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TOPIC: 2026 Transmute Tokens

2026 Transmute Tokens 4 days 9 hours ago #1

Well...after much thought and feedback from y'all, I decided to shelve any Transmuted Crossbows for another time. Additionally, the Relic and Legendary Cloaks were nixed, too due to several reasons. Both were replaced by more universal and helpful tokens. Please let me know your thoughts.

truedungeon.com/files/Trans_26x.jpg
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Author of the never-to-be-released "The Secret of Trees"
Last edit: by Jeff Martin.
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #2

Oh man... just put the relics and legendries back to what they used to be last edition ;)

More detailed thoughts below.
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #3

Thanks for the cool names on the purple tokens.
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #4

Figurine of Power: Saint: Removing all harmful conditions 1/game seems to me to be quite similar to "you are immune to all harmful conditions."

Being immune to harmful conditions or being able to clear harmful conditions at doesn't strike me as actually fun.

Much like a token that said "all your combat slides are 20" might make people think they want it, I think the actual experience in the dungeon would be degraded by that, and will be degraded by this FoP.

To make it more fun, I suggest that you have to make a slide of AC-15+ to clear the bad condition, or it allows you a DC-??? save to clear the condition (DC and save type set by module and difficulty).
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #5

Matthew Hayward wrote: Figurine of Power: Saint: Removing all harmful conditions 1/game seems to me to be quite similar to "you are immune to all harmful conditions."

Being immune to harmful conditions or being able to clear harmful conditions at doesn't strike me as actually fun.

Much like a token that said "all your combat slides are 20" might make people think they want it, I think the actual experience in the dungeon would be degraded by that, and will be degraded by this FoP.

To make it more fun, I suggest that you have to make a slide of AC-15+ to clear the bad condition, or it allows you a DC-??? save to clear the condition (DC and save type set by module and difficulty).


It is just once per game so I think it is okay.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #6

Bel's Figurine of Power Angel - Healing concerns.

Heals or raises to full HP in and of itself seems likely to cause trouble. I wasn't bothered by the cloak as it was:
a. Only in combat
b. Not a sure thing
But this can be triggered by a player whenever they want.

In particular - it seems this allows you to raise yourself:
a. In a different room than the one you died in (this could be cleared up in TokenDB, but just reading the token it's not clear why you couldn't do this).

b. After the horn has sounded / at the very end of a room so you don't have to deal with a monster that is attacking you.

The self raise should be:
a. During combat only.
b. In the same room you died only.
c. Probably limited to 20 HP or something.

Thinking back over the history of TD, only a very few things have ever been banned / errated due to power level, but some of them are:

1. High healing bonuses from the Eldritch Elemental Set (+10 from the 2 piece set).
2. Doubling of healing from old version Lenses of Divine Sight
3. Negating 1 melee or missile hit per room from old version of Cloak of Shadowskin

All three of these things provided too much healing / player durability.

Nowadays with legendary players probably walking around at 50-100 HP each (lets say an average of 50), this token provides 500 HP of healing benefit across the party (assuming each has one).

That strikes me as the ballpark of the total healing benefit which was banned by removing the +10 heal from the Eldritch Elemental 2 piece set and removing the full duplication of healing spells from Lenses of Divine Sight for a party of Druid + Cleric with decent spell bonuses and each having those tokens.
Last edit: by Matthew Hayward.
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #7

If there is room on the token, Bel's and FoP: Saint should both say the same thing in terms of:

"...removes all harmful Conditions"
and
"...removes all bad Conditions"
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2026 Transmute Tokens < = Latest Version 4 days 9 hours ago #8

Jeff Martin wrote:

Matthew Hayward wrote: Figurine of Power: Saint: Removing all harmful conditions 1/game seems to me to be quite similar to "you are immune to all harmful conditions."

Being immune to harmful conditions or being able to clear harmful conditions at doesn't strike me as actually fun.

Much like a token that said "all your combat slides are 20" might make people think they want it, I think the actual experience in the dungeon would be degraded by that, and will be degraded by this FoP.

To make it more fun, I suggest that you have to make a slide of AC-15+ to clear the bad condition, or it allows you a DC-??? save to clear the condition (DC and save type set by module and difficulty).


It is just once per game so I think it is okay.


Can you not equip both the Relic and the Legendary?

If you can have both that's 2 per game to clear any condition.
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2026 Transmute Tokens < = Latest Version 4 days 8 hours ago #9

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I personally preferred the old transmutes, these seem very problematic.

I believe the full Max heal point a cleric can have is roughly around +45ish. The sum of a 5th level clerics healing it you pass every skill check is 84HP

So with 10 heal spells (every spell on the clerics card) we're talking (45*10)+84 or 534 points of healing. This token alone in a party can invalidate/replace a grand Eldritch cleric build. This is a token that would make me question as a cleric "what is even the point?" As I would feel useless to the party.

I very much agree with Hayward, please bring the old relics back. I think these ones are a bad direction for the game.
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2026 Transmute Tokens < = Latest Version 4 days 8 hours ago #10

Ioun Stone Accursed Node & Craven's Accursed Charm.

Power level wise these strike me as:

* Extremely good for thrown weapon / mighty ranged weapon users
* Quite good for melee users
* Mediocre for non-mighty/thrown but still missile weapon users
* Poor for spellcasting Druids and Wizards who don't focus on slide spells
* Really bad for Mystic Staff users (e.g. the legendary is plausibly worse than a +2 ranged damage or +2 ranged to hit rare for them in their build)

I'm not sure the design intent, but I suspect it was to make something roughly as appealing to all classes, and build styles, but I think instead it rather:

a. Appeals to melee
b. Continues the trend of putting STR & DEX on the same token, which will eventually, if it hasn't already, push high end physical ranged builds into thrown/mighty builds.

If this is supposed to be good for all classes I'd try something else.
Last edit: by Matthew Hayward.
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2026 Transmute Tokens < = Latest Version 4 days 8 hours ago #11

The two legendary paths:

I made the comment before about how figurine is an interesting slot currently. I may have even run a common in an Epic build at some point, but I definitely run uncommon, rares, various URs, Dog in various builds because there's no extreme power token in the slot that is open to a large number of classes.

By creating a legendary path for figurine, going to slotlock one of the slots that's not only interesting but probably the most interesting slot in the game when you heavily meta dungeons like I do. The UR is the sort of thing that I can get more use out of than a lot of people because I run dungeons multiple times and care a lot about not being cursed when curses appear. I'd like to still want to run Saluki or whatever in 2026.

I'm all for a set bonus for Accursed, but this ability score path is crazy powerful and very nonintuitive.

So, if not these, then what?

More so on Discord, there have been posts about wanting the Ring of the Vampire to have a transmute path. I'm inclined to believe that such would appeal to me much more than either of these legendary paths while getting other players excited by something with thematic as well as mechanical value. There's probably some intuitive progression that can get the design process locked down quickly and, maybe, with less controversy.

Rob's idea of using the Branding Mace for a legendary path sounds cool, too. Even if it was just same ability and +3 at relic and +5 at legendary, that seems cool and, maybe more importantly, easier for the players to process than these more significant changes from earlier versions of the set.

Thor's Hammer really should have been class limited for multiple reasons. Branding Mace can be the cleric legendary for smashy clerics and be a different mechanic than Thor's for any class. While there is the awkwardness of switching between weapons that give healing and weapons that don't, the reality is that that option already exists in the game. Branding Mace effect is so much better suited for in person play, anyway, where switching weapons is much easier than in VTD.
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2026 Transmute Tokens < = Latest Version 4 days 7 hours ago #12

Thinking about the Figurines:

How are DMs, players, and app developers going to know what a Harmful Condition is.

Stunned, Fear, Sleep, Held, Cursed, Diseased, etc. imposed by enemies seem clear enough.

But there are a large range of other effects that it's not clear to me if you are be able to negate:
* Inability to be raised, especially due to monster deaths inflicted in room 7
* Self imposed conditions, like Stunned from Abyssal Lenses of Taunting
* Mazed condition - including ones placed upon you by allies with Scroll Healing Maze
* Surprise
* Falling
* The anti-magic cone of a beholder's eye
* The silence spell
* Underwater hinderances/The inability to speak/cast spells underwater
* Things that damage or disable your other equipment / tokens
* An inability to attack a particular monster with melee (or ranged, or spell)
* Spells failing due to spell resistance
* Weapons not working due to monsters being magically immune
* 50% miss chance on incorporeal monsters
* Penalties for invisible monsters

It also presents a problem for effect duration. If there is an ongoing harmful conditions like extreme cold that causes spell failure chance or chance to drop weapons, or underwater hinderances (both of which are things TD has actually done), and you negate those effects, how long does the negation last?
* For the entire adventure?
* Until the end of the room?
* Clearing those conditions is pointless, because the environment immediately re-imposes those harmful conditions?

I’d replace that effect with “turn a failed save into a success” - most bad conditions will be inflicted following a failed save so it works similarly, but doesn’t introduce all these questions, or block out dungeon and monster design that could be fun any not something players should bypass.
Last edit: by Matthew Hayward.
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