Revised DM Token system
(last changed: 27th of september 2022)
DM Tokens:
1. Players can gain DM tokens for their character from DM if he or she decides to hand out them during or after events, as reward for tasks set, compensation for one thing or another, trade-in of Yuletide tokens, and so on.
2. DM tokens also can be earned by becoming role-player of the month. There is a thread where characters can be nominated by another player by posting a description of something cool that character did during a month on Arkaz, and then at the end of the month each nominated character earns a token.
3. Players can trade in DM Tokens to either buy something (new) for their character from the list, or upgrade existing posessions. (The list is below the rules mentioned below).
Rules:
1. Refer to the chart to see how many tokens each property will cost.
2. If an item is to be upgraded and it has properties that are not included on the chart then the team will take this into review and assess a value to the property and will then upgrade the chart to reflect the change.
3. An item can have no more than 5 properties with a value greater than 0. Some properties could have a 0 value and thus will not count against the 5 property restriction.
4. An upgrade will cost a flat fee of 2 tokens on top of the cost of what is being added. i.e. If a sword has +2 Enhancement and 1d6 Fire and a player would like to add Keen to the weapon it would cost 6 tokens: 2 token upgrade fee and 4 for Keen is a total of 6.
5. An item's total property value cannot exceed 20. i.e. If an item has 1d6 Fire (Value of 5 from the chart) and 1d6 Sonic (Value of 5 from the chart) then the total property value of that item is 10.
6. If upgrading a property that already exists, +2 to +3 for example, the cost of the new property will be the difference in what is already on the item and what is being applied, plus the 2 token upgrade cost. i.e. If A ring had +2 wisdom and you wanted to upgrade it to +3, the cost to upgrade would be 2 (7-5) for the upgraded property plus 2 for the upgrade fee, for a total of 4.
7. Any item with a value of 9 or higher will be marked plot no drop.
8. There is the option to swap a property on an item for a property of the same kind and strength (for example: +2 ability score for another +2 ability score) for a flat two token fee.
9. There also is an option to 'move' properties from one item to another for a flat two token fee per property. (for example: player comes to DM with a Armor +3 and a Shield that is DR 10/- Acid. For 2 tokens player loses a single property on one item and gets that single property added to the other item). Note that all other rules above still apply (for instance, no more then 5 properties allowed, total property value can not exceed 20, and so on).
New Item & Upgrade Item Chart
Ability Bonuses:
- Ability Bonus +1 (cost: 1)
- Ability Bonus +2 (cost: 2)
- Ability Bonus +3 (cost: 4)
- Ability Bonus +4 (cost: 7)
- Ability Bonus +5 (cost: 10)
AC Bonuses:
- AC bonus +2 (cost: 1)
- AC bonus +3 (cost: 2)
- AC bonus +4 (cost: 4)
- AC bonus +5 (cost: 7)
Saving Throw Bonuses:
- Typed save +2 (cost: 1)
- Typed Save +3 (cost: 2)
- Universal Save +2 (cost: 3)
- Universal Save +3 (cost: 6)
Weapon Properties:
- Enchantment Bonus +1 (cost: 1)
- Enchantment Bonus +2 (cost: 2)
- Enchantment Bonus +3 (cost: 4)
- Enchantment Bonus +4 (cost: 7)
- Enchantment Bonus +5 (cost: 10)
Damage Bonuses, Elemental: (acid, cold, electrical, fire, magic, negative, positive, sonic, divine is NOT handed out)
- 2 (cost: 1)
- 1d4 (cost: 3)
- 1d6 (cost: 5)
- 1d8 (cost 7)
Damage bonus vs a specific creature type:
- 1d4 (cost: 2)
- 1d6 (cost: 3)
- 1d8 (cost: 4)
Massive Criticals:
- Massive Crits 1d6 (cost: 1)
- Massive Crits 1d8 (cost: 2)
- Massive Crits 1d10 (cost: 3)
- Massive Crits 2d6 (cost: 4)
Mighty:
- Mighty 5 (cost: 2)
- Mighty 6 (cost: 3)
- Mighty 7 (cost: 4)
- Mighty 8 (cost: 5)
- Mighty 9 (cost: 6)
- Mighty 10 (cost: 7)
Other Weapon Properties:
- Additional Damage type (cost: 4)
- Keen (cost: 4)
- Vampiric Regeneration 1 (cost: 6)
- Vampiric Regeneration 2 (cost: 9)
- Vampiric Regeneration 3 (cost: 12)
- Unlimited Ammo (cost: 4)
- Unlimited Ammo, Elemental (1d6 cold, electrical, fire) (cost: 4 + cost Damage Bonus (5) = 9)
Skill Bonuses:
- 3 (cost: 1)
- 6 (cost: 3)
- 9 (cost: 5)
Immunities:
- Fear (cost: 2)
- Disease (cost: 2)
- Poison (cost: 2)
- Ability/Level Drain (cost: 4)
Damage Reduction or Resistance:
- Damage Reduction or Resistance 5/- any (cost: 2)
- Damage Reduction or Resistance 10/- any (cost: 4)
- Damage Reduction or Resistance 15/- any (cost: 8)
Damage Immunity (Physical on Clothing/Armor ONLY):
- Elemental OR Physical damage immunity 10% (cost: 4)
- Elemental OR Physical damage Immunity 25% any (cost: 10)
Feats:
- Blind fighting 4
- Called shot (cost: 4)
- Cleave (cost: 4) Need to have Power Attack feat somehow
- Darkvision (cost: 4)
- Dodge (cost: 4)
- Empower spell (cost: 4)
- Extend spell (cost: 4)
- Expertise (cost: 4)
- Extra turning (cost: 4)
- Knockdown (cost: 4)
- Low light vision (cost: 4)
- Maximize spell (cost: 4)
- Mobility (cost: 4)
- Point blank shot (cost: 4)
- Power attack (cost: 4)
- Quicken spell (cost: 4)
- Silent spell (cost: 4)
- Skill Focus in a skill (cost: 4)
- Spell focus, any school of magic (cost: 4)
- Spell penetration (cost: 4)
- Still spell (cost: 4)
- Toughness (cost: 4)
- Weapon finesse (cost: 4)
- Weapon focus any (cost: 4)
- Weapon proficiency (exotic weapons) (cost: 4)
- Weapon proficiency (martial weapons) (cost: 4)
- Zen Archery (cost: 4)
Miscellaneous Properties:
- Light (including glow VFX) (cost: 1)
- Regeneration 1 (cost: 10)
Spell Casting Properties:
- Spell Level 1;Caster Level 1-5;1/day (cost: 1)
- Spell Level 1;Caster Level 6-10;1/day (cost: 2)
- Spell Level 1;Caster Level 11-17;1/day (cost: 3)
- Spell Level 2;Caster Level 1-5;1/day (cost: 2)
- Spell Level 2;Caster Level 6-10;1/day (cost: 4)
- Spell Level 2;Caster Level 11-17;1/day (cost: 6)
- Spell Level 3;Caster Level 1-5;1/day (cost: 4)
- Spell Level 3;Caster Level 6-10;1/day (cost: 6)
- Spell Level 3;Caster Level 11-17;1/day (cost: 11)
- Spell Level 4;Caster Level 6-10;1/day (cost: 8)
- Spell Level 4;Caster Level 11-17;1/day (cost: 12)
Bonus spell slots:
- Bonus Slot Spell Level 1;1 Spell (cost: 1)
- Bonus Slot Spell Level 2;1 Spell (cost: 2)
- Bonus Slot Spell Level 3;1 Spell (cost: 3)
- Bonus Slot Spell Level 4;1 Spell (cost: 3)
- Bonus Slot Spell Level 5;1 Spell (cost: 4)
- Bonus Slot Spell Level 6;1 Spell (cost: 5)
- Bonus Slot Spell Level 1;2 Spells (cost: 2)
- Bonus Slot Spell Level 2;2 Spells (cost: 3)
- Bonus Slot Spell Level 3;2 Spells (cost: 4)
- Bonus Slot Spell Level 4;2 Spells (cost: 4)
- Bonus Slot Spell Level 5;2 Spells (cost: 5)
- Bonus Slot Spell Level 6;2 Spells (cost: 6)
Reduced spell failure:
- Per 5% spell failure reduction up to a maximum 30% reduction (cost: 1). No item may be reduced to a negative spell failure. I.E. if a shield has a spell failure of 15%, then the most reduced spell failure you can add is 15%.
Reduced weight of an item (NOT contents of a container):
- Set weight to 80% - (cost: 1)
- Set weight to 60% - (cost: 2)
- Set weight to 40% - (cost: 3)
- Set weight to 20% - (cost: 4)
- Set weight to 10% - (cost: 5)
Properties currently NOT allowed, but with the following value attributed for calculating item 'value':
- Damage Bonus (divine): as cost Damage Bonuses
- Damage Reduction or Resistance 20/- (cost: 17)
- Physical damage immunity 10% any (cost: 6) on anything other then Clothing/Armor
- Physical damage Immunity 25% any (cost: 12) on anything other then Clothing/Armor
- Freedom (cost: 10)
- Haste (cost: 12)
- Regeneration 2 (cost: 12)
- Regeneration 3 (cost: 15)
- Skill Bonus 12 (cost: 7)
- Skill Bonus 15 (cost: 9)
Additional token uses:
Bag of Holding
- A player may choose to trade in (10) DM tokens and get a Bag of Holding in return. (As the cost is 9 or higher it will always be made Plot. This also means that on death any non-plot items put in the bag will automatically end up on your corpse).
Crafting XP:
- A player may also to choose to turn in tokens for 1,000 Crafting XP, to be divided over any number of crafts as the player wants.
Money:
- A player may also to choose to turn in tokens for 25000 gold (cost: 1 token).
Player Housing:
- A player can use tokens to buy a standard wood or stone house (cost: 15 tokens).
- If a player would like a custom house then refer to the chart below for token values. Tokens can be used to purchase the total house or could also be used in conjunction with collecting items for the house.
- Granite Blocks 100 (cost: 1)
- Cloth 250 (cost: 1)
- Bronze Ingots 25 (cost: 1)
- Silver Ingots 10 (cost: 1)
- Oak Boards 50 (cost: 1)
- Wood Boards 500 (cost: 1)
- Iron Ingots 150 (cost: 1)
- Key Molds 2 (cost: 1)
- Lock Molds 2 (cost: 1)
- Diamonds 5 (cost: 1)
- Gold 25000 (cost: 1)
Revised DM Token System
Moderators: Dungeon Masters, Hala DM
- Zandel2
- DM
- Posts: 1216
- Joined: Mon Mar 09, 2009 2:17 am
Re: Revised DM Token System
Updated with the following-
Reduced spell failure-
1 token per 5% spell failure reduction up to a maximum 30% reduction. No item may be reduced to a negative spell failure. I.E. if a shield has a spell failure of 15%, then the most reduced spell failure you can add is 15%.
Reduced weight
Set weight to 80% - 1 token
Set weight to 60% - 2 token
Set weight to 40% - 3 token
Set weight to 20% - 4 tokens
Set weight to 10% - 5 tokens
- Greg-Pooh
- Head DM
- Posts: 1912
- Joined: Fri Dec 26, 2008 3:00 am
Re: Revised DM Token System
Updated list with costs for mighty bows and crossbows.
"If you don't like yourself you can't like other people." ~Robert Heinlein
- Zandel2
- DM
- Posts: 1216
- Joined: Mon Mar 09, 2009 2:17 am
Re: Revised DM Token System
Hello Arkaz, the token system is once again being modified, we hope you will enjoy the changes. Notable changes to the system include-
1. The upgrade fee has been changed from half the existing value, to a flat 2 token fee.
2. The token limit was raised from 12 tokens to 15 tokens.
3. The limit on how often you can spend more than 8 tokens was removed.
4. Any item of 9 tokens or more will be marked plot no drop.
5. Pricing was added for unlimited ammo.
Have fun, game on!
1. The upgrade fee has been changed from half the existing value, to a flat 2 token fee.
2. The token limit was raised from 12 tokens to 15 tokens.
3. The limit on how often you can spend more than 8 tokens was removed.
4. Any item of 9 tokens or more will be marked plot no drop.
5. Pricing was added for unlimited ammo.
Have fun, game on!
-
- Apprentice DM
- Posts: 146
- Joined: Fri Jul 06, 2012 3:39 pm
-
- Apprentice DM
- Posts: 146
- Joined: Fri Jul 06, 2012 3:39 pm
Re: Revised DM Token System
Hey everyone, The team has added the option to swap like enchantments with one of the same power for a flat fee of TWO Tokens.
Example: You have +2 strength of your ring... and you decide you need +2 constitution instead... you can swap the strength for constitution for 2 tokens.
EDIT by DM Anamaleth: added this to this first post as well.
Example: You have +2 strength of your ring... and you decide you need +2 constitution instead... you can swap the strength for constitution for 2 tokens.
EDIT by DM Anamaleth: added this to this first post as well.
JR
- demonlady
- DM
- Posts: 1255
- Joined: Sat Sep 02, 2006 12:00 am
- Location: Occupying a mouse near to you
Re: Revised DM Token System
Updated with several changes in possibilities, costs and the like.
DM Anamaleth
DM Anamaleth