M:tG "Gift Cards"

Gruns

Explorer
Hey all!
Just thought I'd share a little something from my campaign. Back in the old days, my (brief)DM used to give all of the players a "Gift Scroll" for Christmas. This was a list of 10 somewhat obscure statements that you could "use" (cross off your list) at virtually any time. Somewhat akin to Action Points, but more specific. These were usually tailored for the person's main PC, but others were more general. Some were obvious in their use, others were more obscure.
Some examples:
"You slip away, unnoticed."
"It turns out you actually DO have another Cure Light potion left!"
"How do you make a dwarf float? Add two scoops of ice-cream. The crowd erupts into laughter."
"You swing with the might of the gods behind your arms."
And so on, and so on...

I've been using these in my game, except instead of every Christmas, I give my players a new sheet of 10 (that replaces the old sheet) every five levels. The problem is, it seems the longer my players use them, the more they try to get away with. So this time, I've changed things up a bit and my gift scrolls are now more structured. I've also incorporated a bit of everyone's favorite trading card game. Instead of just an obscure line of text, the list of gift cards are now 10 different Magic cards of the same color, appropriate to the PC. The card name is followed by some pretty clear text of what that does for you.
I have three players in my group: a rogue, a favored soul(Fahrlangen) and a ranger/fighter.
The rogue gets black cards. The favored soul's are white. And the ranger's are green.
Here's a few from the rogue list:
1)Howl From Beyond: Add sneak attack damage to an attack that isn't a sneak attack.
4)Darkness: All attacks against you next round automatically miss.
7)Mind Twist: (Standard action) Target is dazed next round.
10)Demonic Tutor: You get +20 on your next skill check.

Some from the favored soul:
2)Dismantling Blow: (Standard action) You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.
5)Guardian Angel: Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.
6)Death Ward: (Immediate action) You may cast one of your Cure spells on anyone within 30'
9)Healing Salve: This potion is a Cure Critical Wounds potion.

And the ranger:
2)Berserk: This crit deals max damage.
7)Lure: Target enemy must engage you in melee next turn if possible.
8)Sylvan Library: Read the Monster Manual/DM's notes for any creature.
9)Instill Energy: (Full Round action) An ally may take another turn right now.

To take the uber-geekiness further, I used Magic Set Editor to print up cards that are glued to real Magic cards and turned in when used.
It's always fun to see the players agonizing over whether or not to use a gift now, or save it for a more dangerous time. (Knowing that if they don't use one now, they may not make it to that next time.) I don't fudge ANY rolls and roll mostly in the open, so the players know death could be a dice roll away. The gift scrolls(now cards) help to stave off those unlucky Save-or-Die natural 1's. Thanks for reading!
Later!
McM
 

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You know, that's a seriously cool idea. My DM liked it when I showed him the thread, although I dunno if he'd ever crib it.

Personally, your post now gives me the urge to play a one-off RP session based on the improv game "Lines From a Hat". :D

Peace & Luv, Liz
 

Interesting. I've considered using action points before, but my players are pretty good at powergaming and I think they would be too good in their hands. I like this because they are tied to specific results. Maybe in my next (lower level) campaign...

Hmm, I notice that's not a complete list either...
 

The rest...

Dragon Snack said:
Hmm, I notice that's not a complete list either...

Here are the rest:

Halfling Rogue
1)Howl From Beyond: Add sneak attack damage to an attack that isn't a sneak attack.
2)Royal Assassin: Your next sneak attack deals max damage.
3)Darkness: All attacks against you next round automatically miss.
4)Simulacrum: An attack that just hit you deals 0 damage.
5)Darkpact: Automatically succeed a Saving Throw you just failed.
6)Cloak of Confusion: (Move action) Make an attempt to Hide in Plain Sight at +20.
7)Mind Twist: (Standard action) Target is dazed next round.
8)Greed: You may exchange one item of treasure you just found for a new random item of random value. New item value is d%of original item x3.
9)Dark Ritual: Your next Use Magic Device check is an automatic success.
10)Demonic Tutor: You get +20 on your next skill check.

Human Favored Soul of Fahrlangen
1)Guided Strike: All of your attacks next round automatically hit.
2)Dismantling Blow: (Standard action) You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.
3)Blinding Light: All of one target's attacks next round automatically miss.
4)Veteran Bodyguard: (Swift Action) You and all allies within 5'of you get +20 AC until your next turn.
5)Guardian Angel: Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.
6)Death Ward: (Immediate action) You may cast one of your Cure spells on anyone within 30'
7)Abeyance: Enemies can't cast spels or use spell-like abilites next round.
8)Eye for an Eye: Any damage dealt to you next turn is also dealt to the damage dealer.
9)Healing Salve: This potion is a Cure Critical Wounds potion.
10)Disenchant: (Standard action) Make a targetted dispel check at +20.

Wild Elf Ranger/Fighter
1)Elvish Archer: Your next arrow shot from 30' or closer is an automatic hit and a crit.
2)Berserk: This crit deals max damage.
3)Survival of the Fittest: You take 0 damage next turn.
4)Regeneration: (Swift action) Heal all damage that was dealt to you last turn.
5)Avoid Fate: Retroactively counter an opponent's spell that was just cast.
6))Nature's Lore: (Standard action) You may cast any Ranger spell.
7)Lure: Target enemy must engage you in melee next turn if possible.
8)Sylvan Library: Read the Monster Manual/DM's notes for any creature.
9)Instill Energy: (Full Round action) An ally may take another turn right now.
10)Tranquility: (Standard action) Make an area dispel check at +20.

I tend to use 1 and 2 as the offensive slots, 3 and 4 as defensive, 5 as a saving throw helper, 6 and 7 as race/class skill oriented slots, and 8-10 as "whatever". Before adopting the Magic card name format, I used to use obscure song lyrics in the "whatever" slots. Unfortunately, "Pop, pop goes the weasel!" and "In an mmmbop you're gone." never got used... But "All you zombies hide your faces." and "Ice ice baby - too cold." did!

Later!
Gruns
 

Great idea!

This has some similarities to the swashbuckling cards (which have been discussed here a while ago as well), which I plan to use in my next campaign.
However, I like your approach to make the cards & effects more specific to the individual character.

Hagor
 

I am liking this idea too. Funky. Similar to the mechanics in The Dying Earth where the players have phrases that they get bennies for if they manage to use them in the session.
 

hagor said:
However, I like your approach to make the cards & effects more specific to the individual character.

Yeah, they have to be designed with the specific character in mind. Some cards just don't work with some characters. For example Guided Strike (All of your attacks next round automatically hit.) would be pretty absurd for a power attacking, greataxe wielding half-orc barbarian with great cleave, but for the human cleric and his d6 quarterstaff and 10 strength it's fine.
Later!
Gruns
 


Gruns said:
Hey all!
Just thought I'd share a little something from my campaign. Back in the old days, my (brief)DM used to give all of the players a "Gift Scroll" for Christmas. This was a list of 10 somewhat obscure statements that you could "use" (cross off your list) at virtually any time. Somewhat akin to Action Points, but more specific. These were usually tailored for the person's main PC, but others were more general. Some were obvious in their use, others were more obscure.
Some examples:
"You slip away, unnoticed."
"It turns out you actually DO have another Cure Light potion left!"
"How do you make a dwarf float? Add two scoops of ice-cream. The crowd erupts into laughter."
"You swing with the might of the gods behind your arms."
And so on, and so on...

I've been using these in my game, except instead of every Christmas, I give my players a new sheet of 10 (that replaces the old sheet) every five levels. The problem is, it seems the longer my players use them, the more they try to get away with. So this time, I've changed things up a bit and my gift scrolls are now more structured. I've also incorporated a bit of everyone's favorite trading card game. Instead of just an obscure line of text, the list of gift cards are now 10 different Magic cards of the same color, appropriate to the PC. The card name is followed by some pretty clear text of what that does for you.
I have three players in my group: a rogue, a favored soul(Fahrlangen) and a ranger/fighter.
The rogue gets black cards. The favored soul's are white. And the ranger's are green.
Here's a few from the rogue list:
1)Howl From Beyond: Add sneak attack damage to an attack that isn't a sneak attack.
4)Darkness: All attacks against you next round automatically miss.
7)Mind Twist: (Standard action) Target is dazed next round.
10)Demonic Tutor: You get +20 on your next skill check.

Some from the favored soul:
2)Dismantling Blow: (Standard action) You may attempt a Trip, Disarm or Sunder at +20, and as if you had the Improved xxx feat.
5)Guardian Angel: Anyone may re-roll a Saving Throw they just failed with +20 on the new roll.
6)Death Ward: (Immediate action) You may cast one of your Cure spells on anyone within 30'
9)Healing Salve: This potion is a Cure Critical Wounds potion.

And the ranger:
2)Berserk: This crit deals max damage.
7)Lure: Target enemy must engage you in melee next turn if possible.
8)Sylvan Library: Read the Monster Manual/DM's notes for any creature.
9)Instill Energy: (Full Round action) An ally may take another turn right now.

To take the uber-geekiness further, I used Magic Set Editor to print up cards that are glued to real Magic cards and turned in when used.
It's always fun to see the players agonizing over whether or not to use a gift now, or save it for a more dangerous time. (Knowing that if they don't use one now, they may not make it to that next time.) I don't fudge ANY rolls and roll mostly in the open, so the players know death could be a dice roll away. The gift scrolls(now cards) help to stave off those unlucky Save-or-Die natural 1's. Thanks for reading!
Later!
McM
I use a device I purchased at rpgnow that replicates this technique.

http://www.rpgnow.com/product_info.php?products_id=7339&

Definately one of the better purchases I have made over the years. There are a ton of different boons in here and each with some good flavor text. The curse cards are ok for non-lethal pc punishments.
 

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