D&D General Splitting the Deck of Many More Things up

Charlaquin

Goblin Queen (She/Her/Hers)
I’ve been revisiting the Book of Many Things lately, and one of the interesting things the book introduces is the Deck of Many More Things - 44 new cards with names and effects reminiscent of the Deck of Many Things. However, the book only introduces this deck as a complete package of 44, which it suggests can appear with or without the original 22 (for a total of 66 if it does). However, I am more interested in splitting the new cards up into two 22 card decks. Even better if each of those decks can be further broken down into 13/9 card splits like the original Deck of Many Things is, where there’s a 75% chance of finding an incomplete deck with only the more common 13, and a 25% chance of finding a complete deck that includes the additional 9. But I’m not sure how I want to separate them out.


If anyone has the book or has read it before, what do you think? How would you go about subdividing up the Deck of Many More Things?
 

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I am out and about right now but I did recently post about a version of the deck I made/used for one of my current games. My advice it to just decide on a number (like 22) and then just pick and choose what makes most sense for your game/setting/scenario/characters.
 

I am out and about right now but I did recently post about a version of the deck I made/used for one of my current games. My advice it to just decide on a number (like 22) and then just pick and choose what makes most sense for your game/setting/scenario/characters.
That’s good advice, though to be fully transparent, I’m actually planning for individual Cards-of-Things from the original Deck of Many, the Deck of Many More, and the Deck of Wonder to appear at random in treasure hordes as minor magic items, and allow the players to assemble a deck from whatever Things they find over time. At least 13 cards would be required for a deck to function, and up to 22 would able to be used in a deck together. Cards would disappear once used, rather than decks being repeatable. So, I guess what I really should have asked is, which of the cards in the Deck of Many More Things do you think are stronger or weaker, and what rarity would you rate them as single-use consumables.
 


I am out and about right now so can’t find the link but I did recently post about a version of the deck I made/used for one of my current games. My advice it to just decide on a number (like 22) and then just pick and choose what makes most sense for your game/setting/scenario/characters
 


This is a very cool I idea, I have had similar but never attempted to turn it into something actionable. I am very interested in what you come up with and the suggestions here.
Thanks! I’ve made some tweaks to the original deck so that, as per the suggestion in the book, most of the cards predict a future event rather than taking place immediately (though a few do still have immediate effects, mainly the ones that change ability scores or impose some sort of blessing or curse). The idea being that an assembled Deck of Things will hopefully function as an adventure generator. The party can choose to lay out a spread, and I can plan an adventure around the events it predicts, and they’ll know what rewards and challenges to expect on that adventure. Here’s what I’ve got so far (“appears in a spread” is how I’m referring to a card being drawn from the deck - I figure they’ll be laid out Tarot style rather than players declaring a number and drawing that many within an hour of each other).

Original Deck of 13 Things:

Card

Effect

Euryale

When this card appears in a spread, a curse falls upon you. You take a -2 penalty on all saving throws while cursed in this way. At some time in the future determined by the DM, you will encounter Euryale, the Medusa this card depicts. Euryale can remove the curse, though she may request some service from you in exchange. The curse cannot be removed by any other means, save the magic of the Fates card.

Flames

At some time in the future determined by the DM, you will encounter a powerful devil. When you do so, you and the devil both intuitively know that you are fated to be mortal enemies. The devil will seek your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Jester

When this appears in a spread, you can choose to draw two other cards from the deck and apply their effects. Alternatively, you can choose to accept a boon of luck. If you do so, you gain advantage on all d20 tests for 72 hours.

Key

At some time in the future determined by the DM, you will find Rare or rarer magic weapon with which you are proficient (chosen by the DM). When you find this weapon, you intuitively know that you were fated to wield it. If the weapon requires attunement, no other creature can attune to it.

Knight

At some time in the future determined by the DM, you will meet a knight. When you do so, you and the knight both intuitively know that you are destined to aid one another in some important duty. Accordingly, the knight will be friendly towards you, and will travel with you and fight at your side until you dismiss them from your service, or your relationship becomes hostile.

Moon

When this card appears in a spread, make three wishes, as if you were casting the Wish spell. At some time in the future determined by the DM, at least one and up to three of those wishes will be granted. Whenever one of these wishes is granted, you intuitively know that it is the fate predicted by this card.

Rogue

At some time in the future determined by the DM, a nonplayer character ally of the DM's choice will become hostile toward you. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. When this change of loyalty occurs, you intuitively know that it is the betrayal predicted by this card.

Ruin

At some time in the future determined by the DM, you will suffer a disastrous financial downfall, which may include losing all of your wealth and worldly possessions except those immediately on your person. When this loss occurs, you intuitively know that it is the tragedy predicted by this card.

Skull

At some time in the future determined by the DM, you will encounter an avatar of death. When you do so, you intuitively know that this is your fated demise, predicted by the card. You may choose to challenge the avatar to a duel or other contest of wit or skill, but you must engage in this challenge alone. If you win, the avatar will depart, leaving you with your life. If any of your allies attempt to interfere in any way, another avatar of death will immediately appear in the nearest unoccupied space to that ally and attack them. Only one avatar of death will appear per character, and each avatar of death disappears when it is reduced to 0 hit points or the character it appeared for dies. Any character slain by an avatar of death cannot be returned to life by any means other than the magic of the Fates card.

Star

When this card appears in a spread, one ability score of your choice increases by 2, to a maximum of 24.

Sun

At some time in the future determined by the DM, you will find a Rare or rarer wondrous item (chosen by the DM.) When you find this item, you intuitively know that you were fated to possess it. You can attune to this item even if it doesn’t normally require attunement, and while you are attuned to it, you gain 10 temporary hit points daily at dawn.

Throne

At some time in the future determined by the DM, you will encounter a small keep, occupied by monsters. When you do, you will intuitively know that you are fated to be its rightful owner. If you must clear out the keep, by force, diplomacy, or some other means, you will subsequently discover, be awarded, or inherit all necessary legal documentation entitling you to ownership of the property. At the DM’s discretion, you may use the Bastion rules to represent the keep.

The Void

When this card appears in a spread, your soul is immediately drawn from your body and contained in a porcelain mask inside a Demiplane known as the House of Cards. Any cards following this one in the spread have no effect. While your soul is severed, your body remains conscious and animate, but you have disadvantage on Wisdom (Insight) checks, and any effects that perceive, affect, or manipulate your soul fail automatically. Whenever you finish a long rest, you gain 1 level of exhaustion that cannot be removed until your soul is restored. You and any allies present for the reading intuitively know where to find the Void card, and that touching the Void card will transport you to the House of Cards. A Wish spell cannot restore your body, but can transport the caster and any allies of the caster’s choice to the House of Cards.

9 additional Things:

Card

Spread Effect

Balance

When this card appears in a spread, you can decrease one of your ability scores that is no lower than 6 by 2. If you do, another of your ability score of your choice increases by 2, to a maximum of 22. You can’t decrease an ability that has a score of 5 or lower. If yo choose not to adjust your ability scores, this card has no effect.

Comet

At some time in the future determined by the DM, when you enter combat with one or more hostile creatures, you will intuitively know that of them is your fated foe, predicted by this card. When you roll initiative, select one of the hostile creatures as your foe. If you reduce that creature to 0 Hit Points, you gain Advantage on Death Saving Throws for the next year. If someone else reduces your chosen foe to 0 Hit Points before you do, this card has no effect.

Donjon

When this card appears in a spread, you disappear and become imprisoned in a demiplane known as the Donjon Sphere. Any cards following this one in the spread have no effect. Any of your allies who were present for the reading intuitively know that the Donjon Sphere is somewhere in the astral sea, and that its coordinates can be determined by studying the night sky. No magic save that of the Fates card can transport you out of the Donjon Sphere, but a Wish spell can transport the caster and any allies of the Caster’s choice there.

The Fates

Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as the card appears in a spread, or at any other time before you die.

Fool

When this card appears in a spread, you suffer Disadvantage on D20 Tests for the next 72 hours. Draw another card and apply its effects in addition to this one’s.

Gem

At some time in the future determined by the DM, you will find valuables whose total value adds up to 50,000 gp. Whenever you find one of these valuables, you intuitively know that you were fated to find it, as predicted by this card.

Puzzle

When this card appears in a spread, permanently reduce your Intelligence or Wisdom score (your choice) 1d4 + 1, to a minimum of 1. You can draw one additional card and apply its effects in addition to this card’s effects.

Sage

At any time you choose within one year of this card appearing in a spread, you can ask a question in meditation and mentally receive a truthful answer to that question.

Talons
(Work in Progress, but I’m thinking I might have the character’s magic items be transported to some sort of dungeon they can be recovered from, similar to the House of Cards and Donjon Sphere.)
 
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The Book suggests some Alt decks

Customizing Your Deck​

The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D&D’s history, so when you change it, you’re in good company!

Here are examples of customized decks that reinforce a campaign’s tone, appeal to particular kinds of players, or avoid specific dangers:

Starter Deck. This version of the Deck of Many Things is meant for low-level characters, potentially as low as 1st level: Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, Talons.

Roleplaying Focus. Players who enjoy intense roleplaying and interacting with nonplayer characters will get the most from this deck: Balance, Fates, Flames, Knight, Rogue, Ruin, Sage, Throne.

Lighthearted. Most of the cards in this deck bestow benefits on those who draw them, and the few exceptions are relatively easily recovered from: Comet, Fates, Fool, Gem, Jester, Key, Knight, Moon, Ruin, Sage, Star, Sun, Throne.

Deck of Horrors. In this deck, perhaps found in Ravenloft or similar settings, harmful cards far outnumber helpful ones: Balance, Comet, Donjon, Euryale, Flames, Fool, Jester, Puzzle, Rogue, Ruin, Skull, Talons, Void.

You can supplement these decks with cards from the Deck of Many More Things, detailed in chapter 7.
 

So, I guess what I really should have asked is, which of the cards in the Deck of Many More Things do you think are stronger or weaker, and what rarity would you rate them as single-use consumables.
When/If I get a chance tonight I’ll share my opinions. But after using someone else’s deck as a reward the PCs were given a clue as to the location of another deck they might use to mitigate the negative effects of their first go round (or risk even worse results).
 


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