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<blockquote data-quote="Tallifer" data-source="post: 5797817" data-attributes="member: 84661"><p>I am a staunch defender of the Fourth Edition, but I was displeased when the Wizards created random Fortune Cards for the game.</p><p></p><p>For those of you who do not know about them, here is an official blurb <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4pr/20110110" target="_blank">January and Beyond 2011</a> and here is a random blog post I got from Google <a href="http://stuffershack.com/fortune-cards-a-little-bit-of-critical-luck/" target="_blank">Fortune Cards for D&D 4e, from Wizards of the Coast | STUFFER SHACK</a></p><p></p><p>1. I do not like the Collectible mechanic. Who pays the most, plays the best.</p><p>2. The cards add yet more conditions and situational modifiers to an already complex game.</p><p></p><p>I do remember the Critical Success charts form Rolemaster however. Basically on any skill check, combat roll, on any roll in fact, you had a very small chance of doing something amazing, and there was always a random chart you could roll on to see what weird thing you did (subject in most games to common sense or the dungeon master's world view).</p><p></p><p>Would you like to see some form of luck or fate beyond the normal limits of the rules? Pull out a card to save your ass? Roll 1% and survive certain death? Or have a stack of cards to keep influencing play in ways not normally associated with your character?</p></blockquote><p></p>
[QUOTE="Tallifer, post: 5797817, member: 84661"] I am a staunch defender of the Fourth Edition, but I was displeased when the Wizards created random Fortune Cards for the game. For those of you who do not know about them, here is an official blurb [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4pr/20110110"]January and Beyond 2011[/URL] and here is a random blog post I got from Google [url=http://stuffershack.com/fortune-cards-a-little-bit-of-critical-luck/]Fortune Cards for D&D 4e, from Wizards of the Coast | STUFFER SHACK[/url] 1. I do not like the Collectible mechanic. Who pays the most, plays the best. 2. The cards add yet more conditions and situational modifiers to an already complex game. I do remember the Critical Success charts form Rolemaster however. Basically on any skill check, combat roll, on any roll in fact, you had a very small chance of doing something amazing, and there was always a random chart you could roll on to see what weird thing you did (subject in most games to common sense or the dungeon master's world view). Would you like to see some form of luck or fate beyond the normal limits of the rules? Pull out a card to save your ass? Roll 1% and survive certain death? Or have a stack of cards to keep influencing play in ways not normally associated with your character? [/QUOTE]
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