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TOPIC: The negative effects of running 10 CoA's

The negative effects of running 10 CoA's 3 years 3 months ago #121

Raven: I for one understand all too well what kind of price tag that kind of play comes with. (Still wish I had got the HoP that I should have...) and would never think of penalizing players for that kind of upper level play. At least not any more than the module demands it anyway... :P

That said, I did ask to see several tokens this year, as every year. Mostly "proxy" tokens for high level transmute weapons, which I've heard of at least once where they "accidentally" put an extra on the table. But I suppose that would fall under the "situational" caveat that was mentioned earlier in the thread.

As for checking anything else, why would I? The coaches should have done that already, and if they didn't, then there's not much a DM can do

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The negative effects of running 10 CoA's 3 years 3 months ago #122

If you see something out of wack or illegible on the party card, then yes there is cause for review. That should be the exception and IMO somewhat extreme corner case. Most DMs should just call for a CC to get it re-written or fixed.

Outside of grind and room 7 I can't expect all the DMs to know tokens very well and wasting time debating the finer points of why I have a 44 AC or 68 HPs is wasting my time because they didn't trust the coaches math. I'm not saying the coaches are always right but having DMs second guess everything probably isn't the best either.

Now, its possible things could seem odd and get a cause for concern that someone is cheating, such as someone sliding commons and having a +40 to hit, especially if the 0 seems like a post add. That's where a quick question should help affirm.

But they still don't have much, if any, cause to question 10 CoAs.
Sweet a combat room, we won't take damage!

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The negative effects of running 10 CoA's 3 years 3 months ago #123

Andrew Heinsen wrote: Raven: I for one understand all too well what kind of price tag that kind of play comes with. (Still wish I had got the HoP that I should have...) and would never think of penalizing players for that kind of upper level play. At least not any more than the module demands it anyway... :P

That said, I did ask to see several tokens this year, as every year. Mostly "proxy" tokens for high level transmute weapons, which I've heard of at least once where they "accidentally" put an extra on the table. But I suppose that would fall under the "situational" caveat that was mentioned earlier in the thread.

As for checking anything else, why would I? The coaches should have done that already, and if they didn't, then there's not much a DM can do


As Proxies aren't allowed I'm glad you asked to see the real token for any one you found.
Trust me, it sucks to watch your super valuable token go skittering into the darkness. Weapon tokens should always be on hand for review.
Sweet a combat room, we won't take damage!

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The negative effects of running 10 CoA's 3 years 3 months ago #124

  • Harlax
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valetutto wrote: If you see something out of wack or illegible on the party card, then yes there is cause for review. That should be the exception and IMO somewhat extreme corner case. Most DMs should just call for a CC to get it re-written or fixed.

Outside of grind and room 7 I can't expect all the DMs to know tokens very well and wasting time debating the finer points of why I have a 44 AC or 68 HPs is wasting my time because they didn't trust the coaches math. I'm not saying the coaches are always right but having DMs second guess everything probably isn't the best either.

Now, its possible things could seem odd and get a cause for concern that someone is cheating, such as someone sliding commons and having a +40 to hit, especially if the 0 seems like a post add. That's where a quick question should help affirm.

But they still don't have much, if any, cause to question 10 CoAs.


There are reasons the party card can get a bit messy. A player or players arrive late. It's a rush job. Or the late player starts loaning tokens out. A player remembers a token and makes a change. Or, as happened once, a player takes a wait list spot and has a bunch of CoAs to loan. I suppose you could be a hard nose and not allow changes once you have a player recorded, but I'm not interested in being THAT GUY.

And yes, sometimes we make mistakes and fix them.
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The negative effects of running 10 CoA's 3 years 3 months ago #125

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Harlax wrote:

valetutto wrote: If you see something out of wack or illegible on the party card, then yes there is cause for review. That should be the exception and IMO somewhat extreme corner case. Most DMs should just call for a CC to get it re-written or fixed.

Outside of grind and room 7 I can't expect all the DMs to know tokens very well and wasting time debating the finer points of why I have a 44 AC or 68 HPs is wasting my time because they didn't trust the coaches math. I'm not saying the coaches are always right but having DMs second guess everything probably isn't the best either.

Now, its possible things could seem odd and get a cause for concern that someone is cheating, such as someone sliding commons and having a +40 to hit, especially if the 0 seems like a post add. That's where a quick question should help affirm.

But they still don't have much, if any, cause to question 10 CoAs.


There are reasons the party card can get a bit messy. A player or players arrive late. It's a rush job. Or the late player starts loaning tokens out. A player remembers a token and makes a change. Or, as happened once, a player takes a wait list spot and has a bunch of CoAs to loan. I suppose you could be a hard nose and not allow changes once you have a player recorded, but I'm not interested in being THAT GUY.

And yes, sometimes we make mistakes and fix them.



I admit I remembered Chuck (my baby beholder) usually after the party card was already filled out, but before we went into training.
You either discover a star or you don't. You arrogant punk.

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