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General Tabletop Discussion
*Pathfinder & Starfinder
Using fortune cards to reward roleplaying
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<blockquote data-quote="fuzzlewump" data-source="post: 5466862" data-attributes="member: 63214"><p>What about requiring a coin flip, or a roll of 11 or above or what have you, upon usage of a fortune card.</p><p></p><p>If win the flip, the card happens normally. If you lose it, the opposite effect occurs. This means the cards are power neutral, and actually have an element of "Fortune" which the current cards ironically lack, other than I guess drawing the cards from the deck.</p><p></p><p>Going to take a look at the free pack I got during encounters to see if this is feasible...</p><p></p><p>Cowards boon lets you gain scaling THP. Instead of that, the player gains vulnerability equal to that amount for the next hit on that player before the end of the encounter.</p><p></p><p>Stave off death lets you stay standing when you drop to 0 hit points or fewer, but you lose a healing surge. Failure: You take the damage as normal and lose 2 healing surges. (Still well worth doing if you're going down without a leader up.)</p><p></p><p>Gamblers Dodge: this is the kind of card I would have liked all fortune cards to be. It has a positive effect for 10+ and negative for 9-. Maybe not strictly balanced though.</p><p></p><p>Phantom Ally: You gain combat advantage against targets of at-will attack powers. Failure means your targets have combat advantage against you.</p><p></p><p>Yeah, it seems feasible. It satisfies the people who want a random element and doesn't change the power level of the game. Still makes combat turns take longer.</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5466862, member: 63214"] What about requiring a coin flip, or a roll of 11 or above or what have you, upon usage of a fortune card. If win the flip, the card happens normally. If you lose it, the opposite effect occurs. This means the cards are power neutral, and actually have an element of "Fortune" which the current cards ironically lack, other than I guess drawing the cards from the deck. Going to take a look at the free pack I got during encounters to see if this is feasible... Cowards boon lets you gain scaling THP. Instead of that, the player gains vulnerability equal to that amount for the next hit on that player before the end of the encounter. Stave off death lets you stay standing when you drop to 0 hit points or fewer, but you lose a healing surge. Failure: You take the damage as normal and lose 2 healing surges. (Still well worth doing if you're going down without a leader up.) Gamblers Dodge: this is the kind of card I would have liked all fortune cards to be. It has a positive effect for 10+ and negative for 9-. Maybe not strictly balanced though. Phantom Ally: You gain combat advantage against targets of at-will attack powers. Failure means your targets have combat advantage against you. Yeah, it seems feasible. It satisfies the people who want a random element and doesn't change the power level of the game. Still makes combat turns take longer. [/QUOTE]
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Using fortune cards to reward roleplaying
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