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TOPIC: Augmentation / Sigil tokens

Augmentation / Sigil tokens 10 years 3 months ago #1

Augmentation / Sigil tokens:

There was some discussion about armor augmentations in another thread. In it, Mike Steele said "What if these armor augmentations are only available via transmuting?"

This gave me an idea: What if trade goods became / were replaced by Augmentations?

Let's say I transmute: (For example)
  • 25 rare armor tokens and I get a +1 AC Augmentation instead of an Argonite.
  • 25 rare potions for a +1 HP Augmentation.
  • 25 common weapons for an "Weapon is indestructible" Augmentation.
  • 25 ultra-rare armour tokens for a +2 AC Augmentation.

Some rules:
  • Augmentations still count as trade items. Maybe with a trade type listed on it.
  • There are several different slots for Augmentations based on the type of Augmentation it is.. IE one slot for Armor Augmentations.
  • These slots are available to all players.
  • Augmentations only released through transmuting. (Not in packs)
  • There can be relic and legendary Augmentations.

Some optional ideas:
  • Maybe some Augmentations are only available some years.
  • Maybe you need to transmute common Augmentations to get new uncommons. Uncommons for rares, and so on...
  • Maybe the storyscape has a blacksmith for melting materials and making augmentations instead of a transmutation desk.

Most players don't have a use for trade tokens, or their left over commons and uncommons. This makes trade goods relevant to a wide base of players. If I could convert my old tokens into power-ups, that would be exciting! I might trade commons and un commons with others at GenCon. If advertised, I think this would also appeal to a broad base of TD players with just rare builds.

I know there is opposition to creating new slots. Some argue it enables power creep. But one of the fun parts of the game for me has been finding tokens to fill all the cool currently available slots. More slots allow people to investigate tokens and add variety.

Anyway just a thought.

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