More points to address with our system

>From what I've been reading, it seems that the
real beef with our scheme is the wizard "instant
tossup" ability. Bonus stealing (thieves) has been used
at tournaments before. +25 for certain mystery
tossups (fighter) shouldn't mess around too much with the
flow of the game (pretend it's a power tossup, only
based on randomness rather than speed) and the chance
of those (3 out of 20) getting nailed by the correct
person are rather slim. The +5 for negs (cleric)
shouldn't alter the flow too much either considering people
don't neg all too much (unless you're a one person
team).

I also forgot to mention that to make scorekeepers'
lives easier, teams now must have 1 of each class
instead of let's say the ability to have four of one.
Also, they'll be sitting in a pre-determined order
(i.e. fighters on the moderator's left, followed by the
thief, cleric, wizard to the right). This way there
isn't a nightmare with scorekeeping. Plus we'll be
using specialized scoresheets we already
made.

Going back to "wizards". Someone earlier made the
suggestion of replacing the "instant tossup" with the
ability to cancel out a neg. I'm starting to really like
that idea. If your team negs, your wizard can invoke
the power to pretend that neg never existed but with
one caveat. Only the wizard can answer that tossup,
so it's basically the wizard vs. the entire other
team. The wizard can use this ability let's say twice
or three times per round. It's certainly more
strategic than the "instant tossup".

Is this at
least marginally better?

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