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<blockquote data-quote="Dr. Confoundo" data-source="post: 3581925" data-attributes="member: 129"><p>My group has been having a great time using the Playing Cards option detailed in the Masterminds Manual: Before play, get two decks of standard playing cards, toss out all face cards, and shuffle them together... this leaves you with an 80 card deck of 1-10. Red cards are face value, black cards are value +10. (Thus, a 10 of Hearts is a '10', while a 10 of Clubs is a '20'). Each player gets a hand of five cards that they use for any rolls they need to make; once they work through their hand, they draw five new cards, or they can spend a Hero Point to dump their current hand and draw five more.</p><p></p><p>This has really changed the way that the game plays - you won't have to worry about getting one-shotted by a mook, because you won't randomly roll a '1' at the most inopportune moments. Alternately, when you really need to put down the big boss, you can use a high-card, and insure that you hit him.</p></blockquote><p></p>
[QUOTE="Dr. Confoundo, post: 3581925, member: 129"] My group has been having a great time using the Playing Cards option detailed in the Masterminds Manual: Before play, get two decks of standard playing cards, toss out all face cards, and shuffle them together... this leaves you with an 80 card deck of 1-10. Red cards are face value, black cards are value +10. (Thus, a 10 of Hearts is a '10', while a 10 of Clubs is a '20'). Each player gets a hand of five cards that they use for any rolls they need to make; once they work through their hand, they draw five new cards, or they can spend a Hero Point to dump their current hand and draw five more. This has really changed the way that the game plays - you won't have to worry about getting one-shotted by a mook, because you won't randomly roll a '1' at the most inopportune moments. Alternately, when you really need to put down the big boss, you can use a high-card, and insure that you hit him. [/QUOTE]
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