So here's the list we've started playing with. We haven't had much of an opportunity to see things in action yet, but what little we've seen so far we've liked.
The current deck is 90 cards. All of the cards grant an extra move action in addition to some secondary ability. 50% of the cards grant an extra standard action. 33% of the cards grant the use of an additional item daily.
The remaining 15 cards are:
- Take an additional Move Action this round. You can run this round without incurring any penalties to attack or defend.
- Regain an expended Encounter Power.
- Regain an expended Daily Power after a short rest.
- Use an At-Will or Encounter Power in place of a Basic Attack
- An area or close attack does not hit one of your allies.
- Your successful attack deals 1, 10, or 15 ongoing damage (save ends) Damage scales with tier.
- Reroll any one die and use the higher roll.
- Add 1d4 to a die roll, after it has been rolled. Add 1 to the result for every other Action Point the party has.
- Expend a healing surge on yourself or an an adjacent ally. That ally uses their own surge value.
- Treat an 18, or 19 on a d20 as a Natural 20.
- Target two adjacent creatures with an attack.
- Increase the area of an area of effect power by 1.
- Attempt a Stunt or use a Terrain Power with +5 to your d20 roll.
- Double the range of a non-melee attack.
- Make a successful opportunity attack against you miss.
I landed on a 90 card deck only because I was printing 9 cards to a page, and the layout fit nicely around one sheet of 3 single cards and 6 +item dailies paired against a sheet of all +standard actions.
The "add 1d4+x" card was one I've been bouncing back and forth with. I definitely wanted a single generic "add to any die roll" kind of card, but I wasn't sure how powerful it should be to make it worthwhile on both a d20 roll or a damage roll. I like the added incentive to hold on to it for later, and for the group as a whole to try and stockpile action points for cards like this. I definitely want to have more cards that are dependent upon how many cards the party have.
I threw the +5 to stunt/terrain powers card in there because I'm trying to coax them into using those more. I don't know why I thought that 1 card in a 90 card deck was going to miraculously train them to use more stunts and terrain powers. That'll probably be the first one to go.
The "miss an ally in an area of effect" card needs to have more oomph. I'm not sure what I want out of it.
The healing card needs more too, I'm also unsure of what direction I want that to go in.
Oh! Because I always do things ass-backwards, I started by making card backs:
http://www.pmw.org/nytmare/dnd/powercards/acardbacks.bmp