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General Tabletop Discussion
*Pathfinder & Starfinder
Using fortune cards to reward roleplaying
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<blockquote data-quote="kaomera" data-source="post: 5465061" data-attributes="member: 38357"><p>It sounds like a good idea, and could be a good way for some to add Fortune cards into their games if they want to but don't like the current mechanics.</p><p></p><p>However, for myself, it doesn't address my concerns with the implementation. First of all, I find that the majority of the cards I've seen so far have a very narrow window of usefulness. I think it might work better if the group as a whole purchases a bunch of cards and then you can sort out who would get use out of which ones and give each player a separate deck (perhaps two characters of the same role could share in some cases) to draw from. You're still starting to look at a relatively large expenditure on so many cards - I've seen two friends split a box of packs and neither could quite come up with a deck (by the standard rules) that they where satisfied with, although there where only three "dead" cards between the two of them, so if they can find one or more other players to trade with they should be good.</p><p></p><p>My second issue is simply that the fortune cards are yet another distraction, and one with pretty minimal gain (mechanically - if someone really thinks they're neat then the fun factor could far, far outweigh this issue). I already have an issue with some players that turns take far too long with flipping through cards, checking conditions, moving multiple conjurations, etc.</p><p></p><p>Personally I think I'm happier just ignoring Fortune cards for as long as I actually can...</p></blockquote><p></p>
[QUOTE="kaomera, post: 5465061, member: 38357"] It sounds like a good idea, and could be a good way for some to add Fortune cards into their games if they want to but don't like the current mechanics. However, for myself, it doesn't address my concerns with the implementation. First of all, I find that the majority of the cards I've seen so far have a very narrow window of usefulness. I think it might work better if the group as a whole purchases a bunch of cards and then you can sort out who would get use out of which ones and give each player a separate deck (perhaps two characters of the same role could share in some cases) to draw from. You're still starting to look at a relatively large expenditure on so many cards - I've seen two friends split a box of packs and neither could quite come up with a deck (by the standard rules) that they where satisfied with, although there where only three "dead" cards between the two of them, so if they can find one or more other players to trade with they should be good. My second issue is simply that the fortune cards are yet another distraction, and one with pretty minimal gain (mechanically - if someone really thinks they're neat then the fun factor could far, far outweigh this issue). I already have an issue with some players that turns take far too long with flipping through cards, checking conditions, moving multiple conjurations, etc. Personally I think I'm happier just ignoring Fortune cards for as long as I actually can... [/QUOTE]
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Using fortune cards to reward roleplaying
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