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| #1dracowayfarerFeb 11, 2011 19:48:41 | I've looked and have not found a thread on this. I've seen the GameMastery Plot Twist Cards mentioned a few times in threads discussing WotC's own Fortune Cards, but nothing addressing them directly. This post sums up how I feel about Fortune Cards. While a lot of the cards work basically as-is, a few feel like they could use a tweak to fit better in D&D 4e. I'll admit up front that I'm not too terribly rules-minded. I'm a story gamer kind of guy. (Which is why I like the Plot Twist cards over Fortune Cards.) So, I am asking for help, feedback, and suggestions in converting these cards to work in my 4e game. I'll list all of the cards and their mechanical text here, and update them as we settle on appropriate conversions. I'll note my suggestions for altered mechanics beneath each, and change them as necessary. Starred cards need work. I'm open to suggestions on ones I've tweaked, too, though! 1. Hidden Asset - Target gains access to an item on his person as a free action. [Works as-is.] 2. Something Lost - Target takes a -10 penalty on a single Perception check. [Works as-is.] 3. Something Found - Target gets a +10 bonus on a single Perception check. [Works as-is.] 4. Cause And Effect - A successful melee attack causes the target to fall prone. [Works as-is.] 5. Save The Day - One ally within 30 feet can make one attack as an immediate action. [One ally within 6 squares can make one melee or ranged basic attack as a free action.] 6. Backstabbed - Target is treated as if flanked for the rest of the combat. [Target grants combat advantage for the rest of the encounter.] 7. Rock And A Hard Place - Target cannot make any attacks of opportunity for 1 round. [Target cannot make any opportunity attacks for 1 round.] 8. Tipping Point - Target delays all actions until the end of the round. [Works as-is.] *9. Hidden Secret - Target takes a -6 penalty on Perception checks for 3 rounds. [Works as is. Though, -6 seems like a strange number. Why not -5?] 10. Have A Nice Trip - Target is knocked prone. [Works as-is.] 11. Unseen Obstacle - Target treats all squares as difficult terrain for 1 round. [Works as-is.] *12. Moment Of Glory - Target gets a +8 luck bonus on a single die roll. [Works as-is. Though, like Hidden Secret, I'm not sure why +8. Also, treat "luck" as an "untyped" bonus.] 13. Agony Of Defeat - Target treats the next d20 roll as if it were "1". [Works as-is.] *14. Unwelcome Arrival - GM rolls for a random encounter that starts as hostile towards target. [Other than changing GM to DM, I'm not sure how to handle this, given the lack of random encounters in core 4e.] 15. All In The Details - Target gets a +10 bonus on a single Perception check. [Works as-is.] 16. What Are The Odds? - Target treats the next d20 roll as if it were "20". [Works as-is.] 17. Second Wind - Target gains the benefit of the Diehard feat for the rest of combat. [Target regains its healing surge value in hitpoints, and has +2 to all defenses until the start of its next turn.] *18. Plot Twist - GM rolls for a random encounter. [Same problems as Unwelcome Arrival.] 19. Sudden Recollection - Target receives a +20 insight bonus on the next Knowledge skill check. [Works as-is. Treat "insight" as "untyped".] *20. Marked By The Gods - Target gets a +4 sacred or profane bonus on attack rolls for the rest of the combat. [Target gets a +4 power (?) bonus on attack rolls until the end of the encounter. (I'm not sure why +4... these numbers must follow some logic I don't know of.)] 21. Revelation - Target gains the effect of see invisibility for 3 rounds. [Target can target invisibile enemies for 3 rounds.] *22. Fork In The Road - Target gains a +20 insight bonus on Survival checks made to notice tracks for 1 round. [Target gains a +20 bonus on Nature checks made to notice tracks for 1 round. (Is the 1 round part really necessary? Should it just be "on the next check"?] 23. Not Black And White - Target weapon gains the holy or unholy special weapon quality for one combat. [Target weapon deals radiant or necrotic damage for one encounter.] *24. Lucky Day - Target finds a single item worth 500gp or less. [Works as-is. I think? Should it be 320gp, the price of a level 1 magic item?] 25. Not As It Seems - Target fails any checks made to avoid being surprised. [Works as-is.] 26. Switch Sides - Target becomes Hostile as per the Diplomacy skill. [Works as-is.] 27. Where'd That Come From? - Target is treated as if he successfully used Stealth for 3 rounds. [Works as-is.] 28. Black Mark - Target takes a -20 penalty on a single Diplomacy roll. [Works as-is.] 29. Way With Words - Target gains a +20 insight bonus on a single Diplomacy roll. [Works as-is. Treat "insight" as "untyped".] 30. From The Shadows - Target receives a +10 insight bonus on opposed Perception checks for 3 rounds. [Works as-is. Treat "insight" as "untyped".] *31. Broken - Target item gains the broken condition. [What's the 4e equivalent of the "broken condition"? ]32. Fleeting Glimpse - Target cannot use Stealth for 3 rounds. [Works as-is.] *33. Sanity Check - Target becomes confused for 3 rounds. [Target becomes dazed (?) for 3 rounds.] 34. Path Least Traveled - Target takes a -10 penalty on a Survival check made to follow tracks. [Target takes a -10 penalty on a Nature check made to follow tracks.] 35. Road Most Traveled - Target receives a +10 circumstance bonus on a Survival check made to follow tracks. [Target receives a +10 bonus on a Nature check made to follow tracks.] 36. Moment Of Indecision - Target is staggered for 1 round. [Target is stunned for 1 round.] 37. Quick Wits - Target is not surprised and gets to act during a surprise round. [Works as-is.] 38. Mistaken Identity - Target takes a -10 penalty on a single Knowledge check. [Works as-is.] 39. Covert Operation - Target receives a +10 circumstance bonus on a Stealth check. [Works as-is. Treat "circumstance" as "untyped".] 40. Bad Decision - Target can only take a single move action this round. [Works as-is.] 41. Envy - Target receives a +10 circumstance bonus on a Sleight of Hand check. [Target receives a +10 bonus on a Thievery check.] 42. Sloth - Target becomes exhausted. [Target becomes slowed, save ends.] 43. Lust - Target receives a +20 circumstance bonus on a Diplomacy check. [Works as-is. Treat "circumstance" as "untyped".] 44. Pride - Target takes a -10 circumstance penalty on a single Diplomacy check. [Works as-is. Treat "circumstance" as "untyped".] 45. Wrath - Target cannot take any actions that require concentration for 1 round. [Target is blinded, save ends. (Get it? Blinded by rage?)] 46. Gluttony - Target must make a DC 20 Fortitude save or be nauseated for d6 rounds. [Target must succeed at a saving throw or be weakened, save ends.] *47. Greed - Target receives a +10 circumstance bonus on one Appraise check. [Not sure what to do with this one. Honestly, I think this one should have the Thievery bonus, not Envy. Not sure what to do with Envy, then, though.] [One item may be sold for double its normal market value.] (Via user Qube!) *48. Point Of No Return - Target must declare an action as the round begins and cannot change it. [Works as-is. Maybe specify standard, move, or minor?] 49. Parting Of Ways - Target drops one held item. [Works as-is.] 50. Erratic Behavior - Roll d6; if odd, -10 penalty on next roll; if even +10 bonus on next roll. [Works as is. Probably my favorite card.] *51. Bad News - Target gets a -4 penalty on a single roll. [Works as-is. But, again with the odd number logic.] |
| #2Darth_JerrodFeb 11, 2011 19:55:26 | Interesting. I will have to look at this with the cards a bit more. Something to think about and test with my group. |
| #3dracowayfarerFeb 12, 2011 14:05:46 | Originally I had no solution for Not Black And White (#23), but then I realized it was as easy as having the weapon do radiant or necrotic damage. I've updated the conversion notes to reflect this. ![]() |
| #4dracowayfarerFeb 19, 2011 23:40:18 | Really? Nobody? Did I post this in the wrong forum? |
| #5dracowayfarerMar 06, 2011 11:43:10 | Bueller? |
| #6QubeMar 07, 2011 7:18:52 | > Did I post this in the wrong forum? no, this is the right on. It's an interesting way of spicing up a game; though I'm not sure if I'dd use them myself. For greed: the ability to sell an item at double price For Wrath: How 'bout 'target counts as marked by an other creature' or something? |
| #7greatfritoMar 08, 2011 0:31:59 | Damn it, I didn't post here? I swear I wrote a post (thanked you for the honor of being quoted via link), and shared my thoughts (which generally amounted to: Great job!) My stupid computer is having "OMG I Have to Reboot Right Now" issues every once in a while - I must have lost the reply to it. ![]() Anyways: Looks good. I'd probably shift all the bonuses/penalties to one of: -10/-5/-2 or +2/+5/+10. +/- 20 just seems a bit out there. Beyond that, not a lot of thoughts. |
| #8dracowayfarerMar 08, 2011 13:01:48 | >It's an interesting way of spicing up a game; though I'm not sure if I'dd use them myself. I think it's pretty clear from the lack of responses I got that they're not for everyone. It seems like people would rather complain about official WotC products than look elsewhere for alternatives. Or people just don't like cards in their game. That said, thanks for the reply! For greed: the ability to sell an item at double price That's a decent idea for Greed. I'll add it to the list. ![]() I hadn't thought about using the marked mechanic. I like what I have (read: I'm easily amused.) for Wrath, but it's a good idea and I'm considering it, and now I'm wondering where I could use marks with some of the other cards. |
| #9dracowayfarerMar 08, 2011 13:10:32 | Damn it, I didn't post here? I swear I wrote a post (thanked you for the honor of being quoted via link), and shared my thoughts (which generally amounted to: Great job!) Thanks! And you're welcome! My stupid computer is having "OMG I Have to Reboot Right Now" issues every once in a while - I must have lost the reply to it. I've had issues like that. It's really frustrating. Anyways: Looks good. I'd probably shift all the bonuses/penalties to one of: -10/-5/-2 or +2/+5/+10. +/- 20 just seems a bit out there. Beyond that, not a lot of thoughts. I really want to know where the heck Paizo got their bonus/penalty logic from for these cards. I can't see any clear pattern to it. Your suggestion makes sense in a 4e context. However, while I agree +20 seems like a crazy bonus to give, when I thought of it as basically one free success on a hard DC skill check, it didn't seem like that big of a deal. |
| #10dracowayfarerMay 14, 2011 23:59:18 | A quick update! In general practice, I've settled on handing these out like Action Points: earned at each Milestone, and reset to one at Extended rests. I also use a DM's discretion with giving them out, especially if there's a lot of roleplaying going on. |
| #11rshoyleJun 11, 2011 20:30:50 |
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| #12dracowayfarerJun 12, 2011 12:49:34 | Well, I am appreciative - I hadn't even considered using them in 4E! Cheers, Rusty Right on. You're welcome, and if you do use them I'd like to hear about it! |
| #13PromDec 21, 2011 0:07:12 | I have only just started using these cards over the last three months. I give one card out each session randomly. As a general rule the players are not interested in the mechanical side of the cards but like changing the elements of the story. I've had alot of excitement from the younger members over these cards. Examples so far that players have requested with the cards, (1) A player transformed his character from a ranger to a knight in the middle of an encounter and has a magical tattoo marking him. (2) An enemy arrow was sent into the back of a Goliath thug. (3) The group found a hidden underground town, which I collapsed on them later. (4) The group found a secret door left open in a crypt, but later found that treasure hunters had already clean the place out. I rather like them. |
| #14mhbjarkistefFeb 15, 2012 20:44:18 | Prom's Post was reeled me in, since at that point I realised: I have no idea how these work!? :S I love the idea of plot-changer's in the hands of the adventurer's, just tell me how this works! :D |