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D&D Group D&D Encounters Sea.. How much use did your group get out of their...
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Switch to Forum Live View How much use did your group get out of their Fortune Deck?
2 years ago  ::  Feb 16, 2011 - 8:16PM #21
jtrain9801
Date Joined: Feb 24, 2006
Posts: 88
4 players  and only 1 had any cards.

He didn't remember to use the cards until midway through the 2nd encounter session.
James

Playing D&D since the Red Box of '83.
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2 years ago  ::  Feb 16, 2011 - 10:23PM #22
AFossDDI
Date Joined: May 25, 2009
Posts: 215
5 players, all using moderately tuned decks - a net total of about 3 packs of cards per player, and we all traded with each other to build up each deck. 2 players went with 20 cards, the rest of us used 10.

I was the only player to use any of the cards I drew (2x Phantom Ally), and of the 3 attack rolls made with those plays, only 1 attack roll was a hit because of the CA granted.

So far, very little impact.
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2 years ago  ::  Feb 17, 2011 - 8:51AM #23
Clayfun
Date Joined: Jan 31, 2011
Posts: 38
I DM'd two separate groups last night.  The second group only 1 player had cards and it was just one booster, he never used any.

The first group everyone had cards except one player, and only one player had a constructed deck (as opposed to just one promo pack of cards).  The only card used was a "Gambler's Effort" by a dual axe wielding ranger with heat metal on one of his axes and ended up double striking for about 40 damage in total.
 
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2 years ago  ::  Feb 17, 2011 - 11:34AM #24
sobchak
Date Joined: Jul 3, 2009
Posts: 390
5 players in my party.  All had played before. I was the only without cards.  As others have observed, the cards were forgotten more often than not.  No more than two cards were played.  I think the cards detract from the "ingame" play experience.  We tend to be more distracted than ever as a general society. I have seen a lot of players (including myself), both young and old, have trouble focusing. 

The cards seem to be either just another source of distraction, or just another overlooked option in a game that already has a lot of options.

The concept of the renown cards as part of organized play is a good idea. But more as boons or player awards.  Buying scads of cards does not appeal to me personally. In terms of supporting the store, I'll buy source books or new the DM screen before I purchase cards.
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2 years ago  ::  Feb 23, 2011 - 12:51AM #25
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,361
While I am willing to use Fortune cards in other games, I'm absolutely sticking with my Enchanted Heirloom reward card this season. The absolute reliability it brings to my game so offsets its once per session use.
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2 years ago  ::  Mar 09, 2011 - 7:36AM #26
pskought
Date Joined: Dec 8, 2004
Posts: 57

During chapter 1, our table decided to field test the cards by building a table deck that everyone drew from.  After separating the wheat from the chaff - and there's a ton of chaff - we ended up with 20 cards in a deck.  Six players at every game, four games, and we never exhausted the deck. 

We measured usage by the discard pile, which averaged 5-7 cards, most of which were from people discarding and trying to get something new/useful.

In general, I don't care for them.  I think they're distracting to players more often than not, and they create an artificiality to the roleplaying experience.  By which I mean I've yet to see them provide a flavorful, in game effect.

In a long running home game where players have built there own decks, I can see where they might provide a fun random effect. 

An interesting experiment but I prefer the encounters tweets or the Gamma World decks.

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2 years ago  ::  Mar 09, 2011 - 9:06AM #27
Dayffd
Date Joined: Jun 9, 2008
Posts: 68
After having the fortune cards used for 4 sessions... and a good mixture of experienced Encounters Players, New to Encounters Players and totally new to D&D Players....  I find they are not adding any value. 

The experienced players don't bother with them anymore (instead going back to reward cards) and I have had new players ask me if they can NOT use them..... as they found it added another thing to try and remember and another complexity to the game that they did not want while trying to learn.

As someone who organizes and runs the Encounter program for the FLGS, I'd really prefer if WotC went back to the Encounter Rewards cards from the previous seasons (yes, I know, they are trying to squeeze out every dollar that they can).

Of the 2 gaming stores in the city, one (the one we run Encounters at) is not even bringing any in for sale (and I run 3 tables weekly).  The other one, that isn't running encounters, is part of a chain so brought in 6 packages (not boxes.. but individual pacakges).
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2 years ago  ::  Mar 09, 2011 - 12:43PM #28
sobchak
Date Joined: Jul 3, 2009
Posts: 390
I'm want to be upfront that I have a bias against fortune cards.

Everyone but me at the my regular table uses them, and has built custom decks  We have not been been pushed really hard by any of the battles so far, but these players do seek to use the cards.  They usually come up 1-3 times a game and have a slight effect.  I could see how difficult combats with very litttle margin for error could be influenced by the cards.

In an effort to overcome my bias and support the store, I bought two decks.  To my chagrin, I don't have enough attack cards to make a viable deck.  I got one attack card in two packs. So do I keep buying packs, probably needing 2-3 more to create a legal deck, or just buy a rules compendium as I had originally intended to do? 

It is a way for FLGS to sell product.  There is real potential for Wotc to sell a lot of packs.  How well it is working is hard to say.  If I play through the whole season I am definitely going to ask the store owners how it worked for them.  I'm not sure if this is the best way to generate long term interest in new players.  I'd still like to see WotC try nominal coupons for D&D product in future encounters. 
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2 years ago  ::  Mar 09, 2011 - 11:39PM #29
Darkraven3
Date Joined: Feb 12, 2009
Posts: 135
My store bought two boxes, they sold the first, but the second still there, and my player don't seem to care for them. So, just to get a feel for them, I made a 20 card deck and handed one card to each player at the start of the session and let them decide to use them, trade or discard. Since most have earned the first card and I wanted them to get some use for them.  today's session there was a lot more cards  played then previous sessions. I am going to tried this a couple more times, and they see if they still want to use them.
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2 years ago  ::  Mar 10, 2011 - 4:58AM #30
Frizko
Date Joined: Jul 27, 2003
Posts: 32

Mar 9, 2011 -- 12:43PM, sobchak wrote:

In an effort to overcome my bias and support the store, I bought two decks.  To my chagrin, I don't have enough attack cards to make a viable deck.  I got one attack card in two packs. So do I keep buying packs, probably needing 2-3 more to create a legal deck, or just buy a rules compendium as I had originally intended to do?



Another option that the players at my store have taken to is trading the cards. You have 2 packs and not enough attack cards for a legal deck? Then you must have a good number of extra defenses and tactics that you could trade to someone else to get a playable deck.

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