Wayne Rhodes wrote:
Best argument for keeping the 3rd level bonus is that it helps players with a small collection and have put all there resources into 1 class (Bard, rogue, Cleric for example).
I am in favor of limiting how often you can pull 3rd level rank because I do understand it can be a bad look as well.
I think if you are more than 5 minutes late past the start time you should lose the right for 3rd level bonus and roll offs. This seems practical.
I proposed earlier in the thread a idea for a once a year card you could use that must be turned in but don’t see any comments on the merits of that idea for or against. Another idea in that vain that I have not proposed is when you hit 3rd level there could be a order option for that level that gives the player 5 runestones that allows you to use the 3rd level bonus. So you could only ever use the bonus 5 times and your giving up something to do it.
Overall I’m in favor of keeping the 3rd level bonus (in some form) because it helps retuning players that don’t have massive collections like mine, and only play each dungeon once, since this is the group of players that removing this bonus hurts.
Thanks for posting your specific reasoning in favor of the 3rd level bonus! I'm interested in exploring this in more detail. Let's imagine some PUG scenarios (using Rogue as the example class since I know it has a lot of single-class gear) involving pairs of the following players:
Alice: 3rd level (or slightly higher), small collection heavily biased toward Rogue tokens
Bob: 3rd level (or slightly higher), small collection heavily biased toward Rogue tokens
Charlie: 2nd level, small collection heavily biased toward Rogue tokens
Dan: new player, no token investment yet but thinks Rogue sounds awesome and really wants to try it
Scenario A+B: if the PUG contains just Alice and Bob, they either work it out, or they roll off and the loser is disappointed. The Lv3 bonus doesn't come into play, so it makes no difference whether we've kept it.
Scenario A+C: if the PUG contains Alice and Charlie, and we keep the Lv3 bonus, then Alice is happy and Charlie is disappointed. Is that better than putting them on an equal footing? Both Alice and Charlie are returning players with small collections (the group you say would be hurt by removing the bonus), but in this case one of them is hurt by keeping the bonus. And for what it's worth I think Charlie in this scenario is likely to be
*more* disappointed than the loser of the A+B scenario roll-off, because the perception of unfairness adds insult to injury.
Scenario A+D: if the PUG contains Alice and Dan, and we keep the Lv3 bonus, then Alice is happy and Dan is disappointed. Maybe Dan is less disappointed than Charlie was (and/or less disappointed than Alice would be if there were an egalitarian roll-off and she lost), since Dan doesn't have a token investment at stake. But if that's true, it seems to me that Dan would also be more likely to work it out amicably with Alice if we eliminated the Lv3 bonus: "I can see this matters a whole lot to you, and those do look like pretty awesome tokens. It's not that big a deal to me, I'll try something else for now and play Rogue next time." Or maybe Dan has his heart set so strongly on playing Rogue that Alice would say "Hey, I love playing Rogue, but I also enjoy helping out new players, and I like your enthusiasm. If you don't mind loaning me that nice Rare you just pulled that's not usable by Rogue, I'll loan you some of my Rogue-specific gear and give you some tips." Or maybe neither one wants to give in and it still comes down to a roll-off anyway... but here's my point: keeping the Lv3 bonus makes it strictly less likely that there will be a constructive conversation and an amicable resolution, because Alice can choose the "nuclear option" instead. Maybe she won't (we've already established that the vast majority of people do not), but I personally think the overall situation is improved if the nuclear option doesn't exist in the first place and both players are equally motivated to work it out.
Scenario C+D: just like A+B, the Lv3 bonus doesn't apply, so it
mostly makes no difference whether we've kept it; they either work it out, or they roll off and the loser is disappointed. But here's an interesting side effect: let's say Charlie loses the roll off and is really disappointed. If he's well acquainted with the rules, he might say to himself "Gee, I can't wait until I get to 3rd level and don't have to put up with challenges from noobs like Dan anymore." Is that really an attitude we want the rules to encourage/reward, even a little bit? Not only that, it doesn't really work out well for Charlie himself in the long run; it just sets him up for A+B disappointments later on once he attains Lv3 and then ends up in a PUG with someone else who's also Lv3. Whereas without a Lv3 bonus to (perhaps unwisely) look forward to, Charlie's takeaway might be "Wow, that really sucked. How can I avoid this disappointment in the future? Maybe I should get on the forums and pre-plan a run with other people so I know I will be able to play Rogue" and/or "if I'm going to keep playing PUGs, I should diversify my token collection a little bit, to better allow for a backup class or two." I think that in the long run those takeaways are much better, both for him and for the game.
I'm interested in reactions to this, from you and others who support the bonus... it's entirely possible that I've missed a scenario that shows it in a much better light, or missed an implication in one of the scenarios I did mention. But from where I'm sitting right now it seems to me that eliminating the Lv3 bonus is a win for the game overall, and even a win for the individual players it "hurts" on any given day if you're willing to take a little bit of a long view.