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2 years ago ::
Sep 13, 2011 - 11:03AM
#11
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Date Joined:
Jun 20, 2009
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Well, the good news is that they are not gamebreaking and you don't need to worry about your players having them.
No.
Most of them aren't broken.
Proceed with caution.
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2 years ago ::
Sep 13, 2011 - 1:58PM
#12
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Date Joined:
Jan 21, 2009
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I have used them on occasion as an alternate form of treasure. They work ok, but really nothing that I've found too useful. I like collecting them though...
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2 years ago ::
Sep 13, 2011 - 5:18PM
#13
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Date Joined:
Oct 24, 2001
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I have used them on occasion as an alternate form of treasure.
You use them as treasure? Are your players okay with that? 'Cause I don't find them to be something I would be willing to substitute in-game treasure for.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago ::
Sep 13, 2011 - 5:26PM
#14
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Date Joined:
Jan 21, 2009
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I still use regular treasure, but use the cards as extra treasure.
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2 years ago ::
Sep 13, 2011 - 5:40PM
#15
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Date Joined:
Nov 12, 2002
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Generally, I have mostly heard neutral and negative reviews of the cards. What I do not like is that they add a benefit to PCs with no real cost - meaning that PCs that have access to them find challenges easier than other PCs if they manage to get any beefit out of the cards at all.
I believe these cards are a test run for core mechanics in 5E, like some of the later books in 3E were a test run of character design concepts for 4E. As I personally find that a hand of cards gets in the way of role playing, I discourage people from buying them as I do not want to see a hand of cards incorporated into D&D's 5E design.
D&D & Boardgames If I have everything I need to run great games for many years without repeating stuff, why do I need to buy anything right now?
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2 years ago ::
Sep 13, 2011 - 9:37PM
#16
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Date Joined:
Jun 17, 2002
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I allow my players to use them at the cost of a feat. One of my players took me up on it. A couple levels later, he's thinking of retraining.
I personally do not enjoy them, and do not use them when they're available - my characters have enough interesting stuff they can do with their actual abilities and Page 42.
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2 years ago ::
Sep 14, 2011 - 10:07AM
#17
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Date Joined:
Oct 20, 2010
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We run RPGA games, so we have to support the use of Fortune cards.
I was initially very skeptical of the cards. I don't want D&D to become Magic.
However.
They are indeed very situational, but at least 2 PCs have been saved from death by quick use of Fortune Cards.
They are an inexpensive way to support our local game shop, and I am glad for that. Having a $4 item that players can buy when they want to support the shop financially is great. A set of dice is >$10, so this is a good, low-cost item. It's also a good stocking-stuffer I can recommend for the holidays.
The promo cards are very motivating to players. We have several left over from previous seasons of Encounters. I use them as incentives and giveaways. Our DMs also give a deck of fortune cards to the under-15 players.
We forget to draw them pretty often, but don't mind when that happens.
Some of them are filler. I have one card that I keep reading to try and figure out how, exactly, it's a benefit to anyone. Sadly, I have two copies of this card, and when I don't sort out my deck properly, I end up accidentally playing it.
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2 years ago ::
Sep 14, 2011 - 12:52PM
#18
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Date Joined:
Jun 15, 2004
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I don't want D&D to become Magic.
Although I'm not an MtG player, I'd be ok with that: Magic is fast, streamlined, intuitive, gorgeously illustrated, fun and generally useful. However, fortune cards are not that. They are like... anti-Magic.
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