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D&D General Using the Deck of Many Things Tomorrow, Will I Blow Up My Game?

Will using a modified version of the Deck of Many Things blow up my D&D game.

  • Yes. Nothing good ever comes from the Deck of Many Things

    Votes: 5 19.2%
  • Yes, probably, but a campaign shake up can be a good thing

    Votes: 10 38.5%
  • No, you will play though whatever the results are and it will be fun.

    Votes: 8 30.8%
  • No, nothing in this revised version is all that bad.

    Votes: 2 7.7%
  • Other.

    Votes: 1 3.8%

el-remmen

Moderator Emeritus
OK, so the tl;dr version of this post is the simple poll question, "Will using the Deck of Many Things in my 5E game blow up my campaign?"

The party is 4th level, about to advance to 5th. My games usually end before 10th level.

The longer explanation is as follows:

So, I received the Book of Many Things with the fancy cards for Xmas last year (2 years ago) and am finally putting it to use. As a reward for successfully completing When a Star Falls, the PCs were offered draws from a Deck of Many Things - as part of the campaign conceit is that the characters are bound by fate, and the deck represents a way to either embrace or break free of it as they seek to save the world from an elemental apocalypse. I also think this will give a campaign that has suffered some set backs needs to be shaken up.

Anyway, I created my version of the deck based on the original cards and some of the additional ones introduced in BoMT. I have also added some flavor stipulations to give the whole experience a kind of mystic reading kind of vibe.

Essentially, the PC will cut the deck and draw three cards face down: Card of the Dawn, Card of the High Sun, Card of the Twilight. They can then declare how many cards they want to draw up to 3, but must draw them in order. Once you have declared how many cards you want to draw, to pull fewer is to suffer a minor curse. If you want to pull more, you can, but only after everyone else has had a chance to draw or refuse, and after each your turns any boon or bane cards you've drawn are removed from the deck should you choose again.

I have modified the card effects some (for flavor or to fit the campaign/house rules) and only include the 23 listed below. 12 of the cards have positive effects (Book, Campfire, Fates, Jester, Knight, Moon, Sage, Star, Temple, Throne, Tomb, Well), 6 are wholly negative (Donjon, Euryale, Flames, Fool, Puzzle, Skull), and the remaining 5 (Balance, Beast, Comet, Elemental, Tower) are neutral (but may lean slightly one way or another).
  • Balance. Roll d6 twice to determine ability scores. Choose one of the two in which to gain +2 and the other to lose -2. This is permanent. If you roll the same number twice, nothing happens.
  • Beast. You are immediately transformed into a CR 5 (or lower) Beast until the dawn after the next full moon.
  • Book. You immediately learn 1d3 languages of your choice.
  • Campfire. Until the morning after the next Full Moon, once per day when you take a Short Rest, you gain the benefits of a Long Rest instead (this supersedes the limit on one Long Rest per 24 hour period).
  • Comet. If you single-handedly defeat a creature you will recognize as cosmically bound to you, you gain enough XP to immediately go up to the next level. If the creature defeats you, you lose enough XP to be at the minimum for your current level. If anyone interferes, you are cursed to make all Cha-based skill checks at Disadvantage for 1 year.
  • Donjon. You reappear in the dungeon of the moathouse*
  • Elemental. As a Bonus Action choose one of the following damage types (or pairs of damage types) fire, cold, lightning/thunder, acid/bludgeoning. You gain resistance to the damage type(s) until the end of your next turn, but are vulnerable to its opposed elemental type during that time as well (fire vs. cold or lightning/thunder vs. acid/bludgeoning). This is permanent.
  • Euryale. You are cursed to suffer a -2 penalty on all saving throws.
  • Fates. You gain the power to, as a Reaction, undo one immediate event - including a card effect.
  • Flames. You draw the enmity of a devil. The horned devil Kakoskaratos – comes in a dream.
  • Fool. You immediately lose 5000 xp and must draw twice more.
  • Jester. You immediately gain 5000 xp and may draw up to two additional cards.
  • Knight. A warrior will swear fealty to you.
  • Moon. You gain 1 to 3 wishes. Roll 1d6: 1-3: 1 wish, 4-5: 2 wishes, 6: 3 wishes.
  • Puzzle. You lose 1d3+1 points of Intelligence and may draw an additional card.
  • Sage. You commune with a god, and may ask any one question to get either a yes/no answer or a very brief one, truthfully.
  • Skull. The spirit of death follows you around for 1 year and can be seen by those with true-seeing or some kind of second sight. You have Disadvantage on all Death saves and cannot use Hero Points to turn a death save failure into a success.
  • Star. Increase your Intelligence, Wisdom or Charisma by 1 (maximum 22).
  • Temple. You gain the attention of a god or other divine being. Once within the next year you can call upon its divine intervention.
  • Throne. You gain expertise in the Persuasion skill and gain rightful ownership of a keep or other bastion.
  • Tomb. You can cast true resurrection once within a year’s time.
  • Tower. Draw two additional cards, choose one to return to the deck (and shuffle) and the other takes immediate effect.
  • Well. Choose one cantrip from a spell list associated with your highest spellcasting ability score. Int = wizard, Wisdom = cleric or druid, Charisma = bard or sorcerer. You may now cast it at will.
*(this will reveal some important campaign info and create a chance for some solo play)

I do plan to warn the players about the potential character and campaign shattering results of drawing cards, since they are either completely new to the deck or have only heard of it without actual experience of it. As such, I am gonna tell them about the boon and bane effects of cards not in the deck just as an example of the kind of power they hold without losing the specific element of surprise, horror, and delight:
  • The Void: Your soul is sucked from your body and kept in a distant unknown place and protected by a great power. Your body becomes incapacitated.
  • The Sun: A random wondrous magical item appears and is automatically attuned to you, and you gain a large chunk of bonus XP (probably enough to automatically go up a level).
I will also add that furthermore, the cards can do things like destroy items, change NPC attitudes, increase or decrease ability scores, potentially remove a character from the game long term, etc…

This poll is just for fun. I will return and report the results after tomorrow's game.
 

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I'm making it a central part of my campaign. The players seem to be finding cards in random places. An enemy has appeared, demanding the cards and asking where they got them. Twice people have shown up with the deck, and seem to have disappeared.

So far my players have used the cards very creatively, and I've let them do crazy things twice to escape from situations they felt were dangerous.

I'd just say, that for us, it's led to creativity and fun, but I don't play RAW, and I'm a yes and DM. It's much riskier at a table that plays RAW.
 

It seems like you've stacked the deck in order to make sure that the results will be right for your table, so it will be fine.

One caveat: I suspect that if I told my players about the Void card as an example of what could happen, I think most of them (and I have about 40 regulars) would just choose not to engage with the deck at all rather than risk something like that.
 

So reading over your options, I think the following ones are the biggest risk of "zaniness"

Campfire: This might seem innocent, but long term is probably one of the single greatest buffs you can offer certain classes. A wizard that can blow all of their slots and then regain them all in an hour....incredible!

Moon: Wishes of course have huge potential for big campaign swings.

Puzzle: Stats aren't everything, but if an int based caster gets this it could be really penalizing. At least balance they choose the stats so they can mitigate the worst effects.


The rest I think are totally fine, they add some immediate zip, or a one time "whoa" moment in the camp. Having someone level in the party can be pretty nice, but its not going to wreck a campaign.
 

Campfire: This might seem innocent, but long term is probably one of the single greatest buffs you can offer certain classes. A wizard that can blow all of their slots and then regain them all in an hour....incredible!

I don't disagree, but the cards are being pulled a fortnight before the next full moon and right at the beginning of at least a week of planned downtime, so if someone chooses this one they will have it for a week at the most - and a lot of that will be during overland travel.

Moon: Wishes of course have huge potential for big campaign swings.
Yeah. I am worried about these. But am also open to the possibilities.
Puzzle: Stats aren't everything, but if an int based caster gets this it could be really penalizing. At least balance they choose the stats so they can mitigate the worst effects.

There is no INT based caster in the party.
 

I don't disagree, but the cards are being pulled a fortnight before the next full moon and right at the beginning of at least a week of planned downtime, so if someone chooses this one they will have it for a week at the most - and a lot of that will be during overland travel.


Yeah. I am worried about these. But am also open to the possibilities.


There is no INT based caster in the party.
ah I missed the limited duration on campfire. in that case totally fine, even if its super powerful its just for a short time, so again not campaign wrecking.
 

If you want to have a more limited moon card, it could be "limited wishes". Basically let them use wish but only to replicate any spell of up to...say 5th level.

Now at the level the party is at, that is still BIG juju, definately could get some big whoa moments, but unlikely to destroy a campaign.
 

A Deck of Many Things has TPK'd two of my gaming groups over the years, the last a level 16 party in Acererak's Tower on the Negative Energy Plane:

  1. Player 1 imprisoned. Only a 9th level spell that the party doesn't have, can free them. Deck reshuffles.
  2. Player 2 draws the same exact card.
  3. Player 3 draws hoping to get something to free them. Loses all magic items, which includes the amulet that is protecting them from the instant-kill of that plane. This character is also the only one who can cast Plane Shift to get the party home.
  4. Player 4 is up s**t creek without a paddle. Draws and keeps drawing. Loses everything they have, gets nothing. He survives his draws and taking a deep breath, declares he's taking off his amulet...
No one was upset despite the unusual way the campaign abruptly ended. We didn't have it at my old town, but my new town has a gaming store "wall of character deaths." They red wax stamp your sheet and emboss it with whatever crazy way your character ended their days. It would've gone up there.
 

One caveat: I suspect that if I told my players about the Void card as an example of what could happen, I think most of them (and I have about 40 regulars) would just choose not to engage with the deck at all rather than risk something like that.

I don't disagree, but I really want the players to go into this knowing the potential scope, so they don't feel "gotcha'ed" when something really bad happens.

Of my current group of four, I have 1 player I know for certain no matter what is gonna draw at least one card (probably more) b/c that is how he plays and how he has developed his character. There is 1 player who is very likely to choose at least one card b/c she is a Circle of the Stars druid who is really into astrological and other "occult" ideas including tarot reading.

There is 1 who is a toss up and my guess is his choices will be based on what others before him decide and the results.

And there is 1 who will probably won't draw any cards no matter what the chances of a boon are, given the chance of some woe. . .
 

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