TL;DR Summary:
Pros:
* Cheap
* Fun to use
* Fun to buy when you have money burning a hole
* Does not feel broken from both player and DM POV
* Entirely Optional
Cons:
* Costs money (doesn't everything?)
* Randomization perhaps a little too random
* Could use niftier artwork?
Long Summary:
So I was playing encounters and earned a fortune card. I throught it was kind of interesting, so I picked up 2 more packs a couple days later and slipped them into some card sleeves as SOP. While looking through the deck building rules, I found I need 3 cards from each group (attack, defense, and tactics) as a minimum and then 1 extra card of whatever type to have a minimum size personal deck of ten. Not too bad, I had 17 cards, but unfortunately, the 2 packs I bought did not have any defense cards in them, only attack and tactics. I chalk it up to random distribution, but I'd like to have seen at least 1 card from each grouping in a pack of 8. Not a big deal, I get them for $3/pack at my flgs and plan to buy more.
So, this weekend had an lfr game at my house and wanted to try out the cards. I hadn't really read them yet, so I offerred them as a communal deck at the table (also an option if you can't make a personal deck). Other players were hesitant since it's something that costs money, they didn't quite grok the rules for thier usage, and they decided to go with LFR reward cards instead as a last hurrah for them. I opted for the fortune cards to see how they played.
Play:
So, each encounter, I shuffled the deck and drew my card. Right off the bat I had a card that would grant me combat advantage on the target of a charge. Great! I love charging with my fighter! I wasn't in a charge position at the beginning of the encounter, so i sat on the card for two rounds before i used it. Now, at the start of your turn, you can discard the card in your hand and draw a new one, but I wanted that bonus for a charge. 3rd turn came up and I played the card and made my charge. Turns out I didn't need the extra +2 from CA, but it sure felt good to know it was there before I rolled. Would have been really great for the party Rogue. Charge w/ CA and sneak attack.
In a later encounter, I drew a card called Fair Fight. Gave me a plus +2 to attack rolls this turn or something. I held onto it a couple turns then played it when I knew I NEEDED to hit to save a party member. Turns out, once again my attack was through the roof and this just stacked +2 on top off that for extra rub it in factor, but I knew that extra 10% meant I only had to roll a 6 on the d20 to hit, which gave me the warm fuzzies.
After the game, more players were interested in picking up some cards and we plan on trading between each other.
I went through and read the rest of the cards later and found some good stuff in what I had. I've got one card, when a I or player adjacent rolls a crap skill or attribute check, I can convert the die roll into taking a 10 (Think That'll Do card). Another one will let me re-roll a failed at-will. Another lets me shift my speed as a move. One lets me shift as a minor. Another lets me spend a minor to get a +2 on my next attack roll. One lets me take only half damage on any oppurtuniy attacks made against me this turn. A rather interesting one lets me move through enemies, but gives them a +2 to thier OA against me. I thought this one was great for when you've got a large that is blocking the hall and no one can get behind for flanking.
The cards are nice and thick feeling, I place them in card sleeves as a matter of habbit. Regular sleeves fit. The art work is a blah default group icon on what i presume are the common/uncommons, but looks OK on what I presume to be the rares with a custom picture. Each pack came with 1 of what I presume the rares to be. I think the art can be much cooler looking. It does look like it belongs at the table however, subdued in design and matching 4e art and design stylings. I didn't find the need to use them every single turn, so I don't think they break the game. They are pretty much a set of useful minor exception clauses to normal combat. Could a DM arbitrarily grant most of these himself, sure, most of them.
Some in my group, and a lot of ppl in forums balk simply because it costs money or evil money grabbing corp blah blah, yada yada. The players in my group got over that once they saw the utility in action. I recommend you try out a couple packs yourself and see how they feel. You only get to use 1 card a round, so there are no must have combos of cards. You don't need to have all of them to "win" DnD, I don't really see a big secondary market for them since it's not like mtg or pokemon, they require DnD to be useful. They're more like baseball cards when you were a kid, before you worried how much a card was worth. You just traded them amongst your friends. I would advise against putting them in the spokes of your bike tires tho, your sisters my little ponies and barbie dolls are much better for that
Pros:
* Cheap
* Fun to use
* Fun to buy when you have money burning a hole
* Does not feel broken from both player and DM POV
* Entirely Optional
Cons:
* Costs money (doesn't everything?)
* Randomization perhaps a little too random
* Could use niftier artwork?
Long Summary:
So I was playing encounters and earned a fortune card. I throught it was kind of interesting, so I picked up 2 more packs a couple days later and slipped them into some card sleeves as SOP. While looking through the deck building rules, I found I need 3 cards from each group (attack, defense, and tactics) as a minimum and then 1 extra card of whatever type to have a minimum size personal deck of ten. Not too bad, I had 17 cards, but unfortunately, the 2 packs I bought did not have any defense cards in them, only attack and tactics. I chalk it up to random distribution, but I'd like to have seen at least 1 card from each grouping in a pack of 8. Not a big deal, I get them for $3/pack at my flgs and plan to buy more.
So, this weekend had an lfr game at my house and wanted to try out the cards. I hadn't really read them yet, so I offerred them as a communal deck at the table (also an option if you can't make a personal deck). Other players were hesitant since it's something that costs money, they didn't quite grok the rules for thier usage, and they decided to go with LFR reward cards instead as a last hurrah for them. I opted for the fortune cards to see how they played.
Play:
So, each encounter, I shuffled the deck and drew my card. Right off the bat I had a card that would grant me combat advantage on the target of a charge. Great! I love charging with my fighter! I wasn't in a charge position at the beginning of the encounter, so i sat on the card for two rounds before i used it. Now, at the start of your turn, you can discard the card in your hand and draw a new one, but I wanted that bonus for a charge. 3rd turn came up and I played the card and made my charge. Turns out I didn't need the extra +2 from CA, but it sure felt good to know it was there before I rolled. Would have been really great for the party Rogue. Charge w/ CA and sneak attack.
In a later encounter, I drew a card called Fair Fight. Gave me a plus +2 to attack rolls this turn or something. I held onto it a couple turns then played it when I knew I NEEDED to hit to save a party member. Turns out, once again my attack was through the roof and this just stacked +2 on top off that for extra rub it in factor, but I knew that extra 10% meant I only had to roll a 6 on the d20 to hit, which gave me the warm fuzzies.
After the game, more players were interested in picking up some cards and we plan on trading between each other.
I went through and read the rest of the cards later and found some good stuff in what I had. I've got one card, when a I or player adjacent rolls a crap skill or attribute check, I can convert the die roll into taking a 10 (Think That'll Do card). Another one will let me re-roll a failed at-will. Another lets me shift my speed as a move. One lets me shift as a minor. Another lets me spend a minor to get a +2 on my next attack roll. One lets me take only half damage on any oppurtuniy attacks made against me this turn. A rather interesting one lets me move through enemies, but gives them a +2 to thier OA against me. I thought this one was great for when you've got a large that is blocking the hall and no one can get behind for flanking.
The cards are nice and thick feeling, I place them in card sleeves as a matter of habbit. Regular sleeves fit. The art work is a blah default group icon on what i presume are the common/uncommons, but looks OK on what I presume to be the rares with a custom picture. Each pack came with 1 of what I presume the rares to be. I think the art can be much cooler looking. It does look like it belongs at the table however, subdued in design and matching 4e art and design stylings. I didn't find the need to use them every single turn, so I don't think they break the game. They are pretty much a set of useful minor exception clauses to normal combat. Could a DM arbitrarily grant most of these himself, sure, most of them.
Some in my group, and a lot of ppl in forums balk simply because it costs money or evil money grabbing corp blah blah, yada yada. The players in my group got over that once they saw the utility in action. I recommend you try out a couple packs yourself and see how they feel. You only get to use 1 card a round, so there are no must have combos of cards. You don't need to have all of them to "win" DnD, I don't really see a big secondary market for them since it's not like mtg or pokemon, they require DnD to be useful. They're more like baseball cards when you were a kid, before you worried how much a card was worth. You just traded them amongst your friends. I would advise against putting them in the spokes of your bike tires tho, your sisters my little ponies and barbie dolls are much better for that
