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Tarot as an At-Will
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<blockquote data-quote="ardentmoth" data-source="post: 5674849" data-attributes="member: 62792"><p>Greetings. It's been a while. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm looking for advice and criticism on the following, not alternatives, and look forward to hearing from you all.</p><p>----</p><p><strong>Minor Arcana:</strong></p><p></p><p>This is taken as a feat.</p><p>[attribute-mod] refers to the attribute chosen when the feat is taken.</p><p></p><p>As a free action, the player draws cards from the deck until a damage card has been drawn. As an at-will standard action, an attack can be performed using these drawn cards, or they can be held until an opportune time. As an at-will minor action, the hand can be discarded. They auto-hit and cannot crit. Decks are ranged weapons with a base range of 40 feet (eight squares), and the Minor Arcana can be used as a basic ranged attack.</p><p></p><p></p><p><span style="color: DarkOrange"><strong>Values 1-10: </strong></span></p><p><span style="color: DarkOrange">Level 1: damage points correspond to the face-value (1-10)</span></p><p><span style="color: DarkOrange"> Level 11: damage is twice face value (2-20)</span></p><p><span style="color: DarkOrange"> Level 21: damage is three times face value (3-30)</span></p><p><span style="color: DarkOrange"></span></p><p></p><p><strong>Swords: </strong> </p><p>fire</p><p>necrotic (half damage, on-going 'til end of next turn)</p><p></p><p><strong>Wands:</strong> </p><p>psychic</p><p>radiant (half damage, on-going 'til end of next turn)</p><p></p><p><strong>Cups:</strong> </p><p>cold</p><p>healing (healing may target neutral or friendly only, half damage on-going 'til end of next turn)</p><p></p><p><strong>Pentacles: </strong> </p><p>force</p><p>poison (half damage, on-going 'til end of next turn)</p><p></p><p></p><p></p><p><span style="color: Red"><strong>Page/Jack: </strong></span></p><p><span style="color: Red">Add burst 1 of alternate damage type [for example, if it's a 7 of Cups and the player wishes to heal a target that is surrounded by enemies, thanks to the Page card, the target gets healed 3 (twice) and all enemies around it take 7 cold damage.]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Knight:</strong> </span></p><p><span style="color: Red">Damage bonus of [attribute-mod]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Queen: </strong></span></p><p><span style="color: Red">Push [attribute-mod]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>King: </strong></span></p><p><span style="color: Red">Prone and Immobilize (save ends both) until the end of next turn.</span></p><p></p><p>Example of gameplay: Steve draws a Queen, then because it is a face-card, draws another card revealing a 5 of Wands. Steve then decides to attack a target with radiant damage, dealing 2 now and 2 at the start of that target's turn, and pushing the target 5, which is his INT mod.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>Major Arcana:</strong></p><p></p><p>Take a feat to use the Major Arcana.</p><p>Player must already have the Minor Arcana feat.</p><p>[attribute-mod] refers to the attribute chosen when the feat is taken.</p><p></p><p>As a free action after an extended rest, a Major Arcana card can be drawn. As a minor action the card can be activated, providing the character with the bonus or attributes described. It is a free action to sustain this bonus until another Major Arcana card is drawn, and only one Major Arcana card can be active at a time. All bonuses are feat bonuses, but also stack with other feat bonuses. The feat can be taken twice, allowing a maximum of two Major Arcana bonuses to be active at any given time.</p><p></p><p><strong>0 The Fool </strong> </p><p>+1 to Ref/Fort/Will, +3 Athletics</p><p></p><p><strong>1 The Magician </strong> </p><p>+3 Arcana, associated rituals performed in half the time</p><p></p><p><strong>2 The High Priestess</strong> </p><p>If an attack would put you at or below 0 health, you take half of that damage. The other half is taken by your attacker as radiant damage. The rest of the attack and any effects are resolved normally.</p><p></p><p><strong>3 The Empress </strong> </p><p>+3 Perception, and you know one additional language of your choice.</p><p></p><p><strong>4 The Emperor</strong> </p><p>+2 Intimidate, summoned creatures gain [attribute mod] to their AC</p><p></p><p><strong>5 The Hierophant </strong> </p><p>+3 Religion, associated rituals performed in half the time</p><p></p><p><strong>6 The Lovers</strong> </p><p>+3 Diplomacy, +4 attack bonus with charm/enchantment spells</p><p></p><p><strong>7 The Chariot</strong> </p><p>+2 speed, does not provoke attacks of opportunity for moving</p><p></p><p><strong>8 Justice</strong> </p><p>Once per day as a free action you share hit-points with a target, each of your totals becoming half of the combined total rounded down (half of any remainder taken as temporary HP until the end of the player's next turn). [For example: Player starts with 50/100 and target has 200/200, target becomes 125/200 and player 100/100 with 37 temporary until end of his next turn].</p><p></p><p><strong>9 The Hermit</strong> </p><p>The first time you receive damage per encounter you remove yourself from the battlefield as an immediate interrupt, returning within 3 squares of that position at the beginning of your next turn.</p><p></p><p><strong>10 Wheel of Fortune</strong> </p><p>Re-roll a d20 once per encounter, taking the new result even if it's worse.</p><p></p><p><strong>11 Strength</strong> </p><p>When you take damage, you take half immediately, and half at the start of your next turn. </p><p></p><p><strong>12 The Hanged Man</strong> </p><p>You have a -2 to escape checks for grabs, ensnarement, and traps which immobilize, but +3 to will.</p><p></p><p><strong>13 Death</strong> </p><p>Once per day, you command a creature to die as a standard action. [attribute-mod] vs. will, no save.</p><p></p><p><strong>14 Temperance</strong> </p><p>You are immune to poison, but have -2 fort.</p><p></p><p><strong>15 The Devil </strong> </p><p>You are immune to fire damage, but have -2 will.</p><p></p><p><strong>16 The Tower </strong> </p><p>Regain the use of a Second Wind or an Action Point, once per day.</p><p></p><p><strong>17 The Star</strong> </p><p>Any radiant damage you deal is increased by [attribute mod], and you remove one non-wands suit from your Minor Arcana deck.</p><p></p><p><strong>18 The Moon </strong> </p><p>Any healing you perform is increased by [attribute mod], and you remove one non-cups suit from your Minor Arcana deck.</p><p></p><p><strong>19 The Sun</strong> </p><p>Any fire damage you deal is increased by [attribute mod], and you remove one non-swords suit from your Minor Arcana deck.</p><p></p><p><strong>20 Judgment </strong> </p><p>+3 Insight, and damage dealt to marked or cursed targets increases by 1 die per tier.</p><p></p><p><strong>21 The World </strong> </p><p>Any time you hit with a force-damage attack, you gain [attribute-mod] to your AC until the end of your next turn. Remove one non-pentacles suit from your deck.</p></blockquote><p></p>
[QUOTE="ardentmoth, post: 5674849, member: 62792"] Greetings. It's been a while. :) I'm looking for advice and criticism on the following, not alternatives, and look forward to hearing from you all. ---- [B]Minor Arcana:[/B] This is taken as a feat. [attribute-mod] refers to the attribute chosen when the feat is taken. As a free action, the player draws cards from the deck until a damage card has been drawn. As an at-will standard action, an attack can be performed using these drawn cards, or they can be held until an opportune time. As an at-will minor action, the hand can be discarded. They auto-hit and cannot crit. Decks are ranged weapons with a base range of 40 feet (eight squares), and the Minor Arcana can be used as a basic ranged attack. [COLOR="DarkOrange"][B]Values 1-10: [/B] Level 1: damage points correspond to the face-value (1-10) Level 11: damage is twice face value (2-20) Level 21: damage is three times face value (3-30) [/COLOR] [B]Swords: [/B] fire necrotic (half damage, on-going 'til end of next turn) [B]Wands:[/B] psychic radiant (half damage, on-going 'til end of next turn) [B]Cups:[/B] cold healing (healing may target neutral or friendly only, half damage on-going 'til end of next turn) [B]Pentacles: [/B] force poison (half damage, on-going 'til end of next turn) [COLOR="Red"][B]Page/Jack: [/B] Add burst 1 of alternate damage type [for example, if it's a 7 of Cups and the player wishes to heal a target that is surrounded by enemies, thanks to the Page card, the target gets healed 3 (twice) and all enemies around it take 7 cold damage.] [B]Knight:[/B] Damage bonus of [attribute-mod] [B]Queen: [/B] Push [attribute-mod] [B]King: [/B] Prone and Immobilize (save ends both) until the end of next turn.[/COLOR] Example of gameplay: Steve draws a Queen, then because it is a face-card, draws another card revealing a 5 of Wands. Steve then decides to attack a target with radiant damage, dealing 2 now and 2 at the start of that target's turn, and pushing the target 5, which is his INT mod. [B]Major Arcana:[/B] Take a feat to use the Major Arcana. Player must already have the Minor Arcana feat. [attribute-mod] refers to the attribute chosen when the feat is taken. As a free action after an extended rest, a Major Arcana card can be drawn. As a minor action the card can be activated, providing the character with the bonus or attributes described. It is a free action to sustain this bonus until another Major Arcana card is drawn, and only one Major Arcana card can be active at a time. All bonuses are feat bonuses, but also stack with other feat bonuses. The feat can be taken twice, allowing a maximum of two Major Arcana bonuses to be active at any given time. [B]0 The Fool [/B] +1 to Ref/Fort/Will, +3 Athletics [B]1 The Magician [/B] +3 Arcana, associated rituals performed in half the time [B]2 The High Priestess[/B] If an attack would put you at or below 0 health, you take half of that damage. The other half is taken by your attacker as radiant damage. The rest of the attack and any effects are resolved normally. [B]3 The Empress [/B] +3 Perception, and you know one additional language of your choice. [B]4 The Emperor[/B] +2 Intimidate, summoned creatures gain [attribute mod] to their AC [B]5 The Hierophant [/B] +3 Religion, associated rituals performed in half the time [B]6 The Lovers[/B] +3 Diplomacy, +4 attack bonus with charm/enchantment spells [B]7 The Chariot[/B] +2 speed, does not provoke attacks of opportunity for moving [B]8 Justice[/B] Once per day as a free action you share hit-points with a target, each of your totals becoming half of the combined total rounded down (half of any remainder taken as temporary HP until the end of the player's next turn). [For example: Player starts with 50/100 and target has 200/200, target becomes 125/200 and player 100/100 with 37 temporary until end of his next turn]. [B]9 The Hermit[/B] The first time you receive damage per encounter you remove yourself from the battlefield as an immediate interrupt, returning within 3 squares of that position at the beginning of your next turn. [B]10 Wheel of Fortune[/B] Re-roll a d20 once per encounter, taking the new result even if it's worse. [B]11 Strength[/B] When you take damage, you take half immediately, and half at the start of your next turn. [B]12 The Hanged Man[/B] You have a -2 to escape checks for grabs, ensnarement, and traps which immobilize, but +3 to will. [B]13 Death[/B] Once per day, you command a creature to die as a standard action. [attribute-mod] vs. will, no save. [B]14 Temperance[/B] You are immune to poison, but have -2 fort. [B]15 The Devil [/B] You are immune to fire damage, but have -2 will. [B]16 The Tower [/B] Regain the use of a Second Wind or an Action Point, once per day. [B]17 The Star[/B] Any radiant damage you deal is increased by [attribute mod], and you remove one non-wands suit from your Minor Arcana deck. [B]18 The Moon [/B] Any healing you perform is increased by [attribute mod], and you remove one non-cups suit from your Minor Arcana deck. [B]19 The Sun[/B] Any fire damage you deal is increased by [attribute mod], and you remove one non-swords suit from your Minor Arcana deck. [B]20 Judgment [/B] +3 Insight, and damage dealt to marked or cursed targets increases by 1 die per tier. [B]21 The World [/B] Any time you hit with a force-damage attack, you gain [attribute-mod] to your AC until the end of your next turn. Remove one non-pentacles suit from your deck. [/QUOTE]
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