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D&D General Making cards and would love to know what are the most used equipment in your games.

Xercium

Villager
I am making cards for our campaign just for fun. But I want to make like the most used items first. Right now I made all items that the artificer can replicate and some potion. I am working with artwork of the original books WotC / dndbeyond as much as a can, so players know the items. The image bellow is just some random cards I made, right now I have about 80.

The card back is from a logo that my DM made for his world. The artwork is from various (most is WotC) and some I did myself, the rest of the card is my original design.

What do you guys think are the must make cards?

CardTable.png
 

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J-H

Hero
Potions
Alchemical items (holy water, fire, acid)
Ball bearings & caltrops, partly because people forget they exist
Wands
Any consumable item that you give to the party that will otherwise get penciled in somewhere, and forgotten about forever
 


The different tools (Thief's Tools, &c.), light sources, 50' rope (I mean, really), grapple hook, spellbook, bag of treasure (100 coins? 500?) pouch of otherwise light stuff (gems, typical spell components, &c.), caltrops as mentioned above, bandages. Concur with the typical potions. Scrolls. Tent. Useful tools like a shovel, crowbar, hammer. Ring of skeleton keys. Scroll of paper, ink, 3 quills for mapmaking, letters, sketching. Chalk, charcoal for marking walls. Pocket watch, sextant, spyglass. Waterskin, day or week of food / iron rations.
 


Li Shenron

Legend
I made cards for our family game and originally thought I'd make equipment cards as well, but eventually I ended up taking a completely upside-down approach, and made cards based on action types.

So we have red cards for anything that takes a regular action, blue cards for bonus actions, yellow cards for reactions, green cards for anything that takes long enough so that it's not doable in combat but can be done within a short rest, brown cards for special stuff that takes longer than a short rest, and grey cards for modifiers that take no action at all.

I design and print cards on a need basis, meaning that I don't try to have all cards for every class ready beforehand: I see what my players choose at next level, and make only the cards they need.

These include spells, (sub)class features, racial features and feats. They could also include equipment and magic items but for a couple of reasons I am not doing those yet for the time being. The main reason being, the whole purpose of our cards is to remember what your PC can do in combat within the action economy (like, what else can I do with my action, do I have time to do something else with my bonus action etc.), and also to have the full text on the card instead of having to flip through rulebooks while playing. At the very beginning, I thought I'd have cards for each basic weapon, but since they don't really have much rules to remember besides attack bonuses, they just get written on the character sheet. Magic weapons could be written to cards, but typically I like them to be mysterious, with properties to discover or develop over time, and making a card that tells everything doesn't suit that approach to magic item for me.
 

Xercium

Villager
I made cards for our family game and originally thought I'd make equipment cards as well, but eventually I ended up taking a completely upside-down approach, and made cards based on action types.

So we have red cards for anything that takes a regular action, blue cards for bonus actions, yellow cards for reactions, green cards for anything that takes long enough so that it's not doable in combat but can be done within a short rest, brown cards for special stuff that takes longer than a short rest, and grey cards for modifiers that take no action at all.

I design and print cards on a need basis, meaning that I don't try to have all cards for every class ready beforehand: I see what my players choose at next level, and make only the cards they need.

These include spells, (sub)class features, racial features and feats. They could also include equipment and magic items but for a couple of reasons I am not doing those yet for the time being. The main reason being, the whole purpose of our cards is to remember what your PC can do in combat within the action economy (like, what else can I do with my action, do I have time to do something else with my bonus action etc.), and also to have the full text on the card instead of having to flip through rulebooks while playing. At the very beginning, I thought I'd have cards for each basic weapon, but since they don't really have much rules to remember besides attack bonuses, they just get written on the character sheet. Magic weapons could be written to cards, but typically I like them to be mysterious, with properties to discover or develop over time, and making a card that tells everything doesn't suit that approach to magic item for me.
Yes I understand,, we will also have the same approach to add new items. I am not even the DM. That is why I am making a fast array of items already.
The cards will only be given out when the item is identified and as we might not even have someone that is capable of doing so, it will not break the game.
Action economy cards also sound amazing.
 

Li Shenron

Legend
Yes I understand,, we will also have the same approach to add new items. I am not even the DM. That is why I am making a fast array of items already.
The cards will only be given out when the item is identified and as we might not even have someone that is capable of doing so, it will not break the game.
With traditional magic items, cards will certainly work great! I should eventually do it anyway for our games...

One perk of the cards, is that the DM is actually handing over to the players a physical token of what they earned from treasure. I believe it should feel more rewarding to keep a few cards with a picture of the object (even if you choose not to write rules on it) than to write it onto the character sheet, so go for it 😄
 

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