Welcome, Guest
Username: Password: Remember me

TOPIC: 2016 Character Card Pics < Closed, See New Thread

2016 Character Card FINAL IMAGES 8 years 1 month ago #13

lazlo_hollyfeld1985 wrote: Damn it. There are still wizard cards

I would have expected that comment about Paladins!

Ed
Useful Links:
TD Character Creator
Amorgen's Excel Char Gen Tool
Token DataBase
Talking TD Podcast

TD Accomplishments:
Member of the first team to survive Epic True Grind
1st Solo NM as Poly Druid
Proud member of Gas Station Sushi
Don't Nerf Our Tokens!
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #14

Thank you for the cards, liking a lot of what I am seeing, and will be curious to tinker with builds once all the sheets are updated.

I like the Taunt ability on the Dwarven Fighter now. Makes stacking retribution damage interesting. Could go either Paladin or Dwarf Fighter with that.
~Meta: Don't worry, it is perfectly "safe" to follow the drunken dwarf into the dungeon!
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #15

MetaphoricDragon wrote: Thank you for the cards, liking a lot of what I am seeing, and will be curious to tinker with builds once all the sheets are updated.

I like the Taunt ability on the Dwarven Fighter now. Makes stacking retribution damage interesting. Could go either Paladin or Dwarf Fighter with that.


Interesting thought: what if player and monster each did retribution damage? Would it start an infinite-loop chain reaction that didn't stop until one or the other was dead?

Probably not, but makes me think of something like...


"Ceci n'est pas une pipe" - Magritte
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #16

Brad Mortensen wrote: what if player and monster each did retribution damage? Would it start an infinite-loop chain reaction that didn't stop until one or the other was dead?

It would not.
Only melee damage triggers RD.
RD is not melee.
Ergo, RD cannot trigger RD.

(I'm fairly certain you were only posing a hypothetical, but in case someone else wondered, there's the answer.)
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #17

I like the small buffs to Bards +1 con Woot! one step closer to extra HP! The low level damage spell was expected based on the 2016 tokens, very cool.

Totally want to play the legendary bard, +4+4 bard song? Yes please.

-THOT
"Nice guys finish last but at least they finish"
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #18

This is from a post Jeff made in the L&L section four days ago. There were other changes made since, but this is fairly comprehensive.

Jeff Martin wrote: 2016 Class Card Changes
General
Increased contrast on class names and HP to make them easier to read in low-light
Added "glow" to starting HP in the HP columns
Added labels to AC columns
"Scroll Use" is no longer listed as a Special Ability since the tokens themselves indicate who can use them
Raised most spell DCs
Raised all even ability scores by 1 so all base ability scores are odd numbers (this will make calculating ability score bonuses easier on coaches)
Alphabetized all spell and power lists

Barbarian

Added "Two-Handed Damage Bonus" Special Power

Bard
Deleted Daze, replaced with Sonic Dart
Deleted Mute, replaced with Song of Refuge
Deleted Flare, replaced with Bolster
Modified Inspire to also remove Hold
Bard-Troubadour
Changed name of Song of Redoubt to Song of Support (its function remains the same)
Removed the Will save requirement from Taunt
Deleted Treasure Find, replaced with Enhance Bardsong

Cleric
Corrected number of beads
Converted Restore Power and Restore Spell from spells to Powers
Added Prayer spell to replace the Restores

Druid
Added Keen Polymorph power (5th and Sub only)
Changed Freezing Orb's span from 8/10 to 8/11 to be consistent with other spellcasters
Changed Firebolt's span from 10/14 to 11/14 to be consistent with other spellcasters
Changed Call Lightning's span from 16/20 to 17/20 to be consistent with other spellcasters
Druid Summoner
Named the summoning power (function remains the same)

Dwarf Fighter
Deleted Defensive Focus power because it's too often forgotten
Added Taunt

Elf Wizard
Changed name of Stoneskin to Ironskin so it doesn't conflict with similarly named tokens
Add Focused Polymorph power (5th and Sub only)
Deleted Cat's Grace, replaced with Bull's Strength (swapped with Wizard)
Deleted Detect Magic, added Shocking Grasp
Raised Fireball's DC to 15

Fighter
Minor cosmetic changes

Monk
Changed Skill Text in description from "hand-held weapon" to "Flurry of Blows compatible weapon"
Changed Dragon Strike's definition

Paladin
Added DR 3 when Guarding

Ranger

Deleted references to specific weapons in Sharpshooter
Changed "Two Handed Weapon Focus" to "Dual-Wielding Fighting Style", no change in function

Rogue
Corrected typo in Improved Sneak Attack (5th-level only)

Wizard
Deleted Bull's Strength, replaced with Cat's Grace (swapped with Elf Wizard)
Renamed both 0-level "Ray" spells to "Bolt" spells, but kept the same power (all "Ray of" spells require a to hit slide)
Raised Lightning Storm's DC to 15

Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
If I write something in teal, it should not be taken seriously
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #19

Of the other changes made since, I would say the Wizards had most of the DC checks removed entirely. Only the Elf Illusionist has any left on these cards. Instead the damage was shifted to be more midway between the full and save values.

This seems reasonable. Previously a big Lightning Storm was much more likely to nearly one-shot a Normal monster, sometimes severely wound a Hardcore one (sometimes not), but hardly scratch in Nightmare due to how they would save. Now the damage output will be more consistent across difficulties, with Normal getting a nerf but Nightmare getting a small bump.
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #20

All abilitity scores being odd makes a lot of sense.

+4 damage for 2H as Barbarian is awesome.

I like Taunt on Dwarf Fighter too. That will be a fun one.
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)
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #21

  • bpsymington
  • bpsymington's Avatar
  • Offline
  • 11th Level
  • Supporter
  • Follow me on Instagram @runningboardgamer
  • Posts: 15950
I have a minor issue about the wizards.

*ducks pitas thrown by Laz*

Both wizards have an equal number of spells, with the Human having 2 more damage spells than the Elf. The Elf now has the focused polymorph ability, giving them a distinct advantage in melee. I think this is a GREAT ability, and it helps to give distinctiveness to the class. but I feel like the Human wizard is now comparatively underpowered. He has a higher INT, but that doesn't currently have any in-game effect.

HW 4th level - 13 spells, 10 of which cause dmg
HW 5th level - 16 spells, 14 of which cause dmg (plus Lesser Maze)
EW 4th level - 13 spells, 9 of which cause dmg
EW 5th level - 16 spells, 13 of which cause dmg

*Hey, these pitas are delicious!*
Follow me on Instagram @runningboardgamer

Awesome avatar by Mauve Shirt!
Last edit: by bpsymington.
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #22

  • bpsymington
  • bpsymington's Avatar
  • Offline
  • 11th Level
  • Supporter
  • Follow me on Instagram @runningboardgamer
  • Posts: 15950
I proposed this in the L&L section - How about Human Wizards are masters of wand use and lore? Any time they use a wand that does damage, it deals 2 additional damage. I think it fits thematically.

Not too powerful, would encourage wand usage, and that would address the concerns of wizards worried about the possibility of running out of spells. Doesn't call for a free action or using wands without crossing off a charge.
Follow me on Instagram @runningboardgamer

Awesome avatar by Mauve Shirt!
Last edit: by bpsymington.
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #23

bpsymington wrote: I proposed this in the L&L section - How about Human Wizards are masters of wand use and lore? Any time they use a wand that does damage, it deals 2 additional damage. I think it fits thematically.

Not too powerful, would encourage wand usage, and that would address the concerns of wizards worried about the possibility of running out of spells. Doesn't call for a free action or using wands without crossing off a charge.


With Wands that affect all monsters, would it be +2 damage allocated across the monsters, or an additional 2 damage to all monsters (which would be a pretty significant bonus)?
The topic has been locked.

2016 Character Card FINAL IMAGES 8 years 1 month ago #24

  • Picc
  • Picc's Avatar
  • Offline
  • 10th Level
  • Supporter
  • Remember when we were explorers?
  • Posts: 7101
If it ends up going that way I would say alocated because wont someone please think of the stirges.


Also maybe limit it to only applying to damage wands.
Semper Gumby, Always flexible.

Sartre sits in in a coffee shop and asks for a coffee without cream. The barista apologizes “Sorry, we don't have any cream. Can I offer you a coffee without milk instead?”
The topic has been locked.
Time to create page: 0.092 seconds