Hello Jeff, thank you for taking feedback so far and being open with this process.
Your direction of 5 base mythic tokens is a fine direction, and I am happy to see TD leave itself room to adapt to the future.
Below are problems I still percieve in the current design system and possible solutions to them if you happen to agree to the problem statement:
-- Players coming to a mythic event with complicated tokens overloading coaches
Solution: To play on Mythic you must use the TD Phone App, or tdcharactercreator.com
-- Some insane person with 10 Safehold I's could come to a PUG and try to get them to play Mythic
Will this happen? I don't know, but I've heard enough horror stories
Solution 1:
Players must be 6th level to play Mythic (Must present Signet of Nobility)
Solution 2:
Someone must buy all 10 tickets and group must unanimously vote on playing Mythic (No idea how to verify this though)
-- Token Balance is hard to craft without understanding the likely range of difficulty of the encounter
Solution:
Add a dungeon threat assessment page for us to reference that could be updated as needed and the game evolves
Example:
Dungeon Threat Assessment by Difficulty (Ideally we could just take averages of VTD party cards for this guidance and have
Disclaimer: These ranges are likley averages of creatures you will find on your adventure. Monsters can exist outside of these ranges and boss monsters often will have one or more forms of exception of these values. That exception can be quite statistically considerable.
Disclaimer2: This is not an official doc of TDHQ and is subject to change at any time
Normal
HP: 100-300
Damage: 3-6
Hit Bonus: 5-10
AC: 10-15
DR: 0-5* (Most DR is creature specific. Creatures can be immune to damage types at any difficulty, you will never hurt a fire elemental with a fireball.)
Save Target: 10-16
Will rarely have an ability that will disables the player
Hardcore
HP: 300-600
Damage: 4-10
Hit Bonus: 8-14
AC: 13-20
DR: 0-7*
Save Target: 13-20
Will scarcely have an ability that will disables the player
Nightmare
HP: 500-900
Damage: 6-16
Hit Bonus: 14-25
AC: 16-25
DR: 0-10*
Save Target: 18-28
Will often have an ability that will disables the player
Epic
HP: 700-1500
Damage: 10-25
Hit Bonus: 20-35+
AC: 20-30+
DR: 0-15*
Save Target: 20-35
Will almost always have an ability that will disables the player
Mythic
HP: 1500-3000
Damage: 30-60+Mythic
Hit Bonus: 40-60+
AC: 30-45+
DR: 0-20*
Save Target: 35-50
Can have an Mythic abilities that effect combat at fundamental levels
If TD doesn't want to release this guidelines because they believe it may be held against them having some form of way for the community to get data and make our own would be nice
-- Mythic is gated by Safehold I, but then gated again by 3 other tokens possibly allowing players to enter a unwinnable dungeon.
The additional gating of the mythic system without advanced knowledge of what effects are in effect for the dungeon would likely lead to high player frustration.
Ideally, at least in my opinion, a dungeon should be completeable (in theory) without any one specific token. This is not to say it should be easy or likely, simply possible.
By using a multiplier or divisor we can make it possible but extremely unlikely that someone could overcome these challenges in mythic if they focused hard enough on it in their builds.
Solution 1:
Change to softgate by dividing player stats and having tokens restore them to normal.
Example:
Mythic Dungeons have an aura of evil so strong it saps the strength from your body dividing all party card stats by 2.
Mythic Charm of Fate: +8 to Saving Throws, saving throws immune to Mythic Aura
Mythic Ioun Stone of Insight: +8 Base Damage, damage and hit immune to Mythic Aura
Mythic Bead of Defiance: +8 to STAT of choice, HP and AC immune to Mythic Aura
Benefits:
Number squashing, can keep difficulty closer to Epic this reducing some mental overhead
Encourages consumable use by making them more valuable (as they are not divided)
Encourages buff spells (see above reason)
Solution 2:
Change the token hard gates to soft gates via multipliers.
By using a softgate we can in theory allow someone with a build tailored to the encounter to go up against mythic, thus increasing the potential player base of this difficulty
Mythic Charm of Fate: Final saving throws modifiers multiplied by 1.5x
Mythic Ioun Stone of Insight: Final hit modifiers multiplied by 1.5x. +8 base damage
Mythic Bead of Defiance: Final AC and HP modifiers multiplied by 1.5x
Benefits:
People usually like it when their numbers go up over down
Solutiion 3:
Simply up the bonuses from +8 to say, +10-12 to create a harder to surmont gap
If a epic character reasonably has a +35-+40 a save target of 55 has them fail 25% of the time. A mythic character would pass 75% of the time which is fine IMO
-- Combat speed is likely to drop considerably due to amount of extra rolling from additional saves required for in person mythic runs
Previously combat in TD is generally:
Party Slides -> Monster Roll (attack) AND/OR Party Save
Repeat
Currently outlined a possible encounter could be
Party Slides -> Mythic Invuln Save Roll -> On hit Mythic Save roll to Avoid becoming a Rabbit -> Monster Mythic Attack Save -> Monster Attack AND/OR Party Save
Which this can bring the amount the GM must check and add party saves from 1-2 times a round (and read off pass/fails of those saves) to 3-5 times a round.
The GM reading and checking saves is the 2nd longest portion of combat, only behind the slide hit checks. Monster invulnerability also requires the GM to take notes who saved on that to check if the person who hit actually really hit. Thus making that task take 25-50% longer as well (I made the percentage up)
This is genuinely a huge increase of book-keeping for the GM and would likely reduce applicable combat rounds from 3-4 rounds/room to 1-2 rounds/room.
Solution 1: See soft gate solutions
Solution 2: Mythic is VTD only
Solution 3: Pie-in-the-sky auto token calculator that can read a party card and do all GM math for them. (This isn't useful I know, but I can't think of other solutions. But I would love to see this in the fantasy world where TD had infinite money, resources and time)