Vectoring this post from the other thread as this one seems more likely to be read:
Jeff Martin wrote:
Josh M. wrote: On the UR Necklace of the Zephyr, what does "No mods allowed" mean?
.
Thanks for the feedback!
Necklace - you cannot modify the spell for extra damage in any way -- just like with the Bracelets.
TL;DR: Please don't print Necklace of the Zephr with the restriction that spells not be modifiable, I'd suggest to instead remove that token from the 2023 collection and add in a desirable reprint (or alter the current effect somehow).
Details:
This is a huge bummer for me; I think this token sailed through design without comment because everyone though it was OK, and the spells were modifiable, just as those cast through
Ring of Quick Blessing's
spell portion which had the same wording.
I feel given what Ring of Quick Blessing does, having a a similar effect in the neck slot and allowing modifications was reasonable.
There is an existing Rare neck item
(Necklace of the Norns
) with a similar effect to the proposed Zephyr effect, except:
1.
You don't have to mark the spell you cast with a free action off your card.
2. But it is limited to 1st level spells, and must be used in the round you case a 1st level spell.
This iteration of Necklace of the Zephyr is arguably worse than:
*
rare Neclkace of the Norms.
*
rare
Ring of the Norns
which has the same effect as Necklace of the Norns but is limited to level 0 spells and in a ring slot
*
Ultra Rare Earcuff of Energy
, which has the same effect as Necklace of the Norns but in the Ear slot
* The 15 year old 3c combo token
Bracelets of the Zephyr
, due to the wrist to neck slot move which is both a more powerful slot in general, and also prevents equipping the new Necklace of the Zephyr with class based relics and legendries
I have a strong preference to not printing this token at UR.
Rather than printing this, I suggest to drop it and put in a reprint people were asking for.
If there is a desire to have a free action spell something-or-other in the neck slot this year, here are some ways that the tokens power could be placed somewhere between where it is now and the prior versions where (people thought?) spells cast with it were modified by spell healing/damage modifiers.
* Spells can be modified, but are limited to some levels
* Recast an unmodified version of a spell just cast, with a wider range of spells than Rare Necklace of the Norns (Level 0-2?, Level 1-2? etc.)
* Spells can be modified, but only certain spells may be cast this way, e.g.: Only healing spells, only damage spells, or only healing and damage spells, only non healing spells, only non damage spells
* Spells can be modified, but the number of activations is reduced from 1/room down to 2 or 3/game
* Spells can be modified, but can only be cast as a free action when some other precondition is met:
+ In the first round of combat when the party wins initiative
+ In the first round of combat when the party rolls a 15+ on initiative
+ You damaged a monster last round
+ A monster damage you last round
+ Only usable during the 3rd round of combat
etc.
Alternatively:
For some of those brainstormed effects, I think it also should move out of the neck slot. For example, if it were to allow you to cast a spell as a free action when the party rolls a 15+ on initiative, this would seem to be a spellcaster version of Charm of Quick Strike, and might be better in the charm slot.
P.S.: The reason I care about this is not because every caster token has to go in my build; it's that:
1. think this token is a very lower power level, and is likely to be used in future baselining of power levels for caster tokens (it took the better part of a decade to get people onboard with the idea that +1 Focus at UR should not be the par value of caster rings).
2. I think in general tokens that give people ways to cast spells that can't be modified should be retired as a token concept. It is is in direct tension with what TD/token design seems to be about: which is collecting tokens that boost your core mechanics. A token that uses your core mechanic (casting spells), but disables all your other gear that synergizes with that mechanic does not add positive enjoyment to the game on balance, I feel.