Agree with that. The cards I create are usually a little more descriptive rather than "gamey," but I also base it on how I feel and what the Players seem to be into at the time. Sometimes we game for story; in that case, I write something like "Knocking over the stack of wine kegs shouldn't be too hard, and will send heavy barrels toppling down on anyone nearby, potentially crushing them, and definitely knocking them off balance."
If we're more in a "let's kill stuff" mode, I'd write the same situation as "Toppling over the wine kegs is an Easy Strength check and would affect a 10' x 10' area adjacent to the stack, dealing some crushing damage and potentially knocking the targets prone."
I don't give specific damages and DCs to the players, but enough info so that if I forget my notes or something, I can just reference the DMG's magical page 42 and probably get the info close if not spot on.
No trick I employ is totally for the players' benefit alone ;-P
If we're more in a "let's kill stuff" mode, I'd write the same situation as "Toppling over the wine kegs is an Easy Strength check and would affect a 10' x 10' area adjacent to the stack, dealing some crushing damage and potentially knocking the targets prone."
I don't give specific damages and DCs to the players, but enough info so that if I forget my notes or something, I can just reference the DMG's magical page 42 and probably get the info close if not spot on.
No trick I employ is totally for the players' benefit alone ;-P