Discussions like this are awesome. I love finding ways to improve the experience for both players and volunteers. That said, we need to keep something at the forefront of our minds when redesigning the party card: don't over-complicate it. Sure, we could include every possible token permutation on the card, but doing so would make it nearly useless due to information overload. TD isn't a video game where minutiae can be easily referenced by the computer. It's run by human beings with limited processing capabilities. I realize that's stating the obvious, but I think it bears repeating.
Another thing to keep in mind is the physical limitations of the card. Even after going from letter to legal size two years ago, it's still pretty tight. For everything we add, either something needs to be taken off or everything else gets squished a little bit. Squish it too much and we have readability problems.
Incognito wrote: #1. Remove cornercase columns in the Special Abilities section:
- Evil Outsider Immunity (Celestial)
- Deadbane (Mithral 5-piece)
- +1 Mithral LS Slayer (Mithral 6-piece), and
- Cold Climate Immunities
It sounds like you're looking at an old party card. Evil Outsider, Deadbane, Mithral, and Cold Climate cells were not on the
2013 party card
.
Incognito wrote: Other things which I find would be helpful are:
- Retribution damage inflicted to monsters (I think older party cards used to include this)
Retribution made its party card debut in 2013.
Incognito wrote: - Evasion
- Damage Reduction / Resistances
- Sets (just a general column. You can then right the specific sets in it).
Because HP are tracked by the individual players, we generally don't include HP-related items on the party card.
The "Other Notes" column is to be used to include set bonuses or other information relevant to the party card.
Incognito wrote: I think the Death Die should be clearly indicated. This past weekend at Who's Yer Con, I had an instance where a player died. And then another player is like "oh I have an extra Druegar's Death Die. Why don't you use it?"
Druegar's Death Die
only affects the owner. It may not be passed around like a potion. Yes, players can surreptitiously pass it around, but there are lots of other things they can do like that. Cheaters will cheat.
Incognito wrote: #2. Ranger/Monk secondary weapons
I realize that for the normal Dungeon, to make things easier and simpler for Player Coaches, they decided a few years ago to simply carry over the same hit/damage of the primary weapon for Rangers and Monks to their secondary weapon.
I think that was a bad decision. And one that will become even more problematic with the introduction of +3 and +5 weapons.
I don't think it was a bad decision, but it think it's one that merits reconsideration. I have two questions though:
- How should the party card be redesigned to accommodate two distinct weapons for only two classes?
- How will the DM know which is the primary and which is the secondary when looking at pucks on the combat board?
Incognito wrote: The same also applies to weapons you swap out for during combat.
I don't see how that could possibly work. (But if you have a viable method, I'm all ears!) There isn't enough room to write it, it would be information overload if there was room, and it would take too long to fill out.
Incognito wrote: since Raven and I usually do the Grind party cards and we have the requisite expertise, I think we might try to bring back the "primary / secondary" system again for Grind at least.
Maybe Grind should have its own party card design? If you and Raven want to make that happen, I'd be happy to work with you on it. Or, if you prefer, I'll stay the hell out of your way.
Incognito wrote: #3. Damage types
Since there are so many types of damage, I'm not sure how many you could squeeze on to the page, but it might be something that player coaches (and players who prepare their cards beforehand) should include.
A way to include "energy" (I'm using that term loosely) damage types on the party card is already in the works.