Marc D wrote:
Matthew Hayward wrote: "Power Creep" in True Dungeon tokens is a many-faceted phenomena.
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5. Increased power in the same slot, at the same rarity
* Belt of Ogre Power compared with Belt of the Brave
6. Lower rarity tokens which match or exceed higher rarity tokens in the same slot
* Rare Ioun Stone Jasper Ellipsoid (+2 melee dmg) vs. UR Ioun Stone Infernal Fire Prism (+2 fire melee dmg)
I think "Power Creep" tied to rarity levels (e.g. URs are better than Rares) has overall been a great way of offering TD players that sense of progression or advancement that D&D thrives on. It's also good for collectability.
Curious about your take on something. How should TDA handle "mistakes" in token power? The examples I snipped above are examples of what I mean. TDA has access to PYP data that we don't, so it may inform their decisions a bit.
Two scenarios.
Scenario 1: Underpowered tokens
UR Ioun Stone Infernal Fire Prism vs. Ioun Stone Ruby Orb. Both offer +2 fire damage at Melee.
Compare also Ioun Stone Banshee Prism vs. Ioun Stone Kyanite Cube.
There could be sales data that suggest Fire Prism and Banshee Prism weren't desirable, so a kicker (-2 cold damage) got added to Kyanite Cube. It's a case of creep, yes, but also maybe correction to where players feel an UR should be?
For underpowered tokens, I think it's fine for TD to just print more power in the slot at that rarity (or a lower rarity depending on how underpowered it is).
Doing that would be "power creep" - but that doesn't make it inherently bad.
It's not good if the first tokens in a slot are the most powerful, as it undermines that slot going forward (that happened with the legs slot which saw an announced Kilt of Dungeonbane transmute in the 2nd year the slot existed) - the flip side of that rule of thumb for design would be that slots need to be able to grow in power some.
TD has a good history of letting slots develop over time, by ramping up the power within the slot. I think this is a good way to add progression. See, for example, the first usable by all UR Shirt: Shirt of the Underdark: +5 to max HP.
I also think it's desirable to have a range of power within a slot and rarity - which inherently means there will be some underpowered tokens.
Specifically for Fire Prism, Banshee Prism, and Kyanite Cube it sure looks like TD decided +2 damage for a single mode of combat is a rare Ioun effect in 2020 and doubled down on that in 2023.
Scenario 2: Overpowered tokens
Belt of Ogre Power vs Belt of the Brave
I think almost everyone agrees that Belt of the Brave is a mistake. The sales for that VTD certainly suggest people running multiple times to acquire it. Unfortunately, it seems to be a new baseline in token dev.
What's the solution for a token like that? A buyback program, perhaps through transmutes? Just call it an outlier and not use it as a baseline?
Just curious how those scenarios should get handled.
I don't have great ideas about what to do about overpowered tokens. It's a bad situation where the cure can easily be worse than the disease.
TD has infrequently banned overpowered tokens by reprinting them with a reduced effect, or simply changing the effect in the case of set bonuses.
This has happened only a few times by my recollection with: Cloak of Shadowskin, Lenses of Divine Sight, Mad Evoker's Charm, and an older version of the Eldrtich Set bonus. (Other tokens have been deprecated due to changes in underlying rules or class abilities.)
When TD has banned UR tokens they've usually allowed a trade in of the banned token for a UR of your choice in the following year. I think that's a decent way to handle cases where things are so out of hand that they are warping gameplay in undesirable ways, and quite generous to affected players/collectors.
For things that are overpowered, but not warping the gameplay in a negative way, it's very tricky. Overall I think the best approach is probably to leave it be for people who have it, and not reprint it. Sometimes things that are, or seem to be, overpowered lose their edge over time anyhow as the token environment changes - so the situation may be corrected without direct intervention.
With regard to Belt of the Brave in Particular, I'd prefer it not to have been printed in the first place, but don't think anything needs to be done about it now.
TD could just ignore overpowered tokens for the purposes of power level comparisons of other designs. That seems to have happened this year, with the reprint of 2026 Rare Belt of Ogre Power.
I'd also be OK with Belt of the Brave becoming the new power level associated with the waist slot at Rare.
Considering these points:
1. The waist slot power was established by 2005 - UR - +3 Strength (Girdle of Hill Giant Strength)
21 year old power levels can be eclipsed without creating a ruinous pace of power creep.
Let's look at some other 2005 URs and more recent rares:
2005 UR +1 Ring of Protection.
Reprinted at Rare in 2007. Even the rare version is probably not worth a ring slot today, and hasn't been printed since 2014.
2005 UR +1 Heavy Repeating Crossbow - Damage wheel 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 - Barbarian and Fighters only
The 2009 Rare +1 Iron Long Spear with damage wheel of 2, 3, 4, 5, 6, 7, 8, 9 is almost certainly better as a thrown weapon than the repeating crossbow for Barbarians and Fighters.
2005 UR Gloves of Dexterity - +2 to DEX
Reprinted as a Rare Completion token in 2021 - the same year as Belt of the Brave. I don't remember anyone being upset about this.
Waist slot going from:
+3 STR at UR in 2005, to:
+2 to hit and damage with melee at Rare in 2021
Is a glacial pace of power creep, and not to my mind a big problem - even if it ripples up the rarity tree to give us a +3/+3 UR, a +4/+4 relic, and a +5/+5 Legendary someday.
Of course, I'd prefer it never have been printed: but if TD is granting me power-creep-token wishes, I'd address the fact that we've added 10 slots (3 Beads, a Mark, a Spirit Pet, 2 Hirelings, an Underling, a Follower, and a Henchman) since 2017 with another Underling on the way and making 3 Treasure Iouns Slotless when Safehold I arrives rather than worry about a UR caliber belt being printed at rare.
It's also worth noting that all those Rare tokens are completion tokens.
You're right a lot of the tokens that seem to be outside the typical power ranges for their slot are completion, or treasure only tokens.
Maybe those kind of tokens, and volunteer tokens, shouldn't be considered when trying to balance power of standard set C-UR tokens and transmutes.