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TOPIC: Basic Changes to 2016 Character Cards

Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #13

looks great, like the starting hit point idea.

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Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #14

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I like it, especially the dragon image on the back and the highlighted starting HP. That will be a good reference for players who can then make HP adjustments for their related magic items.
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Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #15

I think the glow effect on the starting HP makes those number more difficult to read. A light/white glow with black text on it might be better. Or just swap the so the outline on the text is white with either a dark text color, or maybe a red.
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Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #16

Jake Fitch wrote: I think the glow effect on the starting HP makes those number more difficult to read. A light/white glow with black text on it might be better. Or just swap the so the outline on the text is white with either a dark text color, or maybe a red.


It may be because the text is in red. Red is very difficult for most people to process as text. The wavelength of red is at odds with the section of the human eye that perceives fine detail. This makes red text much harder to read.

The size of the font on the character cards negates this to a point but the basic issue still presents itself.
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Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #17

How about a circle outline around the starting HP - same color and thickness as the numbers themselves. Easy to describe to newbies, too ("HP starts at the circled numbers", rather than "HP starts at the numbers with a sort of a glowing effect").

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Re: Basic Changes to 2016 Character Cards 9 years 4 months ago #18

binia wrote: How about a circle outline around the starting HP - same color and thickness as the numbers themselves. Easy to describe to newbies, too ("HP starts at the circled numbers", rather than "HP starts at the numbers with a sort of a glowing effect").


With all the possible modifiers, I wonder what percentage of players start at the "starting HP". Maybe a high percentage, if the majority of players just have their starting 10 packs of tokens. :)

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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #19

Mike Steele wrote: what percentage of players start at the "starting HP".

The overwhelming majority.
Have you looked it up in the TDb ?
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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #20

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Mike Steele wrote: With all the possible modifiers, I wonder what percentage of players start at the "starting HP".


Speaking as a Coach, I'd say over 3/4 of players play with just their starting HP.
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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #21

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Wow - I wouldn't guessed that, but my TD worldview is pretty skewed to purple/forum groups.

Coaches, what approx percentage of players play 5th level? I would imagine most fifth level players would have higher HP.
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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #22

Based my shifts last year, I'd say less than 20%

Maybe closer to 10%
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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #23

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Harlax wrote: Based my shifts last year, I'd say less than 20%

Maybe closer to 10%


Harlax' estimate fits with mine. I think I had to grab 5th level character cards only 10% of the time. But usually if I was grabbing 5th level cards, I was grabbing a bunch of them - often a whole party's worth at a time.
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Re: Basic Changes to 2016 Character Cards 9 years 3 months ago #24

I like these changes. Anything that works to enhance readability in dim light is great. I would say the 5th level cards are even more in need of help. The purple print on brown background is nearly impossible to read the class or HP in low light. Making the printing MUCH lighter will be very helpful. THe highlights around the red will help that one some. I would recommend taking a few prototypes into a darkly lit room and see how easy they are to read. Brightly printed cards don't hinder enjoyment or experience- they can actually help it if the DM can see better and doesn't have to squint or be right on top of the player to read the card.

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