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TOPIC: 2027 Ultra Rares

2027 Ultra Rares 1 month 1 week ago #13

I’d like to see the Ioun stone replaced with a cool wand for us mystic mouth users. Especially since the Ioun stone will not do anything in VTD anyway.
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2027 Ultra Rares 1 month 1 week ago #14

Cranston wrote: The Ioun Stone Amethyst Sphere is going to be hard for DM's to arbitrate, and will not have any effect in VTD. I suggest that the +3 HP (+5 for Fighters) occur if both the user and Cleric or Druid hit. (not necessarily in the same hit box) The players can control it's use. Still only once per room. Alternately, it could require the user, Cleric and Druid all hit in the same round. With healing, the Cleric and Druid do not both attack on every round, so it would be a less common occurrence.


From Jeff's post on this thread it says:

Jeff Martin wrote: ...
Tweaked the power for the Ioun Stone Amethyst Sphere. For VTD, the IS power works for you if the ones-digit in your to-hit roll matches that of either the Cleric, Druid or Paladin's ones-digit to-hit roll.


So it will do something in VTD.

I assume the effects of the Ioun Stone Amethyst Sphere, like almost all player HP interactions, will not be adjudicated by DMs but will be the responsibility of players to track.

For example, there is no concern about how DMs adjudicate tokens like this: tokendb.com/token/1-nether-flail/ "If the wearer scores a natural 20 on the attack slide, the wearer will heal 1 HP." because it's generally understood to be the players responsibility to track such effects.
Last edit: by Matthew Hayward.
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2027 Ultra Rares 1 month 1 week ago #15

I agree with the previous comments about the Voidbane Cannon.

The "Stunned" drawback on the splat-dot in comparison with +2 Boomstick's drawback is notable because while Stunned I think feels worse, in reality the +2 Boomstick does no damage on the current round, and being stunned means you do no damage on the next round - so really the Boomstick's drawback is much more severe.

Some ideas here:

1. Put a large STR requirement on the Voidbane Cannon - e.g. theme it as a heavy weapon and thereby make builds compromise on investing in STR.

2. Reduce the hit to +1 or +0 - e.g. it's an imprecise but high damage item.

3. Scale down hit to +2 and damage somewhat as well.

For tokenaholics the nearest comp seems to be Acherin's Biting Bow which, in the best case, is +0 to hit with a modified by 30 DEX damage wheel of 11, 12, 13, 14, 15, 16, 17, 18 = 14.5 average damage.

So maybe:

Voidbane Cannon (+0 to hit)
Requires 18 STR
And the same damage wheel it has now?

4. Another idea: It keeps the high to-hit bonus bit always stuns the user when it is fired? (Possibly with the ability to bypass the stun drawback with an extremely high strength, maybe in the neighborhood of 30?)
Last edit: by Matthew Hayward.
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2027 Ultra Rares 1 month 1 week ago #16

What type of damage do the Boots of the Plague cause to the wearer on a slide?

Poison?
Eldritch?
Irreducible special boot damage :)?
Last edit: by Matthew Hayward.
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2027 Ultra Rares 1 month 1 week ago #17

+2 Cosmic Hammer:

For it's "Upon death, makes Melee attacks until end of that combat (1/game)" effect:

Does that effect end if the player is raised?

Or could we have a situation where:

Round 1 Monster Turn: Wizard wielding Cosmic Hammer is Killed.

Round 1 Player Turn:
A. Cleric Resurrects Wizard
B. Wizard's +2 Cosmic Hammer attacks monster
C. Wizard casts attack spell.

And so on for every subsequent round?
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2027 Ultra Rares 1 month 1 week ago #18

BasicBraining wrote: I think it would be fair to allow Paladins to have both powers on Tobin's Cosmic ring. This ring seems comparable to Ring of the Drake. Paladins are the softest hitting melee classes by a mile so 2 damage wouldn't upset class balance.

seconded

Regarding the Amethyst Sphere - as it is now, does that mean a cleric, druid, or paladin running this thing always heals 3? I, the paladin, always slide the same number as the paladin.
Paladin & Captain of the Phalanx
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2027 Ultra Rares 1 month 1 week ago #19

Matthew Hayward wrote: What type of damage do the Boots of the Plague cause to the wearer on a slide?

Poison?
Eldritch?
Irreducible special boot damage :)?


Stepped on a Lego damage.
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2027 Ultra Rares 1 month 1 week ago #20

LOL, or maybe it should do d4 damage???
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2027 Ultra Rares 1 month 1 week ago #21

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For Natasha Nightcap can it just be any potion, I have so many 10 hp potions sitting around and I don't think it's that overpowered to allow for that to be added to max hp.
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2027 Ultra Rares 1 month 1 week ago #22

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Altorion wrote: I'd recommend not including "new slot" text on all the new mask tokens. Whether people are interested in the new slot is up for debate, but if it is introduced we can just assume the item is a mask slot based on its name, the same way people can infer boots go in the boots slot.


^^ Agreed, 100%

Especially if the Coaching mats are being redesigned, just having a visible “Mask” slot will make it obvious.
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2027 Ultra Rares 1 month 1 week ago #23

There are only nine legs URs and none since 2024. If there isn't a legs UR in 2027, that would mean at least a four year gap. Can replace one of the URs with a legs item.

Obvious thing a legs item could do is Charisma increase, but I imagine that won't be of a lot of interest. Could be DR of some type like Viper Strike Pants, like -5 damage from melee. Could be like +2 STR and Free Movement.
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2027 Ultra Rares 1 month 1 week ago #24

Ian Lee wrote: There are only nine legs URs and none since 2024. If there isn't a legs UR in 2027, that would mean at least a four year gap. Can replace one of the URs with a legs item.

Obvious thing a legs item could do is Charisma increase, but I imagine that won't be of a lot of interest. Could be DR of some type like Viper Strike Pants, like -5 damage from melee. Could be like +2 STR and Free Movement.


Reprint of the viper strike pants would make sense here
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