| Post/Author/DateTime | Post |
|---|---|
| Bluebrush06-26-04, 08:32 PM | Just an idea that got tossed around while chatting with friends. I'm not too good with magic, so I could do with contributions on pricing and prequisites. *** Betzer's Elemental Cards. This deck of cards appears to be an ordinary, if ornate deck of playing cards at first sight, but a closer inspection will reveal the suits of the cards are different to usual. The cards can be used to play games as normal, but they can also be thrown in battle to deal magic damage. Whoever wields them is granted proficiency in them, and they can be thrown as if they were shuriken (IE: up to three in one throw, only the first can deal precision damage) but the cards deal damage which corresponds to the value of the card (Aces deal 11 points of damage, Jacks, Queens and Kings deal 10 points). The cards also deal damage which corresponds to their suit. The four suits are Flames (Fire), Storms (Air/electricity), Seas (Water/Cold) and Mountains (Earth/Acid). For example, in one throw a rogue throws the Ace of Seas, the Jack of Mountains and the 2 of Storms at a flat footed opponent. If he hits will all three, he deals 11 cold damage (Plus sneak attack damage), 10 acid damage and 2 electricity. When using the deck, the character is able to select the correct cards he wishes to throw and draw them at the normal speed, even if the three he wishes to use are jumbled up in the pack. After a card has been thrown, it vanishes in a puff of elemental energy whether it hits or not. Each deck has a full 52 cards when created, and decks found in treasure hoards hand 2+5d10 cards left. The cards remaining in a deck can be determined at random by taking a normal deck of cards, shuffling them, and removing a number of cards equal to the number used. The DM is also reccomended to give the player who recieves this item (or himself if an NPC has it) a real deck of cards so he can keep track of which he has left. Real suits correspond with the deck's suits: Diamond = Mountains Hearts = Flames Spades = Storms Clubs = Seas There also exist decks containing Two Joker cards, the Celestial Joker and the Fiendish Joker. These cards can be added to a normal throw of cards (IE: you can throw three cards plus a joker) and they bestow alignment effects to all cards in the throw. Chaotic and Good for the Celestial Joker, and Chaotic and Evil for the Fiendish Joker. Rumours of an elusive "Rules for stud poker" card persist, but no credible sources have produced one. *** So. How much should such a thing cost? Which spells should be needed? |
| Steelcrystal06-27-04, 12:59 AM | I'm not very great at constructing items myself, so I can't really give much advice on your questions. I do have a few comments, however. Why not make the drawing of cards completely random, rather than selective? The price of the item could be lower that way, and it would seem to fit the idea of a deck of magical cards better (randomness being a key factor). It occurs to me that if one of these decks were found in a treasure hoard, it would be extremely difficult to believe you would ever find one with face cards or high numbers, because someone along the way would have surely used those cards if they had the choice. Again, I think making it completely random would be better all around. I would also like to see a version of this that allowed only a certain number of draws per day, but the deck would regenerate itself every day. The price would be higher, but it would be a very cool weapon for a character. Either way you work it, I think this is a very creative and excellent item you've come up with. |
| Quarter-Dragon06-27-04, 02:09 PM | Just an idea, but maybe instead of the cards dealing a fixed rate of damage they could be 1d6+x (where x would equal the cards number minus two) So the King of Diamonds would deal 1d6+8 points of acid damage Eh, just a thought.:D |
| Seeker9506-27-04, 02:17 PM | These items grant bonus energy damage, but as a one-shot, with each card doing different damage. All told, a full deck of these does 105 points of energy damage for each of four energies. The earliest you can do 105 points of fire damage is about 17th level (as an example). At the same time, the most fire damage you can do in a single round is 31 (easily accomplished at low levels, especially with maximize spell). I'm using single use, use-activated pricing: SL x CL x 50 fireball 3 x 17 x 50 = 2550gp There are four element types, so totol price is 10,200 for a complete deck. Grant the 30% price reduction associated with limited use (because you cannot throw all the cards at once), and a brand new, full deck could cost 7,140gp. Not the only way to calculate this, but one of many. Another way is to use average damage. Each card does from 2 to 11 points of energy damage, with the average being 8 points of damage. Burning hands can do this amount of damage if cast by a 2nd level caster. So: 1 x 2 x 50 = 100 x 13 cards = 1300gp x 4 types = 5,200gp. No price reduction because the price is based on individual cards. There is no limitation -- there is a benefit, since you can throw up to three cards at a time. |
| bahamut_006-27-04, 02:21 PM | My head hurts. But seriously, I think the idea is really cool. |