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Fortune cards.
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<blockquote data-quote="Dykstrav" data-source="post: 5423028" data-attributes="member: 40522"><p>I wasn't sure what to think of fortune cards at first, but after seeing what I have about them, I'm not too keen on the idea. Here's basically why.</p><p></p><p>First off, it's my opinion that the idea of simulating the vagaries of fate, divine influence, favorable conditions and the like are already simulated by rolling dice. Your character's own prowess and skills are represented by bonuses to those rolls, but other variable factors are already riding on the dice. To me, the idea that they simulate "the chaotic and unpredictable nature of adventuring in a fantastic world of danger and magic" usurps the basic thrill of rolling high or low for an important task. </p><p></p><p>More power in the hands of the character also dilutes the challenge of the game. I enjoy challenge in the game, and giving me more resources to deal with various challenges dilutes them. I'm going to be less worried about making a saving throw when I have more resources that allow me to make a save.</p><p></p><p>Finally, it seems to me that many people like the idea of fortune cards because the cards are entirely beneficial. Are there any cards that provide minor hindrances on the same scale as the benefits? Could you be forced to reroll a saving throw that you have succeeded on? If not, the effects are not "chaotic and unpredictable." You know that fortune is always on your side, always benefits you--there's no chance that fortune could work against you. One of 4E's major design tenets was to remove swingy effects that could ride on a single die roll (things like save-or-die effects, poisons that could kill a character outright, et cetera). Fortune cards add another layer of insulation to protect characters from the consequences of failure. Maybe some people like it. I don't.</p><p></p><p>Do fortune cards provide players with an interesting new method to benefit their characters? Sure. Do they add another layer of complexity to designing and managing your character? That too. Is there potential for abuse? Of course. Ultimately, the benefits and drawbacks of integrating them into your campaign are up to individual groups to determine.</p><p></p><p>I can appreciate the fact that some people enjoy playing the game differently than I do. I'm just not excited about it myself.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5423028, member: 40522"] I wasn't sure what to think of fortune cards at first, but after seeing what I have about them, I'm not too keen on the idea. Here's basically why. First off, it's my opinion that the idea of simulating the vagaries of fate, divine influence, favorable conditions and the like are already simulated by rolling dice. Your character's own prowess and skills are represented by bonuses to those rolls, but other variable factors are already riding on the dice. To me, the idea that they simulate "the chaotic and unpredictable nature of adventuring in a fantastic world of danger and magic" usurps the basic thrill of rolling high or low for an important task. More power in the hands of the character also dilutes the challenge of the game. I enjoy challenge in the game, and giving me more resources to deal with various challenges dilutes them. I'm going to be less worried about making a saving throw when I have more resources that allow me to make a save. Finally, it seems to me that many people like the idea of fortune cards because the cards are entirely beneficial. Are there any cards that provide minor hindrances on the same scale as the benefits? Could you be forced to reroll a saving throw that you have succeeded on? If not, the effects are not "chaotic and unpredictable." You know that fortune is always on your side, always benefits you--there's no chance that fortune could work against you. One of 4E's major design tenets was to remove swingy effects that could ride on a single die roll (things like save-or-die effects, poisons that could kill a character outright, et cetera). Fortune cards add another layer of insulation to protect characters from the consequences of failure. Maybe some people like it. I don't. Do fortune cards provide players with an interesting new method to benefit their characters? Sure. Do they add another layer of complexity to designing and managing your character? That too. Is there potential for abuse? Of course. Ultimately, the benefits and drawbacks of integrating them into your campaign are up to individual groups to determine. I can appreciate the fact that some people enjoy playing the game differently than I do. I'm just not excited about it myself. [/QUOTE]
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