Anthony brown wrote: Most tokendb notes for all + weapons says the dm will add the appropriate to-hit modifier but will not add the plus as it is baked into the damage wheel.
This is the crux of the confusion. We as coaches need to agree to NOT include the to hit weapon bonus on the character card. We as DMs need to be able to just add the plus on the token. (and yes I do both coach and dm.)
For DMs like you, this is all well and good. But, I had a DM last year not know that a Dwarven Throwing Hammer could be used as a melee weapon. Those new DMs, if they are handling Nightmare, need a simple formula for a while.
That's where the real problem lies. There are DMs with enough experience and self confidence to handle what comes, and others who lack one or both. (I am not attacking or disparaging any DM. Thanks for what you do, but it is a concern.)
This solves the monk / ranger issue ... but also allows player to pull out the correct weapon.
It does, but it also sucks time. Currently, the DM looks at the board, then the Party Card and determines whether it hit. With this idea, they are going to look at the board, study the token, check the party card. . .
Say the Ranger, Fighter, Dwarf, Bard, and Paladin all swing. That's 6 pucks that the DM needs to study for the Too Hit Bonus on top of the slid number and the party card. That is time robbed from the players. Imagine that time gone in Smoak 1.0, where most teams only had 3 rounds to start with . . . That additional time would have dropped to 2 rounds in many cases.
Lets talk rust monster ... your main is the +5Asher Fang. ... but you pull out a common wodden club.
Who adjusts the party card ? Does the DM even know things changed ? Silver weapons / immunity to blunt ... there are a bunch of reasons players need to switch weapons every combat and every reason why the party card should not include obvious stats that are printed on the token.
Nightshade dagger stuck to a mimic ? Attack a different monster in the room with a common weapon ? Who adjusts the bonus ?
Great reasons to have the info
not recorded. But, my response is the players are the ones
paying for the game, and should have advantage over time where possible.
Now as a player and guild organizer i can tell you Players take advantage of this because it has become standard. +5 Ascher Fang +Orb of might .... say hello to a +6 to hit orb of might for monk and ranger before anything else factors in.
Another solid reason for changing it. But, it doesn't change my position.
Basic addition is a requiment for DM and Coach positions, so lets consider the health of the game and what will add to its fortitude.
I advocate neither position as either way this is decided in the end causes me personally little issue.
Advantage as Player or more intense DM attention check. Both work for me.
That's the crux of the discussion. The health of the game is what is most important. If it can be proven 90% of returning DMs can handle the increased workload, and 70% of new ones, that would be enough to convince me of the 'healthy change.'
As a general rule, I subscribe to 2 things in discussions like this:
1. The player is putting out a lot of money for their ticket, and should have advantage when it is unclear how it will affect the outcome of a room.
2. KISS - Keep It Simple, Stupid. We on the forums have a great understanding of the rules. Most people who play TD, do not. Keep them simple and consistent, whenever possible.
Again, True Grind is a different animal, and should be treated accordingly. Advanced teams are almost always set up early, and each person knows their role and stats on a Grind. If they don't they usually have a mentor along to help out. Take the kids gloves off here.
Nightmare should be consistent with whichever rules are being followed. They should not change based on difficulty. It is the same game. The monster's stats and clues available should be the difference.