One fix would be to write it as “+3 to DEX & +4 to CON,” but that would be inconsistent with the Medallion of Valhalla, which spells out Strength and Constitution. Maybe write it as:
+3 to
Dexterity
& +4 to
Constitution

?
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #79

Fiddy wrote: Or just take Clerics off and leave the rest of it alone. Theoretically, Fighters are supposed to have the best armor, so give them this.


This.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #80

The more I think about this, the more I'd really like Paladin added to the UR armor.

I realize that might require a change from death knight (blood knight?)

Also, I can see the "year of fighters, clerics and wizards" argument.

I think one of the defining things of Paladin is the ability to wear any armor, particularly when guard is such a class defining power.

Paladins and Fighters are the only classes that can use all 3 legendary redoubt pieces. Please don't leave Paladins off this armor.
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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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #81

Greg wrote: I doubt most parties would equip that way, but is anyone concerned by the chance for a party to hit monsters for 360 from light beam/reaver/horror? It's unlikely, but it exists.


I'm sure it will be fine. Nothing bad could happen from a pile of free damage.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #82

Wade Schwendemann (Dr. Uid) wrote: I think one of the defining things of Paladin is the ability to wear any armor, particularly when guard is such a class defining power.


Fighters love our Paladin brethren, but Paladins have been excluded from at least one Fighter-only armor in the past. Plate Armor of Attack was Fighter only (and strangely encouraged 2H weapons).
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #83

Grizwald wrote:

Greg wrote: I doubt most parties would equip that way, but is anyone concerned by the chance for a party to hit monsters for 360 from light beam/reaver/horror? It's unlikely, but it exists.


I'm sure it will be fine. Nothing bad could happen from a pile of free damage.


I'd expect that Figurines that deal damage will likely just be moved to requiring a FA to activate instead of the general case of Figurines activating as Instant.
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SUPER Final Ultra Rare Images <Last Chance! 9 months 2 weeks ago #84

Grizwald wrote:

Greg wrote: I doubt most parties would equip that way, but is anyone concerned by the chance for a party to hit monsters for 360 from light beam/reaver/horror? It's unlikely, but it exists.


I'm sure it will be fine. Nothing bad could happen from a pile of free damage.


Its all fun and games, until there is a monster with a mirrored shield. :)
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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