As presented, I think the Fortune Cards are a shockingly awful idea for numerous reasons that I won't go into here. However, there's an underlying resource concept that I do think could be used to enhance a game. So here's my take on how to use them to the group's advantage.
Have a set of fortune cards. This system really works best when you have the whole set rather than just a few, because part of the idea here is that the fortune is meant to be as random as possible.
At the start of a combat encounter, the player with the highest initiative roll draws a card. That card gets put into a player pile as a resource for the entire group. The card can only be used once and by one player, but it does not have to be used in the encounter in which it was drawn. It can be saved for a later but all cards get put back into the deck and reshuffled at every extended rest.
Therefore it's up to the group to decide if a card should be played or not, and when it should be played. This also acts as an incentive to delay extended resting in order to build up cards before meeting a big challenge.
Thoughts?
Have a set of fortune cards. This system really works best when you have the whole set rather than just a few, because part of the idea here is that the fortune is meant to be as random as possible.
At the start of a combat encounter, the player with the highest initiative roll draws a card. That card gets put into a player pile as a resource for the entire group. The card can only be used once and by one player, but it does not have to be used in the encounter in which it was drawn. It can be saved for a later but all cards get put back into the deck and reshuffled at every extended rest.
Therefore it's up to the group to decide if a card should be played or not, and when it should be played. This also acts as an incentive to delay extended resting in order to build up cards before meeting a big challenge.
Thoughts?