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Fortune Cards: and randomized collectible cards come to D&D
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<blockquote data-quote="MrMyth" data-source="post: 5437462" data-attributes="member: 61155"><p>Except for potentially using them every turn. You are suddenly getting, potentially, a half-dozen new utility powers every encounter. </p><p> </p><p>I don't think it is game-breaking, but especially for those who will be able to build decks with cards that are consistently useful, built out of rarer and more powerful cards... yeah, it definitely affects the power curve. </p><p> </p><p>I compared them to D&D reward cards earlier, but the 'once per turn' aspect is the part that really defeats that comparison. The rewards cards tended to provide potent benefits... and you could use maybe 3-4 of them <em>per session</em>. Having access to those extra powers every single round is a big difference. Even if you don't have complete control over what card you have in a given round, its still a significant boost. </p><p> </p><p>I don't think there is any grand 'power-shift' conspiracy. D&D has always had room for more optimized groups or less optimized groups, and 'tournament style' adventures isn't anything new. But I've already got a really effective group of players, and I would <em>never </em>let these cards into play in a game as is. </p><p> </p><p>Using them in limited amounts, I can see them as handy. But having them as permanent power boosts is less useful to the game, for me, even if I understand that it does encourage people to buy more of them. And I can't really fault WotC for that, even if I don't want to use the cards in that fashion myself.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5437462, member: 61155"] Except for potentially using them every turn. You are suddenly getting, potentially, a half-dozen new utility powers every encounter. I don't think it is game-breaking, but especially for those who will be able to build decks with cards that are consistently useful, built out of rarer and more powerful cards... yeah, it definitely affects the power curve. I compared them to D&D reward cards earlier, but the 'once per turn' aspect is the part that really defeats that comparison. The rewards cards tended to provide potent benefits... and you could use maybe 3-4 of them [I]per session[/I]. Having access to those extra powers every single round is a big difference. Even if you don't have complete control over what card you have in a given round, its still a significant boost. I don't think there is any grand 'power-shift' conspiracy. D&D has always had room for more optimized groups or less optimized groups, and 'tournament style' adventures isn't anything new. But I've already got a really effective group of players, and I would [I]never [/I]let these cards into play in a game as is. Using them in limited amounts, I can see them as handy. But having them as permanent power boosts is less useful to the game, for me, even if I understand that it does encourage people to buy more of them. And I can't really fault WotC for that, even if I don't want to use the cards in that fashion myself. [/QUOTE]
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