Druegar wrote: Trinket Use
There is no limit on the number of trinkets you can bring into the dungeon with you nor with the number of times you can use a trinket per room. However, the one monster form per room rule is still in effect. You can go into and out of one particular form within any given room as many times as you like--assuming you have the resources to effect each change. E.g., if you have both
Trinket of Trollform
and Trinket of Bearform, you could hypothetically cycle between Troll form and your normal humanoid form dozens of times, but you could not cycle back and forth between Troll and Bear within a single room.
Trinkets were initially presented as functional replacements for Polymorph Potions, with the key difference being that they would not be turned in on use, but can be kept to be reused in another run. So why are they so much better than them; why are they so much better than any other Rare weapons; and why are they better than slotted Polymorph enablers?
Let's start by reviewing how Polymorph works: while Polymorphed, a player may not cast Spells, may not speak, and may not use items. In exchange, they gain the benefits listed on the Polymorph enabler, use its damage wheel, and gain bonuses exclusive to Polymorph, such as (but not limited to) abilities on the class card, tokens such as
Charm of the Doppelganger
, and Focus damage. They also retain all bonuses of their equipped gear, including the to-hit bonus and damage bonuses (conditional or otherwise) of the weapon they held prior to Polymorphing and any Oils applied to it. Once a player has chosen a form to Polymorph into for a room, that player may not Polymorph into a different creature in that room. At any time (or automatically at the end of a room), a player may drop their Polymorph form as an Instant Action in order to lift the restrictions (but also lose the benefits); once a player has done so, they cannot reactivate Polymorph without paying the costs a second time.
In order for a player to activate a Polymorph Potion, they must spend: a Free Action to retrieve the Potion, a Standard Action to consume the Potion, and the physical token itself -- it is turned in when the effect expires. While there are a number of different tokens that remove the Standard Action cost, such as
Pouch of Tulz
or
Belt of Retrieval
, the only way to avoid turning in the token is with Iktomi's. But, if you have Iktomi's, there's little reason mechanically to use a Polymorph Potion at all: Iktomi's damage wheel is better. This cost -- losing a token, spending a Free Action (and possibly Standard Action) -- justify the somewhat higher damage wheel that a Polymorph Potion has compared to permanent Rare weapons. After all, who would use want to burn a token and an entire round of combat for absolutely no advantage whatsoever?
(Arguably, with Focus contributing to damage, a higher damage wheel isn't even needed. But remember, new players will not have access to much Focus, if any.)
To use a slotted Polymorph enabler, a player must spend: a slot, to equip the item for the dungeon, an Instant Action, and possibly Spells of a certain level. Not too bad, especially compared to needing to burn a token. The damage wheels are also comparable to other tokens of their rarity.
Now, let's compare these to a Trinket: in order to activate it, a Druid must spend: an Instant Action. That's it. Nothing more. No slot cost. Instant Actions are unlimited per round. In exchange, the damage wheel is not only higher than permanent Rare weapons, it's also higher than any Polymorph Potion (which, as a reminder, have a higher cost to activate, including losing the token). This lack of cost also means restrictions on Polymorph are useless: just drop Polymorph (as an Instant Action), do whatever it was that Polymorph prevented you from doing (e.g., cast a Spell, use a Scroll), then Polymorph again as an Instant Action.
Trinkets
should have some sort of cost for activation. The simplest, to put them at parity with Polymorph Potion (which was the originally stated design), would be to have them cost a Standard Action (and no Free Action), and have each individual token usable once per dungeon. You can bring multiple with you if you want to Polymorph more than once a dungeon -- just like with Potions.
If the concern is that there are currently no ways remove the Standard Action cost (beyond Iktomi's), then we can design future tokens to convert this to a Free Action or remove it entirely, just as we have tokens today that allow a Potion to be used for a Free Action. Admittedly, this feels a bit scummy: design a problem, sell the solution! It's also going to be less well received, especially as a UR, as any such token will only benefit one class. After all, how often do we see Rogue tools, or Bard instruments, or Holy Symbols? Another alternative would be to the Standard Action cost to be removed with any tokens that remove said cost for Polymorph Potions, as this would bring it back into parity with Polymorph Potions as per the originally stated intention. If allowing Trinkets to interact this way would be too immersion-breaking, then reskin Trinkets into Neverending Potions of Polymorph, which require time (i.e., you must wait until you leave the current dungeon) to refill.
If the concern is that this forces newer Druids to collect multiple Rare tokens to play, this suggestion keeps Trinkets at parity with Polymorph Potions: previously, new Druids would need to collect multiple Rare (and turn them in!) for this playstyle. It also isn't too far off from martial charaters who use Thrown weapons: if a new Monk want to throw a pair of Shuriken in combat every round, or if a new Figher wants to throw a Spear every round, then (barring a Returning effect) they need to collect enough pairs of Shuriken (or enough Spears) to last the longest combat in a dungeon. If a Trinket needs to be have no limitation on the number of uses in a dungeon, then all Thrown weapons should also automatically be Returning.
If the concern is that skipping a combat round for a new Druid is not fun, look at new Rogues: in order to Sneak Attack, they must spend an entire round doing nothing, then the next attack deals +15 damage... if they hit. There are tokens that remove this delay, but as proposed above, we can make the same tokens for Trinkets. If it's unacceptably boring for a new Druid to spend a round to grant themselves +3 damage for the rest of combat, it should be equalling unacceptably boring for a new Rogue to do nothing for a round to gain a one-time boost of +15 damage (don't miss). If activating a Trinket is to be an Instant Action, then preparing for a Sneak Attack should also be an Instant Action -- don't let Rogues lose out on a round of combat either!
Additionally, there are other classes that spend their Standard Action to provide a buff: new Bards with Bardsong; and new Clerics with Bless, Prayer, Restore Spell, and Restore Power. Why should they have to give up a round of sliding in order to passively provide a benefit to the team?
If you still aren't convinced Trinkets should be a Standard Action, then make it a Free Action: newer players are less likely to have a use for one, and can slide immediately after they activate their Trinket. It also makes the cost similar to a Barbarian's Rage, which also takes a Free Action to activate.
As a side benefit of having some sort of Action cost, Polymorph restrictions become more meaningful: you cannot simply de-Polymorph, cast a Spell (or use a Scroll), then re-Polymorph in a round to work around them any more.