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TOPIC: Safehold Program Targeted Feedback on Rules

Safehold Program Targeted Feedback on Rules 1 year 2 months ago #37

Jeff Martin wrote: I think I am just going to make all 8 Followers slot expanders for slots that already have a slot expansion in place. That will limit the power of these Follower while providing a nice power. The max of Charms slots will go to 11 and Ioun Stones to 10.

Maybe these:

Back
Bead
Charm
Ear
Finger
Hands
Ioun Stone
Wrist


Thoughts?

Jeff


That doesn't limit their power in any way for anything besides charms and ioun stones as the rules currently work. For it to do so, you would need to set caps on all of these other slots.

If going to start setting caps on some slots, might as well set caps on every other slot. Hitchiking Ghosts mean cap on legs has to be at least 2, eyes has to be at least 3, etc.
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #38

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Instead of "Safehold Level" can we call them "Safehold Tier" instead? I think semantically it makes more sense that the best tier is 1.

Safehold Tier V
Safehold Tier IV
Safehold Tier III
Safehold Tier II (Unlocks Mythic Tier II)
Safehold Tier I (Unlocks Mythic Tier I)
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #39

I’m not aware of an item that currently permanently expands the Ear or Hands slot?
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #40

A very quick thought.

Have the follower expanders only add 4* exalted items. The blast radius on those isn’t very high because there aren’t THAT many of them, so balance with existing tokens isn’t going to be a landmine. It would also get higher tier players more invested in 4*s.
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #41

All the focus on slot expanders tells me we're running out of abilities to level up. I would really prefer NO MORE slot expanders for a while.

Maybe create a new ability we can use in game that you can design Tokens around.. I really like the psionics idea. We have Focus let's create a Psionic classification that does Psionic damage. You can then create Tokens that give you bonuses to Psionic, much like Focus.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #42

Endgame wrote: A very quick thought.

Have the follower expanders only add 4* exalted items. The blast radius on those isn’t very high because there aren’t THAT many of them, so balance with existing tokens isn’t going to be a landmine. It would also get higher tier players more invested in 4*s.


Making it 4* and Below immediately avoids the problematic UR expander issues, and provides a more desirable effect than hitchhiking ghosts. It would also likely allow for safe inclusion of any slot in the original vision for SH3 while still being an increase in power over SH4 (and if it isn’t for a specific slot, that can be remedied in token design).
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #43

Spirit Pets for Safehold III instead? Each with a different damage type as an option for the player to make an attack of a different damage type than they would usually make (this is assuming some form of the previously proposed weapon switching rules go into play).
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #44

Fastball Special - As an action, allow another character to make a melee attack vs. a ranged opponent (requires STR 20)

X Slayer - Gain advantages vs. some monster type

Work Gloves - Negate the first puzzle damage dealt to you in a room

Gain X % magic resistance

Never tell me the odds - Melee attacks made against you miss on an odd attack roll, but do double damage on an even attack roll

Scavenger - Make some sort of check on monster death - if successful you are guaranteed a monster trophy

Ghost - If you die, begin playing as a Ghost character with some pre-built ghost stats and abilities (no survivor pin)

Short Rest - Take no actions for 1 round in combat to gain Player Level + Con Modifier hitpoints, and this recharges some set of PC abilities (e.g. Fighter's Weapon Specialization) . Note: Lesser Maze would enable players to take a Short Rest

Long Rest - Take no actions for 2 consecutive rounds in combat: Gain 1/2 your starting life in HP; recharge up to 4 abilities on your character card.

Proficiency - You may equip weapons / armor that can be equipped by class X.

Help - Do nothing for one turn and announce who you are helping; after all pucks are slid you that player may move their puck up to 1 inch. (DMs would have a hoop that they lay over the puck and the player could move the puck within the hoop).

Hide - Make a DEX save vs. the monster's threat DC; on a success you can't be targeted by the monster this round so long as you take no hostile actions.

Dungeon Delver - Bring back traps / trap damage and have this reduce negative effects

Make an attack 'as a squire' - E.g. you turn in an uncommon or rare weapon and deal it's max damage wheel amount with no modifiers whatsoever as your action.

Reflected Damage - The damage your retribution deals scales somehow with how hard the monster hit you (e.g. monster takes 1/2 the damage it deals to you)

Grapple - Make an melee slide attack with a special "grapple" token that deals no damage, if you hit all allies get +3 to hit this round. (Some monsters will be immune to grapple)

Collector - You count as having equipped 1 more item of every set.

Mind Meld - During coaching you may swap one party card stat with another willing player (e.g. melee damage bonus, free movement, etc.)

Aggravating - Monsters with a limited number of melee attacks gain 1 additional melee attack that must be used to attack you

Energy Leach - When you are damaged by a level N spell you may cast a spell less than level N next round without marking it off your card

Distract - Another willing player's puck is scored as if it slid the number your puck slid; your puck deals no damage

Absorber - You take +10 Eldritch damage from every monster attack, and all other party members get -1 DR from that monster

Strategist - Your attack slides get -10 to hit but all other party members get +1 to hit

Armorer - Your AC is reduced by 10 but all other party members get +1 to AC

Seer - Your Saves are reduced by 10 but all other party members get +1 to Saves

Fanatic - Your melee damage is reduced by 10 but all other party members get +1 melee damage

Trap - Rangers may skip their turn to allow another player to slide a second (ranger) puck in a melee attack; that puck is scored as if it has a melee weapon that deals 1 damage in it using the other players melee hit and damage bonuses

Form of Water - Same as Trap but for Monks

Reliable - When your puck deals the minimum damage pip, it deals the maximum damage instead

Rope-a-dope - If a monster hits you with a melee attack, gain +1 to hit and damage for the rest of the combat

Generous Vampire - When you slide 20 in combat, everyone else in the party may heal 2 HP

Pickpocket - Make a melee attack slide, if you hit you deal no damage but gain ???to be determined???

Mutant Weapons - You may choose to make your physical attacks deal bludgeoning, piercing, or slashing damage

Chain Contingency - You can't lose more than X hitpoints in one round

Good Under Pressure - You may cast a spell as a free action on the 4th round of combat
Last edit: by Matthew Hayward.
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #45

AAckeret wrote: Spirit Pets for Safehold III instead? Each with a different damage type as an option for the player to make an attack of a different damage type than they would usually make (this is assuming some form of the previously proposed weapon switching rules go into play).


That way folks can get their dogs and their cats and their squirrels and their, um, toads!
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #46

Forgot that Damage Reduction (all) hasn't been done on a token. Something I think of when I think of back tokens, though there's not much expandability on that.
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #47

If we're going to stick with slot modifications, slot swappers are a less powerful option.

Followers of the form:

You may equip an additional X slot item, but one fewer Y slot
Last edit: by Matthew Hayward.
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Safehold Program Targeted Feedback on Rules 1 year 2 months ago #48

Is it the cost of safehold I $2000 or 2,000 units of trade goods ? Does it stack with previous lvls or is that on top of what has already been used? From 1-5 costs 3,750 units of trade goods ?
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