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Deck of Many Excellent Things (Reward Cards)
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<blockquote data-quote="greyscale1" data-source="post: 4442594" data-attributes="member: 65303"><p>I have long mulled over giving my players special rewards for doing something especially memorable, neat, in character, or helpful, or for just being the MVP of a session.</p><p></p><p></p><p>Well, after thinking it through a while, I came to the conclusion that it would be the most exciting and fun if the rewards were varied and randomized, and the players picked their bonus from a deck.</p><p></p><p>These bonuses are random and vary in power level; some are weak, some are VERY strong, none are TOO game breaking. They are meant to be handed out once per session, at the end of the session, to that sessions MOST VALUABLE PLAYER. MVP is picked by player vote (DM breaks ties) and should be based on coolness, helpfulness in combat, or smart thinking (solved a puzzle, etc).</p><p></p><p>Players may only hold 1 card at a time.</p><p></p><p>Otherwise, these cards are given out whenever the DM is forced to tip their hat to a player for some great moment. If giving the player a card for this reason, its probably okay to let them have 2. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Unless specifically stated, all of these are a free action to use.</p><p></p><p></p><p>Without further adieu: <strong>The Deck of Many Excellent Things!</strong></p><p></p><p></p><p>1. Recharge an Encounter Power or Daily utility power</p><p>2. +5 to a d20 roll</p><p>3. -5 to one DM d20 roll</p><p>4. Until the end of the encounter, you have two minor actions per turn</p><p>5. Until the end of the encounter, you have +1 to all attacks</p><p>6. Until the end of the encounter, you have +3 to speed</p><p>7. Until the end of the encounter, you have +2 to all defenses</p><p>8. Until the end of the encounter, reroll all 1's rolled on damage die.</p><p>9. You have combat advantage against 1 foe, until the start of your next turn.</p><p>10. Change a 1 on a damage die to its max roll</p><p>11. +5 to a Acrobatics check, if you fail, reroll without the +5</p><p>12. +5 to a Arcana check, if you fail, reroll without the +5</p><p>13. +5 to a Athletics check, if you fail, reroll without the +5</p><p>14. +5 to a Bluff check, if you fail, reroll without the +5</p><p>15. +5 to a Diplomacy check, if you fail, reroll without the +5</p><p>16. +5 to a Dungeoneering check, if you fail, reroll without the +5</p><p>17. +5 to a Endurance check, if you fail, reroll without the +5</p><p>18. +5 to a Heal check, if you fail, reroll without the +5</p><p>19. +5 to a History check, if you fail, reroll without the +5</p><p>20. +5 to a Insight check, if you fail, reroll without the +5</p><p>21. +5 to a Intimidate check, if you fail, reroll without the +5</p><p>22. +5 to a Nature check, if you fail, reroll without the +5</p><p>23. +5 to a Perception check, if you fail, reroll without the +5</p><p>24. +5 to a Religion check, if you fail, reroll without the +5</p><p>25. +5 to a Stealth check, if you fail, reroll without the +5</p><p>26. +5 to a Streetwise check, if you fail, reroll without the +5</p><p>27. +5 to a Thievery check, if you fail, reroll without the +5</p><p>28. Take 10 on a skill check.</p><p>29. When you first meet an NPC, they are more apt to like you than normally inclined.</p><p>30. When attempting to coerce an NPC, you are more likely to succeed.</p><p>31. When the DM is describing a room, you may add one minor terrain feature (DM's discretion).</p><p>32. When you are surprised: you are no longer surprised.</p><p>33. When an attack hits your fort defense, before damage is announced, that attack misses.</p><p>34. When an attack hits your ref defense, before damage is announced, that attack misses.</p><p>35. When an attack hits your will defense, before damage is announced, that attack misses.</p><p>36. You gain 1 minions worth of XP.</p><p>37. A merchant sells you an item for base value.</p><p>38. Recharge a Daily Power</p><p>39. Automatically Roll a 20</p><p>40. DM fails one D20 Roll</p><p>41. Gain an action Point</p><p>42. Regain 2 healing surges</p><p>43. Gain Health as if you spent a healing surge.</p><p>44. Until the end of the encounter, you have combat advantage against 1 foe.</p><p>45. Until the end of the encounter, enemies take -5 to saving throws to end effects you caused.</p><p>46. Use this card when you score a critical on an enemy, that enemy dies.</p><p>47. DM will let you roll on something crazy with reasonable chances for success.</p><p>48. You gain one standard monsters worth of XP.</p><p>49. A Merchant sells you an item for 25% off.</p><p>50. You loose your turn. An ally of your choice gains an additional minor, move, and standard action on their turn.</p><p>51. You find an item of your choice in your pack worth 30g or less.</p><p>52. When you make a death saving throw, you may use your second wind with any roll over 10 (as if you had rolled over 20) if you haven't already used it.</p><p></p><p></p><p>Now some disclaimers: These are still written very quickly in my brainstorming mode. These are all subject to DM approval. Final form of the cards will likely be a picture on one side, title at the top (each card will have its own name), a mechanical description and a bit o' tha old flavor text below that.</p><p></p><p></p><p>Critiques welcome. However; what I would really like are creative ideas for Titles, flavor text, or even whole new cards. An artist or resource for art would also be really nice to get art for each card. Otherwise I will have to do the artwork myself, and it will be less than awesome looking.</p><p></p><p>Hopefully I will be updating this soon with links to the completed cards fo' printan.</p><p></p><p></p><p>P.S. I know this probably should be in the homebrew forum, but as I was putting it up there, I felt inclined to put it here instead. I think there's enough stuff here to justify it being on the board. If not, sorry.</p></blockquote><p></p>
[QUOTE="greyscale1, post: 4442594, member: 65303"] I have long mulled over giving my players special rewards for doing something especially memorable, neat, in character, or helpful, or for just being the MVP of a session. Well, after thinking it through a while, I came to the conclusion that it would be the most exciting and fun if the rewards were varied and randomized, and the players picked their bonus from a deck. These bonuses are random and vary in power level; some are weak, some are VERY strong, none are TOO game breaking. They are meant to be handed out once per session, at the end of the session, to that sessions MOST VALUABLE PLAYER. MVP is picked by player vote (DM breaks ties) and should be based on coolness, helpfulness in combat, or smart thinking (solved a puzzle, etc). Players may only hold 1 card at a time. Otherwise, these cards are given out whenever the DM is forced to tip their hat to a player for some great moment. If giving the player a card for this reason, its probably okay to let them have 2. :D Unless specifically stated, all of these are a free action to use. Without further adieu: [B]The Deck of Many Excellent Things![/B] 1. Recharge an Encounter Power or Daily utility power 2. +5 to a d20 roll 3. -5 to one DM d20 roll 4. Until the end of the encounter, you have two minor actions per turn 5. Until the end of the encounter, you have +1 to all attacks 6. Until the end of the encounter, you have +3 to speed 7. Until the end of the encounter, you have +2 to all defenses 8. Until the end of the encounter, reroll all 1's rolled on damage die. 9. You have combat advantage against 1 foe, until the start of your next turn. 10. Change a 1 on a damage die to its max roll 11. +5 to a Acrobatics check, if you fail, reroll without the +5 12. +5 to a Arcana check, if you fail, reroll without the +5 13. +5 to a Athletics check, if you fail, reroll without the +5 14. +5 to a Bluff check, if you fail, reroll without the +5 15. +5 to a Diplomacy check, if you fail, reroll without the +5 16. +5 to a Dungeoneering check, if you fail, reroll without the +5 17. +5 to a Endurance check, if you fail, reroll without the +5 18. +5 to a Heal check, if you fail, reroll without the +5 19. +5 to a History check, if you fail, reroll without the +5 20. +5 to a Insight check, if you fail, reroll without the +5 21. +5 to a Intimidate check, if you fail, reroll without the +5 22. +5 to a Nature check, if you fail, reroll without the +5 23. +5 to a Perception check, if you fail, reroll without the +5 24. +5 to a Religion check, if you fail, reroll without the +5 25. +5 to a Stealth check, if you fail, reroll without the +5 26. +5 to a Streetwise check, if you fail, reroll without the +5 27. +5 to a Thievery check, if you fail, reroll without the +5 28. Take 10 on a skill check. 29. When you first meet an NPC, they are more apt to like you than normally inclined. 30. When attempting to coerce an NPC, you are more likely to succeed. 31. When the DM is describing a room, you may add one minor terrain feature (DM's discretion). 32. When you are surprised: you are no longer surprised. 33. When an attack hits your fort defense, before damage is announced, that attack misses. 34. When an attack hits your ref defense, before damage is announced, that attack misses. 35. When an attack hits your will defense, before damage is announced, that attack misses. 36. You gain 1 minions worth of XP. 37. A merchant sells you an item for base value. 38. Recharge a Daily Power 39. Automatically Roll a 20 40. DM fails one D20 Roll 41. Gain an action Point 42. Regain 2 healing surges 43. Gain Health as if you spent a healing surge. 44. Until the end of the encounter, you have combat advantage against 1 foe. 45. Until the end of the encounter, enemies take -5 to saving throws to end effects you caused. 46. Use this card when you score a critical on an enemy, that enemy dies. 47. DM will let you roll on something crazy with reasonable chances for success. 48. You gain one standard monsters worth of XP. 49. A Merchant sells you an item for 25% off. 50. You loose your turn. An ally of your choice gains an additional minor, move, and standard action on their turn. 51. You find an item of your choice in your pack worth 30g or less. 52. When you make a death saving throw, you may use your second wind with any roll over 10 (as if you had rolled over 20) if you haven't already used it. Now some disclaimers: These are still written very quickly in my brainstorming mode. These are all subject to DM approval. Final form of the cards will likely be a picture on one side, title at the top (each card will have its own name), a mechanical description and a bit o' tha old flavor text below that. Critiques welcome. However; what I would really like are creative ideas for Titles, flavor text, or even whole new cards. An artist or resource for art would also be really nice to get art for each card. Otherwise I will have to do the artwork myself, and it will be less than awesome looking. Hopefully I will be updating this soon with links to the completed cards fo' printan. P.S. I know this probably should be in the homebrew forum, but as I was putting it up there, I felt inclined to put it here instead. I think there's enough stuff here to justify it being on the board. If not, sorry. [/QUOTE]
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