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TOPIC: 2025 Ultra Rare Tokens

2025 Ultra Rare Tokens 4 months 3 days ago #25

I feel it's a bit much for everyone to have Multiple Multi-Year, Two Synergy (one of which is a set addition for a set that hasn't yet been reprinted) Treasure Enhancers, and many Tokens quartermasters will want Multiple of for their groups all on the same year cycle. I like the Charm of the Hedgehog, but it could wait a year.

Coin of Temptation is interesting.. why not available to all classes except cleric and paladin who would be above temptation? Still hoping for a reprint of Bowl of Spirit Sight one day.

Can we exchange 1for1 Greater Holy Symbol of Pelor for Holy Symbol of Selinwa since it's effectively the only reprint it's had but stronger? How will Mana Pools work? Healing and Damage on both sides of the usage since they are tallied separately? or does the Cleric have to choose one or the other pool? Is the healing cast as a scroll? If this would expand into a transmute line for a cleric legendary.... this would be an interesting mechanic to play with granting at the different transmute levels... maybe
  • UR Selinwa Reprint of Pelor >
  • Relic add Party Healing as Scroll (Either Pelor or Selinwa used in recipe(s)) >
  • Legendary Damage x3 and Party Healing as Spell or Stronger Healing as a Scroll?

  • Reusable Runestones! Yes please. Give us more. and Reprint Fitting bases again one day.

    One day I would still like to see a Gunslinger Charm that allows two One Handed Ranged Weapons for Ranger (and maybe Rogue, because two hand-crossbows are better than one).... and Good Weapons to weild in combat. It seems we have a lot of 2-handed ranged weapons at rare and above, but not many one-handed. The only one-handed crossbows and most if not all pistols I can remember are either common or uncommon.

    Thor's Mug of Melee could use a damage wheel and usable by rangers. more weapons. :)
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    Last edit: by Dougout.
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    2025 Ultra Rare Tokens 4 months 3 days ago #26

    Nightshade's Grim Gloves:
    In most TTRPGs, 2× damage really means +100%, so if two effects apply 2× damage each, it's only +200% for a total of 3× damage (rather than 4×). The Multiple Damage Multipliers section of the PHB seems to be in line with this.
    So to clarify then: if a Rogue equipped with a +2 Assassin’s Crossbow and Nightshade's Grim Gloves slides a critical 20 on a Sneak Attack, since both do 3× damage (i.e., +200% each), would that result in a final multiplier of 5× (i.e., +400% damage)?
    Cleric main / Druid secondary
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    2025 Ultra Rare Tokens 4 months 3 days ago #27

    Shield of Guarding: Presents many questions for Paladins:

    1. Do Paladins have to equip this for the entire adventure to use it, or can one swap it in when one wants to use its Guard effect and then fall back to some other shield or two handed weapon?

    2. Does this Guard effect stack with other +1 Guard bonuses? If so this would mean a Paladin could guard 4 people in one combat (+1 from Amulet of Guarding, +1 from Ava's , +1 from this shield).

    3. If the Paladin is fighting in Melee mode, but has this token equipped only in their Ranged offhand can they still use it to guard the extra person?

    Example: Paladin is using a two handed melee weapon, and a sling and this shield in their offhand. They announce at the start of the room they are guarding an extra person with this shield. Can they now make melee attacks with their two handed melee weapon?

    4. How long does the "1 extra Guard" last? 1 round? 1 combat (which can be ended by the Wizard's Maze spell)? Or 1 room?
    Last edit: by Matthew Hayward.
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    2025 Ultra Rare Tokens 4 months 3 days ago #28

    Dougout wrote: I feel it's a bit much for everyone to have Multiple Multi-Year, Two Synergy (one of which is a set addition) and Treasure Enhancers on the same year cycle. I like the Charm of the Hedgehog, but it could wait a year.


    This is a good point. The charm is a very cool token, but having two synergy PYPs at the same time feels like too much. Maybe this a chance to add a big 2-hander for the Barbarians? I know that folks said Gungnir should be a legendary (and I kind of agree), but having a UR Gungnir is better than no Gungnir.
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    2025 Ultra Rare Tokens 4 months 3 days ago #29

    Matthew Hayward wrote:

    Endgame wrote: As for power level, it’s a class restricted crown of might with a slight power increase to account for the class restriction.


    Net of: +1 to STR, +1 or 2 to thrown weapon damage, +2 to AC is a "slight" power increase for a head slot item?

    (Both participate in different set bounses as well, but realistically no one is using the might set bonus anymore, and the DK bonus is kind of meh).

    Yes, .5 hit and damage for melee and .5 damage for thrown weapons is a slight increase. The AC is basically meaningless and slightly counter to the set bonus.

    Paladin, fighters, and cleric are at the bottom of the heap damage wise (especially Paladin and cleric), so it really has minimal impact. As Orion points out, an easy alternative is to just add Cranstons for +2 melee damage or hit (depending on what you have in primary eye slot) and an additional +2 damage to thrown weapons. That’s actually a compelling enough comparison to say that perhaps the DK helm is under powered at 2AC and 3 str
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    2025 Ultra Rare Tokens 4 months 3 days ago #30

    not sure about bonuses but what about a shield that allows the paladin to guard for the whole party against group attacks?
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    2025 Ultra Rare Tokens 4 months 3 days ago #31

    Kevin Chapman wrote: not sure about bonuses but what about a shield that allows the paladin to guard for the whole party against group attacks?


    Seems a little overpowered. It makes me think of the shield from the D&D cartoon and that makes me smile.
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    2025 Ultra Rare Tokens 4 months 3 days ago #32

    OrionW wrote:

    Kevin Chapman wrote: not sure about bonuses but what about a shield that allows the paladin to guard for the whole party against group attacks?


    Seems a little overpowered. It makes me think of the shield from the D&D cartoon and that makes me smile.


    As long as the Paladin is using the Cavalier subclass it should be allowed lol!
    Tenth level achieved! Now for the long journey to 11th level!
    Last edit: by David Autzen.
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    2025 Ultra Rare Tokens 4 months 3 days ago #33

    Holy Symbol of Selinwa:
    Can you Turn Undead in a non-combat room, for the healing effect?
    Can you Turn Undead when there's no appropriate creature to turn, for the healing effect?

    General comment:
    This set of URs feels heavily skewed towards Spellcasters. I don't think anyone would argue that +2 Rod of Focus, Earcuff of the Cabal, and Eye Patch of the Aesir aren't for them. Holy Symbol of Selinwa, kinda; it's a Cleric exclusive, rather than general Spellcaster, but it's still of no use to anyone else. Bead of Celecia, I'd also argue so. While Barbarians, Paladins, and Rangers can use it, they gain little out of it: Barbarian already has all the Rages they need from Bog's and a Cleric; Paladin would rather take a stat or save bead than get a single-use heal for 15; and Ranger would also rather take a stat or save bead than heal another 5 (+healing bonus).
    Is it intentional that 25% of the URs grant no utility to martial classes?
    Cleric main / Druid secondary
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    2025 Ultra Rare Tokens 4 months 3 days ago #34

    Endgame wrote:

    Matthew Hayward wrote:

    Endgame wrote: As for power level, it’s a class restricted crown of might with a slight power increase to account for the class restriction.


    Net of: +1 to STR, +1 or 2 to thrown weapon damage, +2 to AC is a "slight" power increase for a head slot item?

    (Both participate in different set bounses as well, but realistically no one is using the might set bonus anymore, and the DK bonus is kind of meh).


    Yes, .5 hit and damage for melee and .5 damage for thrown weapons is a slight increase. The AC is basically meaningless and slightly counter to the set bonus.


    I think you're confused on how Crown of Might works.

    It is false that the proposed token with +3 STR offers an increase of .5 damage for thrown weapons versus Crown of Might.

    Crown of might offers no damage bonus whatsoever to ranged attacks, including thrown and "mighty" weapons.

    The Death Knight Helm as proposed, in contrast, offers either +1 or +2 damage to thrown weapons, depending on whether your strength ends up odd or even.

    Since the AC is "basically meaningless" let's both agree it should be removed from this token.
    Last edit: by Matthew Hayward.
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    2025 Ultra Rare Tokens 4 months 3 days ago #35

    Quick reference for Death Knight Set vs. Redoubt:

    Compare:

    Ultra Rare 3 piece Death Knight Torso, Shield, and proposed Helm armor set:
    With Plate torso: +13 AC, +8 STR
    With Mail torso: +9 AC, +8 STR

    Ultra Rare 3 piece Redout set:
    With Plate torso: +19 AC, +2 STR, +5 HP, -2 saves
    With Mail torso: +16 AC, +2 STR, +5 HP, -2 to saves

    Relic 3 piece Redoubt set:
    With Plate torso: +20 AC, +2 STR, +5 HP
    With Mail torso: +17 AC, +2 STR, +5 HP

    Legendary 3 piece Redoubt set - usable only by Fighters & Paladin
    With Plate torso: +26 AC, +2 STR, +5 HP
    (There are various permutations involving 2 legendary and 1 relic piece other classes can use)

    I think most players would rather have the DK set than the Relic level Redoubt set.
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    2025 Ultra Rare Tokens 4 months 3 days ago #36

    Matthew Hayward wrote: I think most players would rather have the DK set than the Relic level Redoubt set.

    It depends if you want AC. For example. Running blind NM or epic double downs, A Dwarf Fighter or a Paladin may prioritize AC. Fighter may care less (AC is generally a poor stat as you know), and Cleric has other options as well.

    As it stands now, with a fighter or more offense leaning Paladin might take:

    DK Armor
    DK shield (soon to be Thor’s mug)
    Cranston’s helpful hat
    Lenses of flawsight (base eye slot)
    Goggles of instant analysis.

    DK Helm, as proposed, would drop the melee+hit by .5, drop the ranged damage .5, but add 1.5 melee damage. Keep the AC for theme.

    Heavy armor classes - specifically fighters and Paladin (though you won’t break Cleric adding them in) should get advantages from their gear not accessible to Ranger, Rogue, Druid and others. As long as the other classes don’t get the same thing with less AC (ex DK mail, soon Thor’s mug) we get a nice little niche for heavy armor classes.
    Last edit: by Endgame.
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