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TOPIC: 2024 Transmuted Token Images < FINAL IMAGES !

2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #13

Kusig wrote: Kilgor's 20 proc feels a bit off. Is the design direction on it to do have situational extra damage and have a healing type benefit? If so, you could leave the crit range and add heal for 5-10 when you crit. It would also be more fitting for the savage title than DR.


+1
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #14

For Kilgor's: Could we add a cool thematic damage type to this, like darkrift, or eldritch on crit.

I do like the idea of an on crit triggered ability. A different idea for a crit triggered ability would be the monster is automatically taunted. They are enraged and will attack the wielder next turn.

I also really liked Eric's suggestion:

"Savage Attack - You may inform the DM you wish to Savage Attack before making an attack slide. Your attack does +10 damage but the Fighter takes 5 damage. This extra damage is doubled (or tripled) in the case of a critical hit."

Last edit: by Graven.
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #15

If the gloves don't feel finished and need a lot more tweaking I would love to see a return of the bow.

(To be clear though I really like the gloves with +hit and I don't think they need any changes)
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #16

Big fan of +str/dex variant with Force damage. It is a balance between the two designs.

The Kilgor's additional ability seems odd. I would be happy with heal on crit as any easy option. I would be just as happy with a 17-20 crit range, with no additional ability. An additional 5% chance to crit sounds more savage to me than a defensive ability tacked on that aligns more to Dwarf Fighter, than Human Fighter.
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #17

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Graven wrote:

Kusig wrote: Kilgor's 20 proc feels a bit off. Is the design direction on it to do have situational extra damage and have a healing type benefit? If so, you could leave the crit range and add heal for 5-10 when you crit. It would also be more fitting for the savage title than DR.


+1


+2 great power but doesn't feel offensive enough. Perhaps something like a nightshade dagger effect (even if we defined what the dagger did later).
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #18

Sorry I'm very late to design, and have lots of ideas for Kilgor's. I don't have any legendries yet. There hasn't really been one that has interested me besides Averon's. Kilgor's is very interesting and may end up being what I aim at building.

I wish there was a better way of making it synergetic with Viv's but I guess giving it 18-20 crit range helps offset that it's canceling out the 19-20 on Viv's. (If Kilgor's gets me to trade in my +3 Death Cleaver, then upgrading my Noble Might to Viv's would actually be of interest to me as well)

Another optional "Savage" on crit ability would be taking the ability off the Wicked Spear. On crit "will reduce the victim’s melee damage by an additional 2 points, but -4 is the maximum penalty this weapon is capable of inflicting"
Last edit: by Graven.
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #19

Kusig wrote:

Impy wrote: Thank you again for all your hard work. If we're still changing gloves around I'd like to suggest:
UR:
Woozy Warrior's Gloves
+2 STR +2 DEX
Healing potions drank gain +2 healing

Gloves of the Tipsy Brawler
+4 STR +4 DEX
Gain the effects of Uncommon or lower potion 1/game without consuming it
+4 Healing to potions

Gregor's Gloves of the Drunken Master
+6 STR +6 DEX
Gain effects of rare or lower potion 1/game without consuming it
Double the healing from potions (maybe add the limit of the master drinking gloves, which is non-exalted potions)


+100 would love gloves with stats even if we don't get the secondary effects

+1 to this idea as well. I will say +4/+4 and +6/+6 is a lot even without abilities (Surtr's is only +7 stats total) - with an ability its probably better to have it be +3/+3 and +5/+5.

I'm not a huge fan of the drunken master theme, but could see an ability dealing with potions. Or an ability dealing with Ammo. Or one that adds a bonus to Lay on Hands, or even 1/game shoot lighting for XX points of damage.
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #20

+3 Savage Sword
Removing the Ranger is good both thematically and for the token. Theme; that thing should not be able to be dual-weilded without chopping off your own ear in the process. Token; this weapon blows Welfor's, a Legendary, out of the water. It should remain in the hands of frontline melee Fighters.

Crit at 19 make sense here because it's not Fighter exclusive and Barabrians and Paly's can benefit.

Kilgor's +5 Savage Sword
"Any "20" slid means -10 Melee dmg taken for combat" - I assume this means "20" on the damage wheel? If so, Fighters will be potentially interrupting the DM to find out if they slid a 20 each round.

Crit at 18 makes sense. Now there's a reason to aspire to having both Viv's and this weapon.

Gloves (both)
By swtiching them to "to hit" bonuses, they're no longer desirable for Fighters. Paladins and Rangers might like them.
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Last edit: by SnakeEyes (Eric).
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #21

Endgame wrote:

Kusig wrote:

Impy wrote: Thank you again for all your hard work. If we're still changing gloves around I'd like to suggest:
UR:
Woozy Warrior's Gloves
+2 STR +2 DEX
Healing potions drank gain +2 healing

Gloves of the Tipsy Brawler
+4 STR +4 DEX
Gain the effects of Uncommon or lower potion 1/game without consuming it
+4 Healing to potions

Gregor's Gloves of the Drunken Master
+6 STR +6 DEX
Gain effects of rare or lower potion 1/game without consuming it
Double the healing from potions (maybe add the limit of the master drinking gloves, which is non-exalted potions)


+100 would love gloves with stats even if we don't get the secondary effects

+1 to this idea as well. I will say +4/+4 and +6/+6 is a lot even without abilities (Surtr's is only +7 stats total) - with an ability its probably better to have it be +3/+3 and +5/+5.

I'm not a huge fan of the drunken master theme, but could see an ability dealing with potions. Or an ability dealing with Ammo. Or one that adds a bonus to Lay on Hands, or even 1/game shoot lighting for XX points of damage.


I would love a +5/+5 that allowed me to use a rare or below either potion or ammo without being turned in 1/game. That would definitely get this poor bard into it. Or any other ability for that matter.
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #22

For reference, Viv's gives +15 points worth of Stats (8 Str, 3 Dex, 4 Con) while Aron's gives +19, with +9 of it being currently useful (9 Dex, 5 Int, 5 Cha)

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #23

SnakeEyes (Eric) wrote: +3 Savage Sword
Removing the Ranger is good both thematically and for the token. Theme; that thing should not be able to be dual-weilded without chopping off your own ear in the process. Token; this weapon blows Welfor's, a Legendary, out of the water. It should remain in the hands of frontline melee Fighters.

Crit at 19 make sense here because it's not Fighter exclusive and Barabrians and Paly's can benefit.

Kilgor's +5 Savage Sword
"Any "20" slid means -10 Melee dmg taken for combat" - I assume this means "20" on the damage wheel? If so, Fighters will be potentially interrupting the DM to find out if they slid a 20 each round.

Crit at 18 makes sense. Now there's a reason to aspire to having both Viv's and this weapon.

Gloves (both)
By swtiching them to "to hit" bonuses, they're no longer desirable for Fighters. Paladins and Rangers might like them.


I thought it meant sliding a natural "20" on the combat board. Isn't that what it normally means?
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2024 Transmuted Token Images < FINAL IMAGES ! 1 year 7 months ago #24

Grizwald wrote: For reference, Viv's gives +15 points worth of Stats (8 Str, 3 Dex, 4 Con) while Aron's gives +19, with +9 of it being currently useful (9 Dex, 5 Int, 5 Cha)


I won't count Viv's given its a class neck, but good point with Aaron's. Yes, I 100% support +3str/+3dex and +5 str / +5 dex with a minor ability, but I certainly wouldn't object to just plain +4/+4 at relic and +6/+6 at legendary.
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