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TOPIC: The Skull of Cavadar

The Skull of Cavadar 3 years 8 months ago #37

I was kind of hoping for a psionicist Sub class - looks like that isn’t on the table. Darn.
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The Skull of Cavadar 3 years 8 months ago #38

BeLinda Mathie wrote: I assume that we’ll need to turn in Teeth 1-7 to obtain the Skull. Because the Tier 8 power is access to a one-time only event, I do hope that the Skull imbues psychic power generally, and grants access to one of the usual psychic powers per game (two if you are wearing a Dark Disciple’s Shirt). It would seem odd to go from being able to use any of the in-game psychic powers to having none because you turned in all your Teeth.


Imbues psychic ability is a slotted rare ability. The (once per year) subclass granted a slotless 5th level (slotted is Relic without some stat or slot loss other than the slot being used) and usually an ability of relic level or higher on top of that (Troubadour I’m looking at you) and sometimes also a rare level (monk and their free fop:scarab that o believe might be usable after the roll to make it better). These very powerful abilities are once a year though, and require a lot of effort for less than two hundreds people in the world. If this rounded up to a two rare slotted abilities unslotted and always available (outside the 7 teeth abilities) such as imbues psychic and +4wisdom saves, that doesn’t seem out of line without adding a lot of process to accommodate another 400 once per year. If it was something more inline with one UR (choose your slotted imbues psychic power, they’re all fine except skull if the final skull doesn’t work) then that would be even cooler, but as Jedi said, the last one was limited in its beneficial items outside a few free relics once a year.
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The Skull of Cavadar 3 years 8 months ago #39

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My first thought is that the skull is a little techno looking. If its not to late for a graphics change, maybe something like a crystal skull or a carved one. Either way I'm excited for the project and to see what crazy collectible comes next.

www.amazon.com/Celtic-Knotwork-Statue-Private-Label/dp/B002QHP8MU/ref=sr_1_40?dchild=1&keywords=carved+skull+decoration&qid=1598359898&sr=8-40

www.amazon.com/SUMMIT-COLLECTION-Ceremonial-Figurine-Collectible/dp/B0881YLQTM/ref=sr_1_65?dchild=1&keywords=carved+skull+decoration&qid=1598359935&sr=8-65

www.amazon.com/Skullis-Fluorite-Crystal-Gemstone-Sculpture/dp/B07SZN4NW6/ref=sr_1_72_sspa?dchild=1&keywords=carved+skull+decoration&qid=1598359898&sr=8-72-spons&psc=1&spLa=ZW5jcnlwdGVkUXVhbGlmaWVyPUFCRUI3UjVBVFcyUVQmZW5jcnlwdGVkSWQ9QTA0NzQ5MTkxQkw2RkUzM1BESUpLJmVuY3J5cHRlZEFkSWQ9QTA0NDk2MzIzM0EwQkE4SFFJVDVZJndpZGdldE5hbWU9c3BfbXRmJmFjdGlvbj1jbGlja1JlZGlyZWN0JmRvTm90TG9nQ2xpY2s9dHJ1ZQ==

www.amazon.com/MOSOAO-Healing-Crystal-Figurine-Sculptures/dp/B07C1N3NF3/ref=sr_1_70_sspa?dchild=1&keywords=carved+skull+decoration&qid=1598359898&sr=8-70-spons&psc=1&spLa=ZW5jcnlwdGVkUXVhbGlmaWVyPUEzU01PMFVGQkFXWFNYJmVuY3J5cHRlZElkPUEwODQ4ODMzM0IzMldXTUZQOVgxViZlbmNyeXB0ZWRBZElkPUEwMjQ0ODMyM1RSMDQ0NzJLWDJJNSZ3aWRnZXROYW1lPXNwX210ZiZhY3Rpb249Y2xpY2tSZWRpcmVjdCZkb05vdExvZ0NsaWNrPXRydWU=



This one was my favorite since it featured the same aztec symbol as on the mad envokers charm, which could be a cool subtle lore tie in.

www.amazon.com/Ebros-Mesoamerican-Statue-Pantheon-Figurine/dp/B07HDJLTDT/ref=sr_1_80?dchild=1&keywords=carved+skull+decoration&qid=1598359898&sr=8-80

tokendb.com/token/mad-evokers-charm/
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Last edit: by Picc.
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The Skull of Cavadar 3 years 8 months ago #40

macxdmg wrote:
I’ll be honest, those sub classes are huge. Ongoing subclasses are even bigger.

Debatable how huge the sub-classes that can be played once a year per Ro7P. Some find the underwhelming others like them. But this is not a debate about the subclasses. I was just reminding everyone that the skull is more like the Ro7P than the Eldritch Relics.
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The Skull of Cavadar 3 years 8 months ago #41

Harlax wrote: Eagerly awaiting the answer to the swallow question. ;)

African or European?
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The Skull of Cavadar 3 years 8 months ago #42

jedibcg wrote:

macxdmg wrote:
I’ll be honest, those sub classes are huge. Ongoing subclasses are even bigger.

Debatable how huge the sub-classes that can be played once a year per Ro7P. Some find the underwhelming others like them. But this is not a debate about the subclasses. I was just reminding everyone that the skull is more like the Ro7P than the Eldritch Relics.


I agree, it should be limited, and although I’d love to play subclasses, I suspect that’ll be at the special event. If they needed to individually number a lot more tokens and have special desks for two relics that is more volunteers and probably unrealistic. A seven year eldritch might be more reasonable with small ongoing abilities though. Bard doubling their abilities all the time, while amazing is probably broken for the game. A UR ability or two rare abilities related to the teeth or the adventure being unslotted all the time might be within reason, if they were named so only one could be used, unslotted or slotted that might help but then I’d suggest a UR ability then since I would guess a lot of these are not going into green with envy builds, or rare runs.
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The Skull of Cavadar 3 years 8 months ago #43

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.
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The Skull of Cavadar 3 years 8 months ago #44

Fiddy wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.


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The Skull of Cavadar 3 years 8 months ago #45

Will they be numbered?

Will they be chipped? If so, will they also have an iron core so magnets work?
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The Skull of Cavadar 3 years 8 months ago #46

Fiddy wrote:

jedibcg wrote: Friendly reminder that the skull is more like the Ro7P than the 3 Eldritch Relics. Rod doesn’t have much power on its own, it only gives access to the sub classes beyond what the segments do. The Rod like the teeth were bonuses upon purchases, not UR’s to be transmuted. If the completed skull is not overally powerful it would seem in line to me.


The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The Teeth have always felt a bit "less" than the Rod parts (my opinion). Currently they give (with 7th Tooth released): choose 1 of 8 powers 1/game. For people likely to make the transmute, you'll probably ignore 4 of those powers entirely (as you have other ways of addressing them - CoAS and healing in general). Two more are unlikely to come in handy outside of Grind (water walking has come up I think twice in the dungeon ever and maybe the same with falling).
And so you'll wait for an opportunity to use one of the remaining two (which may or may not come up depending on the dungeon). And one of those two you're only likely to care about because you don't want to 'waste' a slotted item to deal with a situational effect that may come up once a year.

So I do think the Skull has some room for a minor additional boon. I'm not saying let's go crazy over the top, but it could stand to have something more.


Those named benefits were equivalent to the sum of its parts. Using that as a guide, we would get 7 teeth worth of effect. It’s the giant once a year benefit that should be asked further regarding.

I was thinking, maybe there could be sub-classes. When you transmute your skull you choose a class that is always available to that skull. It could be a laminated card that is always available to play with that skull. Not as powerful as the once a year versions and with one of twelve spots available it might mean you don’t play the subclass. The abilities would need to be toned down, or maybe only be “use the 5th level card and imbues psychic abilities” most with the skull are going to have 5th level, and it’s not really a subclass but it would be an awesome loaner token at that point.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060
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The Skull of Cavadar 3 years 8 months ago #47

Fiddy wrote:

Jeff Martin wrote:


I'm on mobile, so this may just be my screen... but that token back looks like the lighter green of the individual teeth, rather than the darker green of Eldritch items.


Same here. As far as I understand this should be a "Grand Eldritch" with a dark green token.
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The Skull of Cavadar 3 years 8 months ago #48

Fiddy wrote:
The Rod gives: +1 to hit melee/ranged, +1 damage melee, +6HP, +2 Fort Saves, +2 Ref Saves, +1 Will Saves. That feels a bit higher than "not overly powerful". Yes you can argue that it depends on what other tokens you equip, but since the Rod is slotless, you start with that and then adjust your other tokens to ensure they give even bonuses.

The segments give those same abilities and are also slotless. I think I may not have said that clearly that the Ro7P is not overpowerful compared to its parts. The subclass is the only additional thing you get from the transmute.
SRoEC gave you an additional 5 DR reduction vs each ring (if you could wear all 4 rings in 1 slot) and 3 Retribution.
Bot4W made all methods damage 5 (only 2 handed was 5) and changed it to Eldritch vs an elemental type.
KoD is the one that is harder to argue about improving so I admit I am not going to try.

The transmutes of the relics I would say is a greater increase that the parts than that of the Ro7P. I am not expecting to see a big power increase in the the skull than what the individual teeth give you. NOT saying it isn't going to happen but I expect it to be closer to the Rod increase.
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