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[Let's Read] 5e Minigame and Subsystem Sourcebooks
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<blockquote data-quote="Libertad" data-source="post: 8676283" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/nXRkabG.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://www.dmsguild.com/product/257034/Tarokka-Critical-Hit-Deck" target="_blank">DM’s Guild Page.</a></p><p></p><p>Here we have another product that seeks to make the Tarokka deck a more frequent element in Ravenloft games. But whereas Madam Eva’s Tarokka Deck of Friends, Foes, & Fortune was focused largely on adventure generation, the Tarokka Critical Hit Deck covers combat. In-universe, the idea is that the Dark Powers have an inordinate interest in the PCs, and their influence can be called upon during momentous times.</p><p></p><p>These rules split the deck in two: 40 cards from the Common Deck, and 14 cards from the High Deck. Cards from the Common Deck can be drawn whenever a character rolls a natural 20 on an attack roll, and only one card can be drawn per turn save for “legendary situations.” The Common Deck is player-facing, meaning that only players draw from it unless they ask the DM to do so. The effects of a card are applied in addition to the normal results for a critical hit (usually double damage) rather than replacing it. A few modify the critical hits, albeit for the better; the 6 of Swords has you roll the weapon damage dice three times instead of two if attacking with a melee weapon.</p><p></p><p>The High Deck’s cards are drawn only by the Dungeon Master, and should be reserved for dramatically appropriate situations. Such as at the start of combat or when a PC rolls a natural 1 on an important task. Once a High Deck card is drawn and effects applied, it is put face-up at the bottom of the deck and that particular card can never be used more than once per session; replicated results weaken the impact.</p><p></p><p><strong>Swords/Spades</strong> are themed around martial and physical might. Around half the cards deal additional damage, grant additional effects if the hit was a melee attack, and two of them have effects dependent on a certain equipment type. Some interesting results include the 3 of Swords (+2d6 damage, an ally with a shield can move up to their speed and make a free shove attack against the target), the 8 of Swords (choose an ally that can hear you to gain a d12 Bardic Inspiration die), and the Master of Swords (melee attack deals +20 damage, ignoring resistance and immunity).</p><p></p><p><strong>Stars/Clubs</strong> draw upon the powers of magic and are accompanied by supernatural effects. Three of the cards grant additional damage on top of the base effect if the attack was a spell. Some interesting results include the 1 of Stars (target that doesn’t have Legendary Actions turns into a random trinket if they fail a DC 13 Constitution save), the 4 of Stars (instantly learn HP, resistances, and vulnerabilities of one enemy that you can see), and the Master of Stars (1-10 on a d20 has you roll on Wild Magic Surge table, 11-20 lets a creature of choice to regain one low-level spell slot).</p><p></p><p><strong>Coins/Diamonds</strong> play off the power of greed and in wanting more things. Seven of the cards can cause the loss, gain, or trade of an item, or allow for/require the attacker or target to pay gold pieces to cause or resist an effect. Some interesting results include the 5 of Coins (every creature present loses 5 gold or takes 10 force damage if they can’t pay the cost), 8 of Coins (a ghost appears demanding tribute, dealing 1d100 damage minus the amount of gold paid to one ally and one creature of choice), and the Master of Coins (+3d6 damage, bonus damage dice are maximized if target is unaware or done as part of a sneak attack).</p><p></p><p><strong>Glyphs/Hearts</strong> are themed around faith, religion, and holiness. Three of the cards grant beneficial healing effects to the card-drawer and/or allies, and two have additional effects against undead targets. Some interesting results include the 5 of Glyphs (cast a concentration-free Spike Growth spell), the 7 of Glyphs (target is Charmed by you and your allies for 1 turn unless they are immune to the condition or have Legendary Actions), and the 9 of Glyphs (target attacks one of its allies on its next turn or falls prone if they cannot do this action).</p><p></p><p>The <strong>High Deck</strong> is made up of 14 cards. If using standard playing cards, they are the Jacks, Queens, Kings, and Joker cards (Aces are the Master cards). The book advises to never draw from this deck with the intention of punishing PCs. “They are meant to enrich the game, not torment your party.” Several of the cards <em>do</em> impose negative conditions, so I take it that the punishment is meant more for metagaming reasons.</p><p></p><p>Some interesting results include the Darklord (shadows of the environment take pieces of the PC’s own shadows away; non-evil creatures present lose 5 HP, a single evil creature on the same plane gains the total as temporary hit points for 1 year), the Horseman (a spectral warhorse ridden by a headless corpses rushes through the area, knocking prone and dealing damage to those in its path), the Mists (Fog Cloud spell effect, but up to 1 mile and people within can see grasping vaporous hands), and the Tempter (character hears a voice granting them knowledge of learning the single answer to a question pertaining the past or present by dealing 5d10 damage to a willing creature, and if the question involves a creature’s weakness their next attack deals 1d100 necrotic damage to that creature).</p><p></p><p><strong>Thoughts:</strong> The Critical Hit Deck is a pretty nifty feature, albeit a rather high-magic one that may not necessarily be appropriate for all Ravenloft groups. I do like the variety in critical hit possibilities so that you don’t ever really know what you’ll get when drawing. And besides some results from Coins, the vast majority of cards have no downsides or double-edged sword bargains. That role goes to the High Deck, and given how it’s restricted to DM Fiat, that prevents the default rules from feeling like a burden to the players.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8676283, member: 6750502"] [center][img]https://i.imgur.com/nXRkabG.jpeg[/img][/center] [url=https://www.dmsguild.com/product/257034/Tarokka-Critical-Hit-Deck]DM’s Guild Page.[/url] Here we have another product that seeks to make the Tarokka deck a more frequent element in Ravenloft games. But whereas Madam Eva’s Tarokka Deck of Friends, Foes, & Fortune was focused largely on adventure generation, the Tarokka Critical Hit Deck covers combat. In-universe, the idea is that the Dark Powers have an inordinate interest in the PCs, and their influence can be called upon during momentous times. These rules split the deck in two: 40 cards from the Common Deck, and 14 cards from the High Deck. Cards from the Common Deck can be drawn whenever a character rolls a natural 20 on an attack roll, and only one card can be drawn per turn save for “legendary situations.” The Common Deck is player-facing, meaning that only players draw from it unless they ask the DM to do so. The effects of a card are applied in addition to the normal results for a critical hit (usually double damage) rather than replacing it. A few modify the critical hits, albeit for the better; the 6 of Swords has you roll the weapon damage dice three times instead of two if attacking with a melee weapon. The High Deck’s cards are drawn only by the Dungeon Master, and should be reserved for dramatically appropriate situations. Such as at the start of combat or when a PC rolls a natural 1 on an important task. Once a High Deck card is drawn and effects applied, it is put face-up at the bottom of the deck and that particular card can never be used more than once per session; replicated results weaken the impact. [b]Swords/Spades[/b] are themed around martial and physical might. Around half the cards deal additional damage, grant additional effects if the hit was a melee attack, and two of them have effects dependent on a certain equipment type. Some interesting results include the 3 of Swords (+2d6 damage, an ally with a shield can move up to their speed and make a free shove attack against the target), the 8 of Swords (choose an ally that can hear you to gain a d12 Bardic Inspiration die), and the Master of Swords (melee attack deals +20 damage, ignoring resistance and immunity). [b]Stars/Clubs[/b] draw upon the powers of magic and are accompanied by supernatural effects. Three of the cards grant additional damage on top of the base effect if the attack was a spell. Some interesting results include the 1 of Stars (target that doesn’t have Legendary Actions turns into a random trinket if they fail a DC 13 Constitution save), the 4 of Stars (instantly learn HP, resistances, and vulnerabilities of one enemy that you can see), and the Master of Stars (1-10 on a d20 has you roll on Wild Magic Surge table, 11-20 lets a creature of choice to regain one low-level spell slot). [b]Coins/Diamonds[/b] play off the power of greed and in wanting more things. Seven of the cards can cause the loss, gain, or trade of an item, or allow for/require the attacker or target to pay gold pieces to cause or resist an effect. Some interesting results include the 5 of Coins (every creature present loses 5 gold or takes 10 force damage if they can’t pay the cost), 8 of Coins (a ghost appears demanding tribute, dealing 1d100 damage minus the amount of gold paid to one ally and one creature of choice), and the Master of Coins (+3d6 damage, bonus damage dice are maximized if target is unaware or done as part of a sneak attack). [b]Glyphs/Hearts[/b] are themed around faith, religion, and holiness. Three of the cards grant beneficial healing effects to the card-drawer and/or allies, and two have additional effects against undead targets. Some interesting results include the 5 of Glyphs (cast a concentration-free Spike Growth spell), the 7 of Glyphs (target is Charmed by you and your allies for 1 turn unless they are immune to the condition or have Legendary Actions), and the 9 of Glyphs (target attacks one of its allies on its next turn or falls prone if they cannot do this action). The [b]High Deck[/b] is made up of 14 cards. If using standard playing cards, they are the Jacks, Queens, Kings, and Joker cards (Aces are the Master cards). The book advises to never draw from this deck with the intention of punishing PCs. “They are meant to enrich the game, not torment your party.” Several of the cards [i]do[/i] impose negative conditions, so I take it that the punishment is meant more for metagaming reasons. Some interesting results include the Darklord (shadows of the environment take pieces of the PC’s own shadows away; non-evil creatures present lose 5 HP, a single evil creature on the same plane gains the total as temporary hit points for 1 year), the Horseman (a spectral warhorse ridden by a headless corpses rushes through the area, knocking prone and dealing damage to those in its path), the Mists (Fog Cloud spell effect, but up to 1 mile and people within can see grasping vaporous hands), and the Tempter (character hears a voice granting them knowledge of learning the single answer to a question pertaining the past or present by dealing 5d10 damage to a willing creature, and if the question involves a creature’s weakness their next attack deals 1d100 necrotic damage to that creature). [b]Thoughts:[/b] The Critical Hit Deck is a pretty nifty feature, albeit a rather high-magic one that may not necessarily be appropriate for all Ravenloft groups. I do like the variety in critical hit possibilities so that you don’t ever really know what you’ll get when drawing. And besides some results from Coins, the vast majority of cards have no downsides or double-edged sword bargains. That role goes to the High Deck, and given how it’s restricted to DM Fiat, that prevents the default rules from feeling like a burden to the players. [/QUOTE]
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