Druegar wrote:
This would be a pain to record on the party card. All the base stats are pre-built onto the card. This would throw the pre-printed stats out the window.
Adventures are designed assuming 10 different classes are present. Do you really want to make it possible for 2 each of barbarians, clerics, druids, rogues, and wizards to do a run? (insert whatever grotesque combination you can think of, I just pulled those out of my hiney)
See below.
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I would say a single event, no question. Con-long would be overpowered and a pain to track.
I think it should be handled like any other class choice conflict. 3rd-level or higher player takes precedence. If that doesn't resolve it, they need to act like grown ups and decide for themselves. Roll a die, flip a token, roshambo, or whatever is necessary and efficient. I see this as another reason to not allow duplicate classes, sub or otherwise.
The thing with the UR Special, is that it is highly unlikely to actually be relevant.
Historically, there has never been a UR Special used for True Grind. And ever since the Mithral Coin of Fate in 2012, I doubt a UR Special is going to ever be used in Grind. So every year, I try to come up with a cool idea for the Grind Special UR, with the understanding that it probably won't see the light of day. It also becomes an interesting thought experiment - trying to see how much of a benefit the effect has to be to actually convince someone to use a Special UR (hence my tendency towards being on the generous side of things).
For there to be a party with 2 barbarians, clerics, druids, rogues, and wizards (I guess the same type of wizard), 5 players would need to turn in UR Specials. I find that *highly* unlikely. But hey if they want to do that, then more power to them!
Yes, ideally parties should be limited to a max of 1 per character class, but it's not the end of the world if things don't work out that way.
For example, two situations that happened earlier this year at the Who's Yer Con Grind illustrate possible scenarios:
1. In one Grind, we somehow ended up with TWELVE (12) players. In order to avoid a 10-minute delay to redo the party card, we simply allowed there to be two extra fighters. So of the 12 players, there was 1 Dwarf Fighter and 3 normal Fighters.
2. In another situation, two very experienced, tokenholic, well-known forumites, couldn't amicably decide who should be Druid. Since the coaching time was rapidly running out, to avoid a time delay and to prevent anyone from sulking during the whole event, I made an executive decision to allow both to play Druid. This was an exceptional situation which should NOT be the norm. But it wasn't the end of the world having a duplicate class.
lazlo_hollyfeld1985 wrote: i dont think it would be a pain to tack the special..there are not many left
as for the prestige class..it is Grind, so regular coaches wont have to deal with it
If jeff announces the classes ahead of time there really wont be much to track..aside from crossing off the monk and making Burglar and using rogue spot for the rogue..I am confident the grind Dms can handle this
Yeah, since I will be DM'ing every Grind and the number of people using a UR Special will probably be countable with a single hand (if there are any at all), it shouldn't be hard to keep track of.
We will have to see when Jeff makes the details of the Prestige class available, but as Lazlo mentioned, I'm sure the Grind team can handle it.
lazlo_hollyfeld1985 wrote: i am a little lost on the AoW effect...so it cant be armor..or weapon...has to be common..i think with it being UR it should be a bit more(what I dont know)
Picc wrote: I love both the UR special & rune stone effect but I'm not really seeing benefit of the AOW. After you eliminate gold, weapons/armor, and consumable(assuming you cant consume the amulet round after round) there isn't really much left at common. Maybe I'm missing something.
valetutto wrote: Restricting the AoW to commons only is pretty limited. Off the top of my head I can't think of a senerio where i'd use it. If I understand it correctly this would let me use an extra common shield, helm, bracer, belt or boots all of which are pretty limited. Net effect is from +1ac to +2 fort saves with some possibility to avoid enviornmental effects.
Okay, let's add Uncommon to the pool of options. So you can duplicate any Common or Uncommon. Though I added the restriction of no instruments (to avoid questions of whether you can stack different bard instruments).
The idea is that it can help address many environmental effects that might be encountered.
As an example, in 2011 the AoW effect was to turn you into a merman which lets you ignore all of the underwater rules/restriction. Hypothetically, I could just do a "AoW means you ignore environmental rules" but that just feels lazy IMO. With the duplication mechanism, you can still ignore most (if not all) environmental rules, but now it actually requires some thought and preparation.
valetutto wrote: p.s. please create a Room Tracker, could just be a flip card with room numbers on it. Its easy for players to forget what room they are in and this would give the oppertunity for new room items to be triggered.
I LOVE this idea! Very nice!