KidSnide
Adventurer
I'll admit it: I haven't tried fortune cards, but I still have no interest in using them.
First, 4e is fiddly enough without them. It doesn't need additional detail to keep it interesting. In fact, if I were to change anything about 4e, I would decrease the level of detail. As it is, players have to keep track of a bunch of small modifiers that are cumulatively important but don't matter that much individually. (GMs have it worse!) I would rather have a smaller number of modifiers that mattered more. Adding a new mechanic with a new set of small situational modifiers makes this problem worse, not better.
Second, fortune cards are a funky mechanic because the players are controlling circumstance in the world other than their characters' actions. Like martial daily powers (or Come and Get It), the players are making tactical use of circumstances of the game that they can control but their characters can't. I don't have a problem with that when it's awesome (see Come and Get It) or it is a major part of game balance (see most martial daily powers). But this isn't a design objective -- it is a design conceit that can be forgiven if the value is high.
For fortune cards, the whole point seems to be to add a collection of minor, non-character-based, situational modifiers. Why would you want that?
-KS
First, 4e is fiddly enough without them. It doesn't need additional detail to keep it interesting. In fact, if I were to change anything about 4e, I would decrease the level of detail. As it is, players have to keep track of a bunch of small modifiers that are cumulatively important but don't matter that much individually. (GMs have it worse!) I would rather have a smaller number of modifiers that mattered more. Adding a new mechanic with a new set of small situational modifiers makes this problem worse, not better.
Second, fortune cards are a funky mechanic because the players are controlling circumstance in the world other than their characters' actions. Like martial daily powers (or Come and Get It), the players are making tactical use of circumstances of the game that they can control but their characters can't. I don't have a problem with that when it's awesome (see Come and Get It) or it is a major part of game balance (see most martial daily powers). But this isn't a design objective -- it is a design conceit that can be forgiven if the value is high.
For fortune cards, the whole point seems to be to add a collection of minor, non-character-based, situational modifiers. Why would you want that?
-KS