Disbeeleaf wrote: It's only going to lead to player frustration to power creep the high level players up each year by substantial amounts, then tell them in the games that they are too powerful so the creep tokens they just bought this year don't work.
I also agree that telling players the effects would have worked at lower difficulty levels (or not telling them and letting them find out by talking to others) is frustrating, and leads high level players to conclude they would be better off not buying expensive tokens and playing on lower difficulty levels.
Well, my general approach is that more expensive tokens are more likely to work than cheap tokens. (Though there are always plenty of easter egg applications for common tokens that most players don't even bother to bring to Grind).
Part of it is that adventures for a particular difficulty level factor in the availability of tokens.
So no, a common steel mirror is not going to give you carte blanche immunity to a Medusa on Nightmare/Epic difficulty. Part of it is that "everyone carrying around a mirror as spare gear that doesn't even require a hand" is a real cop out. Secondly, such groups will probably have access to Uncommon scrolls of Stone to Flesh.
Yet on Normal difficulty, the same common steel mirror is going to be far more effective. Especially since we are NOT assuming that Normal parties will have access to uncommon consumables (Stone to Flesh).
The more likely scenario is for higher level players being told their uncommon/rare token will not be sufficient whereas a higher level token rare/UR/Relic+ would work. In these cases, players would have an incentive to obtain expensive tokens (which is the different end result than the one you were talking about where people stop buying tokens). I guess examples might include:
Ioun Stone Iridescent Sphere vs Iridescent Spindle
Ioun Stone Mithral Pyramid (against high DC) vs Lavender Ellipsoid
Damage scaling so that an Uncommon/Rare token would only provide minor protection compared to UR+
etc.
I see the bigger picture of this being that the creep is needed to keep token sales up but the game is not prepared for the effects that were included with the new year of token powers. Well, one of these will eventually have to snap.
Not sure which effects you are referring to.
And while it might be true for the main dungeon, for Grind I regularly refer to the various token lists when designing the adventures. In fact, I consistently go out of the way to look for creative uses for obscure tokens (which no one bothers with most of the time).
As for token effects, I thought last year (2014) was pretty bad in that you had all these desert environment tokens yet none of the main adventures actually used them.
In fact, I felt so bad for all the token buyers out there that I deliberately shoe-horned desert effects into Grind just so that some of those tokens would have a use! (Hat of Shade anyone? Sandstorm Cloak? Shoes of Sandwalking? Charm of the Mirage?). ::sighs::
Kirk Bauer wrote: I think such restrictions are unnecessary and here is why. The more equipped you are, the more you gave up to equip that item (if it takes a slot). So if I'm wearing Gloves of Spell Deflection then I chose NOT to wear Mithral Gauntlets. So it should really help out if it is needed IMO. So I think that all tokens should work just the same at all difficulties. Obviously -3 fire damage is more effective at Normal mode than Epic, but that's a scale issue.
While I generally agree with you about the opportunity cost, I don't think the Gloves of Spell Deflection are a good example (all because of the stupid Monk). Same with the Harpy Claw Amulet (stupid Paladin).
Disbeeleaf wrote: the game is not prepared for the effects that were included with the new year of token powers
This may be my biggest complaint about True Dungeon, although in my experience Eric and Raven do a really good job and are great at improvising as needed. But especially in the dungeon runs (where DMs are less willing/able to improvise) as the token variety grows, more interactions need to be thought about in advance (I know, easier said than done).
This issue is totally avoidable/fixable, at any of several levels:
1. When Jeff is designing the room
2. When the Adventure Coordinator is managing all DM's for the room
3. When all the DM's get notes for the room and have the chance to discuss things
On the volunteer subforums, each room actually does get its own sub-forum where DM's are supposed to talk (in advance) about how to handle the room.
In theory, it really shouldn't be all that hard for each group of room DM's to go over all the interesting token possibilities and then run them by Jeff or the Adventure Coordinator well in advance of GenCon.
But it is clear that that isn't really happening (though if any volunteer DM's want to claim otherwise, I am happy to defer to them on this matter!).