DMG Preview 1: Deck of Many Things

Post/Author/DateTimePost
(Reply to #29)

Timborama

seti wrote:
(Reply to #38)

Timborama

Shirebrok wrote:
(Reply to #29)

The_White_Sorcerer

seti wrote:
#45

ChrisCarlson

Oct 17, 2014 8:28:25

The_White_Sorcerer wrote:
(Reply to #45)

Timborama

ChrisCarlson wrote:
#47

Brock_Landers

Oct 17, 2014 10:57:31

MechaPilot wrote:
#48

MechaPilot

Oct 17, 2014 14:09:49

Brock_Landers wrote:
#49

Brock_Landers

Oct 17, 2014 14:31:57

MechaPilot wrote:
#50

MechaPilot

Oct 17, 2014 14:45:40

Brock_Landers wrote:
#51

Brock_Landers

Oct 17, 2014 14:50:34

MechaPilot wrote:
#52

ChrisCarlson

Oct 17, 2014 14:56:04

MechaPilot wrote:
#53

MechaPilot

Oct 17, 2014 15:00:15

Brock_Landers wrote:
#54

MechaPilot

Oct 17, 2014 15:05:24

ChrisCarlson wrote:
#55

danyc

Oct 17, 2014 15:17:35

I'll toss in that my DMing philosophy is pretty close to MechaPilot's.

 

I played plenty of 2e but never liked level drain. It's a hassle at the table to recalculate stats on the fly, and it really baffled me that 3e fixed energy drain only to add ability damage that had a similar time-wasting effect. And beyond that, yeah, I don't feel like losing play progress is really fun for anyone. I'm sure there are some grognards who swear by the hardcore-ness of it, and that's fine, but to me it just seemed like an unecessary mechanic, as well as one that was somewhat distanced from the fiction (losing life force makes you forgetful?).

 

SoD traps are boring. In fact, simple 'hit a square and suffer an effect' traps are boring. All that adding these kind of traps accomplishes, is that the first time the PCs get hit by one, they then spend an excruciating amount of time searching every surface for the rest of the campaign.  I only use traps as puzzles; ie generally they're easy/automatic to detect, cannot be disarmed by a single character or action, but instead require the party to improvise complicated solutions or use multiple skills.

 

A truly deadly poison as a point of plot, however, can be interesting and dramatic.  I don't thnk Game of Throne's Purple Wedding would be nearly as interesting if the target of that poisoning had just taken some easily-healed damage.

(Reply to #44)

Azzy1974

The_White_Sorcerer wrote:
(Reply to #36)

Azzy1974

MechaPilot wrote:
#58

Orethalion

Oct 17, 2014 16:32:22

MechaPilot wrote:
(Reply to #27)

CCS

Brock_Landers wrote:
#60

maceo00

Oct 17, 2014 19:54:42

Dungeon #177 April 2010 has the same deck that can be printed.

(Reply to #17)

CCS

Polaris wrote:
#62

Thunaer

Oct 17, 2014 21:11:14

Every experience I have had with  Deck of Manything usually involves someone getting seriously screwed which eventually leads to character suicide, group infighting or a player getting something that changes the challange of the game..

 

Now that being said if a Dm takes the time and effort to personalize his deck it can lead to some interesting things provided the risk is still equal to the rewards. 

But in my experience the odds  that it will still become a trainwreck are still pretty high

#63

Orethalion

Oct 18, 2014 7:29:23

I'm not sure where it came from, but in my Encyclopedia Magica is the best Deck of Many Things I've seen.  It's the Tarot Deck of many things.  78 cards of the Major and Minor Arcana, each has an effect depending on whether you draw it upright or reversed for a total of 156 different effects.  Generally, there is a good and a bad one on each card.  Also, I think the number of minor bad effects compared to major bad effects is increased, so the likelyhood of a character ending card is greatly diminished.

#64

The_Stray

Oct 18, 2014 8:31:05

Orethalion wrote:
#65

Orethalion

Oct 18, 2014 8:44:27

The_Stray wrote:
#66

Brock_Landers

Oct 18, 2014 9:32:13

CCS wrote:
#67

Orethalion

Oct 18, 2014 9:40:24

Brock_Landers wrote:
#68

arnwolf666

Oct 19, 2014 1:18:09

I like bad consequences for players who choose to take unneccessary risks for potential high gain.  You can get from A to B by taking route X, it is fairly easy, or you can take Y get their very fast and it is dangerous as heck.  The PC's choose.  Don't cry to me if you took the hard route wih nasty consequences that you don't like.  I used to love doing SOD that way.  But, not a gotcha SOD.  Choose encounter A, it will complete your objective with reward level 1, or choose encounter B it will complete your objective with great reward level 3, but is much more dangerous.

#69

thespaceinvader

Oct 19, 2014 7:50:45

ChrisCarlson wrote:
#70

ChrisCarlson

Oct 19, 2014 8:13:37

thespaceinvader wrote:
#71

thespaceinvader

Oct 19, 2014 9:08:06

ChrisCarlson wrote:
#72

abs1nth

Oct 19, 2014 12:46:38

I love the idea of a card deck influencing play. I really don't like most of the card's effects that I read on wikipedia. My favorites are:

  • Rogue - This card causes one of the character’s NPC friends to turn against him.
  • Flames - Causes an enmity between the character and an outsider.
  • Balance - Changes the character to a radically different alignment. (Could be fun but I think this would be even better if it was timed.)

What I'm envisioning is more the kind of stuff such as: You can't lie for a week. You are turned into a talking dog for a day. The next peasant you meet is helbent on following you on an adventure. The next person of the opposite gender you meet falls eternally in love with you. The next single item you wish to buy is given you for free.

 

Basically, stuff that is more fun RP fluff instead of you gain/lose XP, wealth, items.

 

(Reply to #9)

THEMNGMNT

mellored wrote:
#74

dmgorgon

Oct 20, 2014 11:14:43

There was a dungeon magazine adventure that was based on the deck of many things.