>From what I've been reading, it seems that the real beef with our scheme is the wizard "instant tossup" ability. Bonus stealing (thieves) has been used at tournaments before. +25 for certain mystery tossups (fighter) shouldn't mess around too much with the flow of the game (pretend it's a power tossup, only based on randomness rather than speed) and the chance of those (3 out of 20) getting nailed by the correct person are rather slim. The +5 for negs (cleric) shouldn't alter the flow too much either considering people don't neg all too much (unless you're a one person team). I also forgot to mention that to make scorekeepers' lives easier, teams now must have 1 of each class instead of let's say the ability to have four of one. Also, they'll be sitting in a pre-determined order (i.e. fighters on the moderator's left, followed by the thief, cleric, wizard to the right). This way there isn't a nightmare with scorekeeping. Plus we'll be using specialized scoresheets we already made. Going back to "wizards". Someone earlier made the suggestion of replacing the "instant tossup" with the ability to cancel out a neg. I'm starting to really like that idea. If your team negs, your wizard can invoke the power to pretend that neg never existed but with one caveat. Only the wizard can answer that tossup, so it's basically the wizard vs. the entire other team. The wizard can use this ability let's say twice or three times per round. It's certainly more strategic than the "instant tossup". Is this at least marginally better?
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