|
3 years ago ::
Dec 22, 2009 - 1:47AM
#51
|
Date Joined:
Aug 24, 2007
|
My friends and I stopped using rewards cards. I'm a big fan - I enjoy the game a great deal more than I did when I snapped out of everything.
I concur with this sentiment. We've played several adventures without reward cards, and I find this to be more enjoyable. I would be interested in finding out whether this sentiment is common.
Second Chance gives you an average of 10.5 on a skill check if you roll a nat 1 in a skill challenge. That'll Do gives you a sure 10 on a skill check whenever you fail any skill check.
This. Regardless of one's opinion on skill challenges, the fact is that SC is only better than TD if you roll a one and then get an 11+ on your reroll.
Overall, TD is the only card that I really like, because it counters the overly random nature of skill checks. It happens with some regularity that the loud armored fighter and the clumsy burdened wizard get a 17 or more on a Stealth check, and that the trained sneaky rogue just happens to roll a two and ends up being more noisy than his teammates. That's a stupid result and frustrating for the rogue, and the TD card counters that. And yeah, in my experience getting a 10 almost always means you pass the check.
Come to think of it, I should make a stack that contains nothing but TD cards.
|
|
|
|
3 years ago ::
Dec 22, 2009 - 6:36AM
#52
|
Date Joined:
Dec 21, 2006
|
I think that this ignores the easiest solution:
Keep stack sizes the same, but limit the actual number of cards that the player can use.
Carl
In my experience, players frequently end mods with half their cards unused. I doubt the above solution impact the issue much at all.
|
|
|
|
3 years ago ::
Dec 22, 2009 - 10:34AM
#53
|
|
|
Random comments in reply to various other people's thoughts...
That'll Do may be more useful for normal skill checks than it is for Skill Challenge skill checks. Key skill checks you may wish to use That'll Do on include escaping a grab (Acrobatics vs. Ref or Athletics vs. Fort), climbing (Athletics), and Heal checks to stabilize or to trigger a save or Second Wind. Each of those situations can be a real make or break, and That'll Do allows you to attempt the skill check even with only a moderate skill modifier, knowing that you can at worst get (10 + modifier). Any restrictions on cards should be simple enough that you don't need to refer to written rules. So, nothing like "you can use one card per tier per encounter, but you can only use one of each type of card per character per encounter, but you can have more in your stack"... that's too complex. Just limit the number of cards in your stack to a more reasonable (i.e. smaller) number, or allow only one of each type of card in the stack, or both. That's easy enough to remember.
|
|
|
|
3 years ago ::
Dec 22, 2009 - 11:12AM
#54
|
Date Joined:
Dec 21, 2006
|
I definitely feel like That'll Dos lead players toward more dynamic movement on the battlefield. I am alot more likely to climb a wall, run across it's top and jump down on an enemy when I have a TD in my back pocket. Other's might disagree but, it think such activity makes D&D more cinematic and fun.
I also feel the at-will re-roll cards better allow players to have lower primary stats and remain viable. However, they, along with lucky strike, allow the players of crit-specced characters to more effectively go hunting for criticals. I do this myself but, can see how much critical hits can swing a fight.
Lee
|
|
|
|
3 years ago ::
Dec 22, 2009 - 5:08PM
#55
|
Date Joined:
Dec 28, 2005
|
Oh yeah, it seems that everyone uses at-will rerolls, That'll Do, and Snap, and occasionally see that crit-on-a-19 card, and that pretty much every other card might as well not exist.
Exception: there's a card that boosts movement, which is sometimes used for no reason because it gives an ally +2 bonus later on. That's... probably not what the designers intended.
Overall it is a clunky system, and it's certainly not a "reward" for anything considering everybody can just download them. They're more like "player entitlement" cards, in that some players feel entitled to having moar bonus.
My usual load, at all tiers, has become Scramble to Safety, That'll Do, and Quick Getaway. And I primarily use them for the movement options, too - but tactical positioning with extra movement is vastly powerful for the character classes i tend to play. (my player frequently has role leader, even if the character isn't one)
|
|
|
|
3 years ago ::
Dec 22, 2009 - 7:45PM
#56
|
Date Joined:
Jul 16, 2002
|
I concur with this sentiment. We've played several adventures without reward cards, and I find this to be more enjoyable. I would be interested in finding out whether this sentiment is common.
I frequently play without cards. Quite often it's because I forgot them. Not by design, but I do just fine.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
|
|
|
|
3 years ago ::
Dec 23, 2009 - 1:18AM
#57
|
- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
|
If we turn off reward cards? Then I guess we'll fail more skill challenges with no That'll Dos and lose some xp. I actually know some people who would consider that a benefit, since they'll get to play more adventures with their characters.
True, but I'm betting authors would adapt and allow more skill choices per scene or required roll. It is very easy to reduce skill challenge difficulty. It is harder to increase the challenge. Once you make a skill challenge scene about just one scene, the only thing you can do to make it harder (assuming hard DCs) is to force a random PC to make a roll. That will go over like a lead zeppelin. Making things easier by expanding the skill menu often makes for better RP and participation.
I don't see authors fighting That'll Do, by the way. Whenever I've pointed out to authors during playtests that their SCs are easy, they are almost always aware of that and ok with that. It was the same for me. The point with an SC often isn't to have you on the edge of your seat watching how the dice roll, but to paint the story while still having some mechanic involvement/strategy.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
|
|
|
|
3 years ago ::
Dec 23, 2009 - 1:31AM
#58
|
Date Joined:
May 18, 2007
|
I play with a few people who dislike the campaign cards, largely because they have such a large impact on PC power -- so sometimes I play with, and sometimes without. I will say that playing home games without them really drove home the large power swing that they represent. Some cards are stronger than others (Snap Out of It desperately needs a nerfing), but the preponderance of +1 bonuses also has a big influence on things. While judging, I don't mind the power swing of the +1 bonuses, though, because they tend to increase the `success==fun' at least a little, and they can really help make long (especially at Paragon) mods quicker. I feel pretty comfortable adjusting difficulty on the fly to make my players feel challenged (or uber, if that's what they want), so I don't mind a little boost here or there to make them feel more successful and keep things moving along.
Please, though, someone errata/update/FAQ/etc Snap Out of It to *only* affect the Dazed condition, not everything that comes along with the condition that caused the Daze (like, oh, say, DOMINATED). The card can be a godsend for keeping low-level players from being unable to act (which I agree can be a serious fun killer), but it would be a perfectly good card if it only suppressed Daze until ENT, rather than its current form.
(I'm jumping in at the end, so I apologize if I'm retreading old ground.)
|
|
|
|
3 years ago ::
Dec 23, 2009 - 3:01AM
#59
|
Date Joined:
Aug 24, 2007
|
Please, though, someone errata/update/FAQ/etc Snap Out of It to *only* affect the Dazed condition, not everything that comes along with the condition that caused the Daze (like, oh, say, DOMINATED).
...that's silly. The DM is easily within his rights to say that Snap doesn't break domination, for instance because the card doesn't say it does.
Dominate does three things: (1) it dazes you, (2) you can only use at-will powers, and (3) the enemy decides which powers you use. So if you Snap on that, #1 no longer applies but the other two do, and you've just made things worse for yourself.
(of course the DM should make that clear so that you can use Snap some other time instead)
|
|
|
|
3 years ago ::
Dec 23, 2009 - 5:55AM
#60
|
Date Joined:
Jul 16, 2002
|
Not only that, but in reality if you are Dominated, Snap Out of It shoudln't do anything. While you are dazed while dominated, you only have one conition on you: Dominated. Snap Out of It doesn't get rid of the Dominated condition. To get rid of the daze you have to rid of the domination. Now if you got hit with a Daze and then got hit with a Domination, you could get rid of the Daze, but you would still suffer daze effects because of the domination.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
|
|
|