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4e Deck of Many Things
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<blockquote data-quote="bfreakb999" data-source="post: 5038306" data-attributes="member: 79402"><p>Thanks for the reply. :-D</p><p></p><p>I do agree with you with the feeling of how the original deck added tension and a "high-risk, high-reward" concept. To an extent i think i am worried that strong changes made to player stats could ruin the game for them, but after testing it a bit i'm noticing the positive/negative effects are a bit on the unimpressive side as well. Here some things i'm actually considering after reading your post and doing a little testing</p><p></p><p>1. One of the first ideas i had was to give the <em><strong>Wheel of Fortune</strong></em> card 6 different outcomes. I'll work with it and have it updated later.</p><p></p><p>2. Replace many of the +1 bonuses with +2 instead, but allow the negative effects to hurt just as badly. (10% seemed to be a sweet spot for a lot of bonuses/negatives. 5% just wasn't enough according to player feedback)</p><p></p><p>3. There is currently no card the players can get to receive an item. Perhaps one of the cards could allow them to gain a magic item equal to their level +1d4/1d6. (possibly in the Wheel of Fortune)</p><p></p><p>4. The death card is the way it is mainly because of they way it worked in 3.5. In 4E however this is far less effective because solo combats are much more dangerous and puts certain classes at a much larger disadvantage. I'm thinking perhaps as an alternative allowing a "miss" to hit yourself instead? I'll think on it.</p><p></p><p>5. Very positive feedback with the "Devil" card. Most people actually mentioned there should be an initiative bonus thrown in as well so that an attack would be made before a save was forced, and i'm considering it. </p><p></p><p>I'll update a few features, and post the changes later on. I hope i get some more feedback. :-D</p><p></p><p>**EDIT UPDATE** 12/25</p><p>Added more effects to <strong><em>Wheel of Fortune</em></strong></p><p>Added weakened condition to <strong><em>The Lovers</em></strong></p><p>Increased to bonus to many cards to a 10% change. This might be subject to change after more playtesting.</p><p>Increased bonus to <strong><em>The Hermit</em></strong> card to balance penalty.</p><p>Gave +4 initiative bonus for the Devil card.</p><p></p><p>Changes may be coming to the Death and The Hanged Man card. </p><p>Changes may be coming to <strong><em>Strength</em></strong> and <strong><em>The Magician</em></strong> to bring them in line with other positive effect of cards.</p><p>Changes may be coming to <em><strong>The Moon</strong></em> card that require it to be shared with the entire party.</p></blockquote><p></p>
[QUOTE="bfreakb999, post: 5038306, member: 79402"] Thanks for the reply. :-D I do agree with you with the feeling of how the original deck added tension and a "high-risk, high-reward" concept. To an extent i think i am worried that strong changes made to player stats could ruin the game for them, but after testing it a bit i'm noticing the positive/negative effects are a bit on the unimpressive side as well. Here some things i'm actually considering after reading your post and doing a little testing 1. One of the first ideas i had was to give the [I][B]Wheel of Fortune[/B][/I] card 6 different outcomes. I'll work with it and have it updated later. 2. Replace many of the +1 bonuses with +2 instead, but allow the negative effects to hurt just as badly. (10% seemed to be a sweet spot for a lot of bonuses/negatives. 5% just wasn't enough according to player feedback) 3. There is currently no card the players can get to receive an item. Perhaps one of the cards could allow them to gain a magic item equal to their level +1d4/1d6. (possibly in the Wheel of Fortune) 4. The death card is the way it is mainly because of they way it worked in 3.5. In 4E however this is far less effective because solo combats are much more dangerous and puts certain classes at a much larger disadvantage. I'm thinking perhaps as an alternative allowing a "miss" to hit yourself instead? I'll think on it. 5. Very positive feedback with the "Devil" card. Most people actually mentioned there should be an initiative bonus thrown in as well so that an attack would be made before a save was forced, and i'm considering it. I'll update a few features, and post the changes later on. I hope i get some more feedback. :-D **EDIT UPDATE** 12/25 Added more effects to [B][I]Wheel of Fortune[/I][/B] Added weakened condition to [B][I]The Lovers[/I][/B] Increased to bonus to many cards to a 10% change. This might be subject to change after more playtesting. Increased bonus to [B][I]The Hermit[/I][/B] card to balance penalty. Gave +4 initiative bonus for the Devil card. Changes may be coming to the Death and The Hanged Man card. Changes may be coming to [B][I]Strength[/I][/B] and [B][I]The Magician[/I][/B] to bring them in line with other positive effect of cards. Changes may be coming to [I][B]The Moon[/B][/I] card that require it to be shared with the entire party. [/QUOTE]
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