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TOPIC: OLD Rules on Treasure Enhancers & "Ghosting"

Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #37

Joshua Long wrote: Per Drueger's clarification in another thread a wait-lister can not force your party to run at a difficulty lower than what you want. The wait-lister must agree to the difficulty of the party if they want to take the slot.


Thank you for the clarification. I did not see that.
Last edit: by Graven.
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #38

There are other reasons for Ghosting other than those that Eric mentioned. Some of us think 10 is too many in the dungeon, so this allows us to do 5-man or 8-man runs without costing as much. It also allows for challenge runs like 1-man or 3-man runs.

It is news to me about the waitlist and the difficulty, so that's good to know. But there are other factors, for example wanting to do a 7-token challenge NM run, or a sealed-pack normal run, etc. If somebody joins that party, even at the agreed upon difficulty, and then wants to use a full build, it kind of ruins the challenge.
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #39

Kirk Bauer wrote: There are other reasons for Ghosting other than those that Eric mentioned. Some of us think 10 is too many in the dungeon, so this allows us to do 5-man or 8-man runs without costing as much. It also allows for challenge runs like 1-man or 3-man runs.

It is news to me about the waitlist and the difficulty, so that's good to know. But there are other factors, for example wanting to do a 7-token challenge NM run, or a sealed-pack normal run, etc. If somebody joins that party, even at the agreed upon difficulty, and then wants to use a full build, it kind of ruins the challenge.


I would be interested to know if you can impose those kinds of requirements as well for a wait-lister. Perhaps Drueger can clarify.
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #40

There is a point in the coaching room when the run is filled from the wait list unless you have turned the ticket in.

Just before that point you can turn the ticket in and ghost. You can try to return the ticket. But you are already in the official event time, so I don't think you can, even if you could get to a ticket desk or back in time. Or you can eat the ticket cost.

The wait list volunteers will not (and should not) try to resell your ticket for you.

IIRC last year TD allowed you to turn that ticket in for some token packs. If that will be the case this year, it is somewhat like drawing from a diluted treasure box. No relics, lots of commons and a 1% chance of a UR.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
Last edit: by Harlax.
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Official Rules on Treasure Enhancers "Ghosting" 6 years 11 months ago #41

Mike Steele wrote:
#1 These rules do seem to enable Treasure Enhancing tokens to be used on multiple simultaneous runs. It would be easy for someone to leave the coaching area and hand them off to another group after they are verified by the coach. It seems like some sort of check in the epilogue room is needed to verify they were carried through the Dungeon. Preferably right as they exit the last room, so someone can't hand them the tokens in the epilogue room before the check. I'd recommend for this check that it is OK if the tokens are in a binder or something similar since their authenticity was verified in the coaching room.

#2 When you say no ghosting at smaller cons, do you mean ghost players are allowed but get no treasure coins, completion tokens, or starting 10 pack of tokens?


For #1 Yeah, there needs to be a check for making sure they have them during the run.

For #2. I have the same question. Is ghosting still OK and just no treasure at the end or is there actually no ghosting? Having unknown character classes going into the coaching room and/or difficulty level doesn't seem fun to me. Having nine people that hit +10 to +20 and forced to run normal due to one unknown (even though we had originally bought all ten tickets) doesn't seem quite right. At least with not earning XPs at non-GC vents lessens that stress.
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #42

Druegar wrote: If you own the extra ticket and your party has already decided to run in X difficulty and you choose to make it available to someone on the wait list, you may specify that the person coming on must agree to difficulty X.

E.g., I buy a full slot of 10 tickets for me and my underwater basket weaving group because we all love running on Hardcore and enjoy each others' company. I have all ten physical tickets in my hot little hands. An hour before our run starts, I get a text from Pat's husband saying Pat can't make the run. Now I have a spare ticket. My UBWG is fine with letting a stranger join us, but we still want to run Hardcore. I go to the person running the wait list and say I have an extra ticket, but the person coming on must agree to run on Hardcore. The wait list person smiles, jots down the time & name of the dungeon, calls the next available person, and informs them a Hardcore-only slot is available. If the person declines, that person will still be at the top of the list for the next available slot, but the wait list volunteer will ask the next person on the list if Hardcore is okay with them.

However, if I (or my group) only has 9 physical tickets, I/we do not have the ability to stipulate the 10th slot be filled with someone willing to run on difficulty X.

Kirk Bauer wrote: wanting to do a 7-token challenge NM run, or a sealed-pack normal run, etc. If somebody joins that party, even at the agreed upon difficulty, and then wants to use a full build, it kind of ruins the challenge.

The following is not official policy, it's just my opinion. I suspect the actual PTB would feel similarly, but that's still just my opinion.
Restricting a ticket you own to a particular run type seems perfectly reasonable to me. It's your ticket and you can choose who joins you. Just don't be an @$$h0|e about it. Specifying nightmare, sealed pack, 5-person, or non-dominant-hand-only slides is fine. I'm sure you can think of other restrictions which would not be looked upon favorably. (Please do not take that as a queue to list any! Seriously... don't.)
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #43

So I figured out how there will not be ghosting at Origins. The ticketing system sucks so bad if you get one ticket you will be happy. :P
You either discover a star or you don't. You arrogant punk.
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #44

Now not feeling so bad about not being able to go to Origens.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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Official Rules on Treasure Enhancers & "Ghosting" 6 years 11 months ago #45

Harlax wrote: Now not feeling so bad about not being able to go to Origens.


You are missing out on all the fun.
You either discover a star or you don't. You arrogant punk.
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