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TOPIC: Recommendations for Changes to the Player Mats

Recommendations for Changes to the Player Mats 1 hour 50 minutes ago #1

It is time to make new player token mats for Coaching. Below is a link to the current version. What additional spaces/circles do you think we need to add to it? Any other tweaks?

Also, we are thinking of making a set of player token mats that are to be used during sealed-run events -- specifically to be less intimidating to new players. What slots (and circles per slot) should we place on these mats? Any ideas of additional info to place next to some (or all) of the slots?

Thanks for the input!

truedungeon.com/files/Token_Mat_2023-1_HR.jpg
Token Conjurer
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Author of the never-to-be-released "The Secret of Trees"

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Recommendations for Changes to the Player Mats 1 hour 30 minutes ago #2

For sealed-runs which had more new players that I interacted with while assistant coaching - I'd recommend the mat have something for consumables (potions, scrolls, and the like) because those tokens caused confusion when everything else had a "slot". Maybe class specific mats? Since not every class can use scrolls, but if it's on their player mat, they'll know "oh, I can use those! Send them to me!"

I think the players who are new like placing their tokens and making sure everything is filled up. For a sealed run. I'd probably keep most of it but maybe drop the Ioun/Bead/Charm slots since those typically don't get full on a sealed run. As I type this I'm realizing it's hard to know what people will get in their 10 packs, but Ioun Stones for C->R are 3, so drop that to 3 instead of 5. But that could be dependent on the year unless you follow strict "X Charms in C->R, Y Iouns in C->R" every year.

Initial thoughts at least. I'll think on this a bit more as time allows though!
Signatures signify <i>something</i>

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Recommendations for Changes to the Player Mats 1 hour 25 minutes ago #3

Would be interesting to have a precon set of tokens printed on the mat as a baseline in case players don't get anything useful other than a weapon in their 10 pack. Chest for example could have something that gives +3 hp and 1 AC if nothing is equipped in that slot.

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Recommendations for Changes to the Player Mats 1 hour 4 minutes ago #4

Kusig wrote: Would be interesting to have a precon set of tokens printed on the mat as a baseline in case players don't get anything useful other than a weapon in their 10 pack. Chest for example could have something that gives +3 hp and 1 AC if nothing is equipped in that slot.


This is an interesting idea!

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Recommendations for Changes to the Player Mats 50 minutes ago #5

Preprinting tokens on the mat is a very good solution for sealed builds. Just fill the classic DnD slots with commons. Could even use commons from TD’s past.

Slots I’d fill are:

head
amulet
torso
Back
hands
2x rings
Belt
Boots
Melee Mainhand
Melee offhand
Ranged mainhand
Ranged offhand

I’d be happy to make some suggestions for actual tokens if this idea has some legs.

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Recommendations for Changes to the Player Mats 33 minutes ago #6

As a fellow coach, I want to second this idea. The most common question for new players is "Where does this go?"

alesiev - Alex wrote: For sealed-runs which had more new players that I interacted with while assistant coaching - I'd recommend the mat have something for consumables (potions, scrolls, and the like) because those tokens caused confusion when everything else had a "slot". Maybe class specific mats? Since not every class can use scrolls, but if it's on their player mat, they'll know "oh, I can use those! Send them to me!"

I think the players who are new like placing their tokens and making sure everything is filled up. For a sealed run. I'd probably keep most of it but maybe drop the Ioun/Bead/Charm slots since those typically don't get full on a sealed run. As I type this I'm realizing it's hard to know what people will get in their 10 packs, but Ioun Stones for C->R are 3, so drop that to 3 instead of 5. But that could be dependent on the year unless you follow strict "X Charms in C->R, Y Iouns in C->R" every year.

Initial thoughts at least. I'll think on this a bit more as time allows though!

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Recommendations for Changes to the Player Mats 15 minutes ago #7

My counterpoint is that sealed runs are mostly ran at the normal difficulty and running naked with a weapon is typically good enough to get into the final room. Im afraid that TD would have to scale the adventure difficulty to match the improved characters. But I do agree it would make for a more fun new player experience to at least have a baseline of gear represented. many new players at GC were concerned by their lack of gear but I was quick to let them know the difficulty was set to match their build levels and that they would not suffer any reduction in gameplay experience.
Pregenerated token slots also makes it more difficult for coaches to note what default tokens have been replaced from the 10 pack as its impossible to hover over the player mats for 8 hours. That can also be rectified by adding those base stats into the party card default box reminders. There are definitely a lot of factors to weigh to make such a change.

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