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TOPIC: Final Transmuted Images! (probably)

Final Transmuted Images! (probably) 4 months 6 days ago #25

If I know I can get the benefit of passing whether I pass or fail, I will never take the time to try. Just never. There has to be some risk for any sort of sense of accomplishment (a motto perhaps a propos of a lot of other things in TD).

But, maybe can leave sealed pack runs for proving skill and let the people with UR+ equipped just bypass player ability.
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Final Transmuted Images! (probably) 4 months 6 days ago #26

I like the design of the beads now, it's actually going to make a tough choice for me between the new bead, Lucky Traveler, and Guided Strike.

Although I would be sad to see the skill check go away, I enjoy the challenge of doing the Rogue puzzle as quickly as I can.
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Final Transmuted Images! (probably) 4 months 6 days ago #27

Endgame wrote: I happen to really enjoy skill tests and would prefer that they become better after a class rework instead of just being hand waved away.

Here are a few Sample level 5 skill checks That could be higher reward when done with class rework… that probably can’t happen if there is a permanent auto pass:

Wizard:
6 damage and sunder monster armor (-2 ac)

6 damage and blinded: monster can only make melee attacks next round

Druid:
3 damage and earthbound: Monster loses flying for 1 round

Cleric:
Turn undead damage and undead held on passed test. If failed, no damage


I like this idea a lot! Making the skill checks more directly applicable to a combat, bringing back some of the magic of getting your skill checks right and having it matter like it did when you first started.

I'm at the borderline of wanting to skip skill checks because the +3 isn't always worth the time, but I enjoy them conceptually (and I love always being right, all the time), so this would actually make me more interested in the bead. Doing a cool thing to help out combat is always going to be more fun.
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Final Transmuted Images! (probably) 4 months 6 days ago #28

Arcanum Shirt
Tokens usually don't use the Oxford comma. You can drop the comma after 'CON'.
+2 to STR, DEX, CON & Focus

Potion Healer's Rum
Potions use 'Heal' and 'Cure' interchangeably, but both Potion Condensed Healing & Potion Distilled Healing both use 'Cure'.
Cures 10 pts of damage to 1 person

Greater Bead of Whispers
Not sure the parentheses are necessary. Maybe use an ampersand here?
+3 to saves & Auto-pass untried skill test (1/room)

Boaz's Bead of Whispers
Another ampersand would be beneficial. Should add an 's' to 'test' to indicate no-limit.
+4 to saves & Auto-pass untried skill tests

Boots of Blocking
As already pointed out, you can remove 'the' from token text.
Using 'with' feels weird. I'd suggest using 2 ampersands, kind of like Boots of the Marauder does.
You've used 'vs' when addressing Incorporeal in the past, and I think it's appropriate here.
+4 to AC & immunity to Surprise, Maze, Petrification, & 50% miss chance vs Incorporeal

Barb Beard's Boots of Blocking
Same as relic. It's been pointed out before but it's interesting that Puhweehwa's boots become Bard Beard's.
+6 to AC & immunity to Surprise, Maze, Petrification, & 50% miss chance vs Incorporeal
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C


Trades
My Elemental build
WTB: Onyx polymorph Potions
Last edit: by Arnold.
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Final Transmuted Images! (probably) 4 months 6 days ago #29

Fiddy wrote:

Iross wrote: For the Boots, I understand from a thematic point of view why it's not usable by Monks and Wizards, but perhaps this restriction could be removed as it'd be nice if they were not left out from having a Legendary recipe available for the feet slot for those who do not have Boots of the Four Winds?


I'd actually argue in the other direction. As the AC is the only component that changes, remove Wizards, Monks, Bards, Druids, Rogues, and Rangers from the Legendary, and remove Wizards and Monks from the Relic.

I agree with this 100%. Since the only thing added in the transmute chain is AC (if I followed correctly) the final stage should probably only be classes that can wear Byr’s.

While it seems really strange to say for some reason, I think making the final stage puhweehwa’s redoubt boots actually makes sense? That way Puhweehwa stays the “owner”, and why it’s class restricted makes more thematic sense.
Last edit: by Endgame.
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Final Transmuted Images! (probably) 4 months 6 days ago #30

Rachel Stemm wrote:

Endgame wrote: I happen to really enjoy skill tests and would prefer that they become better after a class rework instead of just being hand waved away.

Here are a few Sample level 5 skill checks That could be higher reward when done with class rework… that probably can’t happen if there is a permanent auto pass:

Wizard:
6 damage and sunder monster armor (-2 ac)

6 damage and blinded: monster can only make melee attacks next round

Druid:
3 damage and earthbound: Monster loses flying for 1 round

Cleric:
Turn undead damage and undead held on passed test. If failed, no damage


I like this idea a lot! Making the skill checks more directly applicable to a combat, bringing back some of the magic of getting your skill checks right and having it matter like it did when you first started.

I'm at the borderline of wanting to skip skill checks because the +3 isn't always worth the time, but I enjoy them conceptually (and I love always being right, all the time), so this would actually make me more interested in the bead. Doing a cool thing to help out combat is always going to be more fun.


+1

If we're going to look at the class cards in the fall, Auto passing all the skill tests will be a factor and probably mean that everyone will walk away sad. Cool ideas like Endgame's will never happen, because we have to assume the player will always pass.

Jeff Martin wrote: All damage is Sacred.

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Final Transmuted Images! (probably) 4 months 6 days ago #31

What if the bead transmute chain helped negate Push damage, to make it more attractive to a larger pool of players? The “whispers” help overcome the inability to solve puzzles?
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Final Transmuted Images! (probably) 4 months 6 days ago #32

AAckeret wrote: What if the bead transmute chain helped negate Push damage, to make it more attractive to a larger pool of players? The “whispers” help overcome the inability to solve puzzles?

It could alternatively reduce puzzle damage a few points for parties who like to touch everything, guess and check, and then fail anyway.
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Final Transmuted Images! (probably) 4 months 6 days ago #33

Endgame wrote:

AAckeret wrote: What if the bead transmute chain helped negate Push damage, to make it more attractive to a larger pool of players? The “whispers” help overcome the inability to solve puzzles?

It could alternatively reduce puzzle damage a few points for parties who like to touch everything, guess and check, and then fail anyway.


+1
It's why I have so many HP!

Jeff Martin wrote: All damage is Sacred.

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Final Transmuted Images! (probably) 4 months 6 days ago #34

AAckeret wrote: What if the bead transmute chain helped negate Push damage, to make it more attractive to a larger pool of players? The “whispers” help overcome the inability to solve puzzles?


I prefer having no tokens affect push damage, which helps level players a bit. Wasn't there a policy at some point that no tokens would prevent push damage? I think we've had one or two though, but I'm not sure.
Last edit: by Mike Steele.
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Final Transmuted Images! (probably) 4 months 6 days ago #35

Mike Steele wrote:

AAckeret wrote: What if the bead transmute chain helped negate Push damage, to make it more attractive to a larger pool of players? The “whispers” help overcome the inability to solve puzzles?


I prefer having no tokens affect push damage, which helps level players a bit. Wasn't there a policy at some point that no tokens would prevent push damage? I think we've had one or two though, but I'm not sure.

There is a ring that halves puzzle damage (Ray’s Ring) and a FoP that will prevent you from getting killed by push damage (cricket)
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Final Transmuted Images! (probably) 4 months 6 days ago #36

I really like the bead, basically makes the crowbar useless, but I’m fine with that. I was always passing anyways, I just sometimes took 10 damage to do it.

The legendary is great for casters, and I might even make the legendary depending on trade good needed in the recipe.
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