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TOPIC: How important are additional tokens for new groups

How important are additional tokens for new groups 7 years 10 months ago #13

Kirk Bauer wrote: With a group of mostly newbies running on only the free 10-packs of tokens that you receive in the coaching room I'd say you'll most likely fail to defeat some monsters before running out of time. Additionally you may have some fatalities in the party before room #7.

I agree with that, but I doubt another pack or two of tokens (per person) would make much difference. In most cases, the issue is focus and teamwork. If the players work as a team, don't waste time fumbling through their pockets looking for weapons, and make their combat slides efficiently, I think the odds of survival are quite good using bare-bones tokens.

Having more token choices will certainly be beneficial, but lack of cohesion will absolutely torpedo the chances of even the most token-rich parties.
Have you looked it up in the TDb ?
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How important are additional tokens for new groups 7 years 10 months ago #14

Druegar wrote:

Kirk Bauer wrote: With a group of mostly newbies running on only the free 10-packs of tokens that you receive in the coaching room I'd say you'll most likely fail to defeat some monsters before running out of time. Additionally you may have some fatalities in the party before room #7.

I agree with that, but I doubt another pack or two of tokens (per person) would make much difference. In most cases, the issue is focus and teamwork. If the players work as a team, don't waste time fumbling through their pockets looking for weapons, and make their combat slides efficiently, I think the odds of survival are quite good using bare-bones tokens.

Having more token choices will certainly be beneficial, but lack of cohesion will absolutely torpedo the chances of even the most token-rich parties.



Rumor has it that it has happened to a Golden Ticket run or two. I agree with Druegar, I would hold off buying too many additional tokens until you play. You may find you don't like it and then have to sell your token 'investment'. I sent you a pm as well.
You either discover a star or you don't. You arrogant punk.

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How important are additional tokens for new groups 7 years 10 months ago #15

Welcome Josh

First and foremost teamwork is more important than tokens, especially in a puzzle run.

For me tokens add another level of fun to TD

For fun:
A) I would recommend you guys get and extra pack for everyone early.
B ) Print out 10 copies of the Character Equipment Map ( here ).
C) Get you team together some time way before your run, open all the packs, and build all your characters as a team.. Everyone gets time to see and digest what tokens do what. Besides it could be good practice at working as a team. Also this means you're not crazily opening your starter packs and trying to make first time builds just before your run.
D) Sign in for your run, get your starter packs, open them in the coaching room, and upgrade your builds with less pressure.


I wouldn't recommend getting a prebuilt before your first run. You should play and see what kind of class you want to play first. Collecting and making a character build, and then upgrading them, is an extra part of the game for TD. Sometimes getting a pre-built character is a great way to get a good value and launching pad for upgrading.

Above the 10 starter packs and 10 additional bonus packs...maybe getting a couple healing tokens if you don't have any.

Very optional, but maybe a Mystic Mushroom which lets you raise a dead player to 1HP… it's little pricy to a new player for a token you can only use once. But it may save someone from a bad experience if they die too soon. Good news is that if you don't use it you can keep it for next year or trade it away.

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Last edit: by Graven.

How important are additional tokens for new groups 7 years 10 months ago #16

I just took a look at the resale market. Very interesting. Yeah the mushroom caught my eye.

Is there a limit to how many of a class can be played? With 10 players, assuming an RPG standard setup, you're looking at 3 dedicated healers, or 2 and some partials.

Has anyone tried to run like 10 wizards? Or 7/rogue/cleric/cleric?

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How important are additional tokens for new groups 7 years 10 months ago #17

Only one of each class

Edit:
Each player has to pick from one of the 12 character cards. You can see them ( here ) Each coaching room has one of each card.

Note: There are two fighters (human and dwarf), and two wizards (human and elf)

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Last edit: by Graven.

How important are additional tokens for new groups 7 years 10 months ago #18

Josh wrote: I just took a look at the resale market. Very interesting. Yeah the mushroom caught my eye.

Is there a limit to how many of a class can be played? With 10 players, assuming an RPG standard setup, you're looking at 3 dedicated healers, or 2 and some partials.

Has anyone tried to run like 10 wizards? Or 7/rogue/cleric/cleric?


What Graven said, lol.

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How important are additional tokens for new groups 7 years 10 months ago #19

Buying a small number of packs is dicey. They're random, which is good and bad. I once opened a pack with nothing but rope, gold, a couple of ducks, and a single common one-point heal scroll. But I had a few hundred more to open, so no biggie.

This year the mix was changed, and the odds of that happening are much less. But, be aware, if you only get one pack it might be useless except as trade material. The more packs you get, the more the "law of large numbers" takes over.

For your first run, you may just want to go non-lethal. You get the same loot and same completion token as normal, and everyone gets to play to the end. The only difference is XP
www.truedungeon.com/how-to-play

If you like it, you can replay the dungeon or do the combat version on normal to get he full XP. Or you can not sweat it. It doesn't really matter until you reach player level 5 or 6, which is years from now.

www.truedungeon.com/how-to-play/item/12-rewards

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How important are additional tokens for new groups 7 years 10 months ago #20

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Assuming you want to spend the time planning, I think your money is better spent on getting everyone a few key tokens for their class, rather than 10 packs. Making sure the sliding classes have a melee and ranged weapon.

Let's say I'm a new Fighter. Instead of getting a random 10-pack for $6, I'd get the following for about $6 total:

+1 Thrall Sword (Rare)
Sling of Seeking (Uncommon)
Thrall Lieutenant Armor (Uncommon)
Thrall Large Shield (Uncommon)
Shirt of Brawn (Uncommon)

And maybe I'd splurge for another $2 and get Gauntlets of Ogre Power.

Then in the coaching room I'd hope for / try to trade for anything that gives HP, AC, Strength, melee hit/damage, or Saves. Some good commons that should not be difficult to get: Thrall Bracers, Thrall Belt, Thrall Helm.

That is a pretty solid start for not much money.

That all said, you can certainly come into TD with nothing and still have fun.
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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How important are additional tokens for new groups 7 years 10 months ago #21

I think I am going to loan Josh my backup builds. We are working out the details (how to get them to him and back to me). That way he and his group are guaranteed at least rare weapons for combat and a few other little extras to help them survive till room 7. Things like Charms of Lava Fiend, Charm of Health, Ioun Stone Beryl Prism, Ioun Stone Faceted Amber, Ring of Health and Earcuff of Vitality. A little extra HP and saves. Some very basic damage reduction and nothing fancy. It is what my group using when I am not playing with them so they don't have to remember anything special.


If he enjoys playing then he can buy tokens from TD or from one of the many token traders/stores on the forums.
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Last edit: by jedibcg.

How important are additional tokens for new groups 7 years 10 months ago #22

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jedibcg wrote: First time playing, tokens are not that important especially on a puzzle run. That said it is really nice for most to have a weapon. Wizards (though VERY squishy) can produce a fair amount of damage with zero tokens. I also like the monk with no tokens though the two handed slide mechanic can be tricky for some new players.

Actually I have found some folks get overwhelmed with the tokens their first time playing. So though an extra 10 bags would be helpful (that is how I played my first time well) but it is not needed.


Monks only use one hand to slide their tokens.
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