Asmor
First Post
Ahem... [h1]MY PLAYERS STAY OUT[/h1]
I love the deck of many things, but unfortunately I seem to be unique in that regard... Most of the people I play with (who are now my players) were scared to death of the thing because they cared too much about their precious characters. Pansies.
Anyways, I'm making my own DoMT. It has more of an emphasis on fate... Most of the cards actually cause an event to happen sometime in the near future, and all take at least a day to take effect (except ones requiring extra draws). I've divided the cards into 3 categories... 9 "Good", 9 "Bad" and 4 "Neutral." The good ones are supposed to be, well, good effects for people, and the bad ones are of course bad... The particularly bad ones, like speaking gibberish or being turned to stone, are treated like powerful curses which must be lifted. So this way you can keep some teeth in the deck without actually killing a character or making it otherwise unplayable.
So here's what I have so far... Any comments and suggestions would be appreciated!
Good
Comet:
Flames: Love. A relationship is in store...
Gem: Wealth. A bounty shall be bestowed on this character.
Key:
Knight: Loyalty. Character gains leadership, or a bonus feat if it already has it. In addition, the character gets an unnamed +5 bonus to his leadership score for the purpose of attracting a cohort.
Star:
Sun: Power. The next time the character wakes up, he rerolls his hit dice, and can't roll lower than half the die +1. For example, a d10 that rolls lower than 6 is treated as a 6. The character takes the better of this new HP total or its original.
Throne: Leadership. Character gains leadership, or a bonus feat if it already has it. In addition, the character gets an unnamed +5 bonus to his leadership score for the purpose of attracting followers.
Vizier:
Bad
Donjon: Imprisonment/Entrapment. May be as simple as being imprisoned, or could even represent walking into an ambush or being entrapped by the law.
Euryale: Stone. The character wakes up the next morning with a hand turned to stone. Every day following, more and more of the character turns to stone until they become a stature. May be counteracted by a flesh to stone spell.
Fool: Forgetfullness. Character can't remember anything. Must be de-cursed.
Idiot: Idiocy. Everything character says comes out as stupid gibberish.
Moon: "Curse." The character gains lycanthropy under the full moon.
Rogue: Loss. The character loses something/someone of value.
Ruin: Weakness. Character rerolls hit points and takes the lower of this new total or its original.
Skull: Death. Not sure what I want to do with this one... Maybe a disease that makes the character look like a zombie.
The Void:
Neutral
Balance: Character draws two more cards, guaranteed one good and one bad. (Keep drawing until one of each is found IRL, in game the next two cards are a good and a bad).
The Fates:
Jester:
Talons: Change. Character loses something but gains something of equivelent value.
I love the deck of many things, but unfortunately I seem to be unique in that regard... Most of the people I play with (who are now my players) were scared to death of the thing because they cared too much about their precious characters. Pansies.
Anyways, I'm making my own DoMT. It has more of an emphasis on fate... Most of the cards actually cause an event to happen sometime in the near future, and all take at least a day to take effect (except ones requiring extra draws). I've divided the cards into 3 categories... 9 "Good", 9 "Bad" and 4 "Neutral." The good ones are supposed to be, well, good effects for people, and the bad ones are of course bad... The particularly bad ones, like speaking gibberish or being turned to stone, are treated like powerful curses which must be lifted. So this way you can keep some teeth in the deck without actually killing a character or making it otherwise unplayable.
So here's what I have so far... Any comments and suggestions would be appreciated!
Good
Comet:
Flames: Love. A relationship is in store...
Gem: Wealth. A bounty shall be bestowed on this character.
Key:
Knight: Loyalty. Character gains leadership, or a bonus feat if it already has it. In addition, the character gets an unnamed +5 bonus to his leadership score for the purpose of attracting a cohort.
Star:
Sun: Power. The next time the character wakes up, he rerolls his hit dice, and can't roll lower than half the die +1. For example, a d10 that rolls lower than 6 is treated as a 6. The character takes the better of this new HP total or its original.
Throne: Leadership. Character gains leadership, or a bonus feat if it already has it. In addition, the character gets an unnamed +5 bonus to his leadership score for the purpose of attracting followers.
Vizier:
Bad
Donjon: Imprisonment/Entrapment. May be as simple as being imprisoned, or could even represent walking into an ambush or being entrapped by the law.
Euryale: Stone. The character wakes up the next morning with a hand turned to stone. Every day following, more and more of the character turns to stone until they become a stature. May be counteracted by a flesh to stone spell.
Fool: Forgetfullness. Character can't remember anything. Must be de-cursed.
Idiot: Idiocy. Everything character says comes out as stupid gibberish.
Moon: "Curse." The character gains lycanthropy under the full moon.
Rogue: Loss. The character loses something/someone of value.
Ruin: Weakness. Character rerolls hit points and takes the lower of this new total or its original.
Skull: Death. Not sure what I want to do with this one... Maybe a disease that makes the character look like a zombie.
The Void:
Neutral
Balance: Character draws two more cards, guaranteed one good and one bad. (Keep drawing until one of each is found IRL, in game the next two cards are a good and a bad).
The Fates:
Jester:
Talons: Change. Character loses something but gains something of equivelent value.