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Fortune Cards: and randomized collectible cards come to D&D
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<blockquote data-quote="Hussar" data-source="post: 5441413" data-attributes="member: 22779"><p>Now this I would largely agree with, although it's a bit of a separate issue. The cards <em>could</em> add additional tactical elements to an encounter. Paizo's Fate Deck is a good example of this. These, from what I've seen so far, are just floating bonuses. There is some strategy involved - do I play the card now? Do I hold it? Do I discard for something else? - but very little in the way of tactics, particularly since the cards have no narrative element.</p><p></p><p>Sure, some of them could pretty easily be narrated tactically - the one that lets you jump in front of someone to take their hit for example is pretty straightforward - but, at the end of the day, I don't think these add a whole lot of tactical complexity to an encounter.</p><p></p><p>That doesn't make them bad, just not particularly tactically relavent.</p><p></p><p></p><p></p><p></p><p>But that's the point. Someone who brings the ripped deck to the table is likely going to have four other players looking at him like he's got two heads. He's spending a bunch of money to "win" D&D. It's no different I suppose than the guy who goes out to buy fifteen different splat books to create mechanical monstrosities to "win" D&D.</p><p></p><p>If the group is groovy with it, fine, no problem. But, I think at least some groups will find this sort of player somewhat distasteful and you'll see the DM quickly ejecting Fortune Cards.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5441413, member: 22779"] Now this I would largely agree with, although it's a bit of a separate issue. The cards [i]could[/i] add additional tactical elements to an encounter. Paizo's Fate Deck is a good example of this. These, from what I've seen so far, are just floating bonuses. There is some strategy involved - do I play the card now? Do I hold it? Do I discard for something else? - but very little in the way of tactics, particularly since the cards have no narrative element. Sure, some of them could pretty easily be narrated tactically - the one that lets you jump in front of someone to take their hit for example is pretty straightforward - but, at the end of the day, I don't think these add a whole lot of tactical complexity to an encounter. That doesn't make them bad, just not particularly tactically relavent. But that's the point. Someone who brings the ripped deck to the table is likely going to have four other players looking at him like he's got two heads. He's spending a bunch of money to "win" D&D. It's no different I suppose than the guy who goes out to buy fifteen different splat books to create mechanical monstrosities to "win" D&D. If the group is groovy with it, fine, no problem. But, I think at least some groups will find this sort of player somewhat distasteful and you'll see the DM quickly ejecting Fortune Cards. [/QUOTE]
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