2010 Promo Rewards Cards 1 - 3

Post/Author/DateTimePost
#1

WolfStar76

Feb 02, 2010 10:15:19

Now that I'm back from DDXP and settled in, it's time to spoil the 3 new Promo Rewards Cards that were released.  

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Coordinated Attack  General
"Ready? On three..." - Aryana, half-elf artifice and master tactician            <+1> 

Prerequisite: Membership in an Adventuring Company, Adventuring Company play session.

Benefit: When a member of the group spends the extra action point granted by the Adventuring Company, use this card to gain a +1 bonus to all attacks until the end of your next turn.  Turn this card sideways to indicate that it is used.

#2

WolfStar76

Feb 02, 2010 10:15:36


Champion of Winter
General

"I braved the icy clutches of the north for this?!" <+1>
- Unknown adventurer, just before assaulted by an eye of frost 

Benefit: When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice).  Turn this card sideways to indicate that it is used.
#3

WolfStar76

Feb 02, 2010 10:20:21


Death's Foe
General

"Trouble the world of the living no longer!" - Grim, tiefling paladin <+1>

Benefit:  After you hit a creature with the undead keyword with an attack, use this card to score a critical hi if you've rolled a natural 19.  Turn this card sideways to indicate that it is used.
#4

bgibbons

Feb 02, 2010 11:19:09
Thanks for posting these.

Benefit:  After you hit a creature with the undead keyword with an attack, use this card to score a critical hit if you've rolled a natural 19.  Turn this card sideways to indicate that it is used. 

Er, so Death's Foe is Lucky Shot, except limited only to undead and no countervailing benefit to make up for the limitation.  Am I missing something, or is this card just a trap?
#5

Thanlis

Feb 02, 2010 11:25:10
Thanks for posting these.

Benefit:  After you hit a creature with the undead keyword with an attack, use this card to score a critical hit if you've rolled a natural 19.  Turn this card sideways to indicate that it is used. 

Er, so Death's Foe is Lucky Shot, except limited only to undead and no countervailing benefit to make up for the limitation.  Am I missing something, or is this card just a trap?


You aren't missing anything, alas.

#6

Alphastream

Feb 02, 2010 16:38:28
Death's Foe was the "humor piece" of the convention. All judges received that one in their D&D gift backpacks. It was brilliant of Tulach to bring levity to the convention via a reward card...

One friend let it inspire him to create a completely ineffective 0-synergy PC. He would, of course, only choose this card for his stack.
#7

Thanlis

Feb 02, 2010 16:44:10

Death's Foe was the "humor piece" of the convention. All judges received that one in their D&D gift backpacks. It was brilliant of Tulach to bring levity to the convention via a reward card...


One friend let it inspire him to create a completely ineffective 0-synergy PC. He would, of course, only choose this card for his stack.



Oh, all the attendees got it. There was some perplexion goin' on.
#8

Alphastream

Feb 02, 2010 22:12:32
The other funny thing is that it is a perfectly reasonable card... if Lucky Shot did not exist. I would love to see the new one stay and the old one go. While we all like to crit, it is a huge boon... huge enough to tilt the scales of balance... "oh, that would have been 25 damage, but let's make it 45 and get another attack... and deal damage next turn with Bloodiron... look, that card gave me 120 extra damage..."
#9

soccerref73

Feb 07, 2010 9:04:30
Greetings...

I'm not promising that we'll change anything, but one of the areas where the LFR Global Admins can make changes is in how Reward Cards interact with the campaign.  I do not see us ever removing the cards from the campaign entirely; I know a lot of people would be happy if we did, but I think that Organized Play still sees the cards as a useful marketing tool, a nice convention giveway, etc. and I think that a majority of players either like them or are at least ambivalent towards them.  

What you might see us do, however, is alter the way the LFR "card stack" rules work and/or issue errata for specific cards.  For example, Alphastream mentions that Death's Foe would be a fine card if it wasn't a subset of what you can already do with Lucky Shot.  Rather than have everybody chuck their Death's Foe cards into a shoebox, I'd rather see us tone down Lucky Shot.  Maybe LS should only work on a particular subtype of creatures, or maybe it only works with at-will powers, or maybe it takes up 3 spaces in your stack instead of 1 (meaning you can have 3 cards that are not Lucky Shot, or you can have Lucky Shot), or ... ?

The simplest option, of course, would be either to do nothing (in which case Death's Foe is worthless) or ban Lucky Shot (in which case Lucky Shot is worthless) but neither of those feels particularly satisfying to me since players were given both cards in good faith.  I'm not a fan of adding rules, but this might be a case where adding a few rules for specific cards would be a net positive for the campaign.

Thoughts?  Any other cards you think we should consider changing, and if so, how?
#10

gomeztoo

Feb 07, 2010 9:28:59
An idea may be to make playing a card  - any card - cost an action, either an immediate action (when played out of turn) or a minor action (when played in turn).

Gomez
#11

Thanlis

Feb 07, 2010 9:42:32
I like that idea. You could tune it on a per card basis, even -- so Lucky Shot costs a move action, and can't be played out of turn, while Death's Foe costs a minor action. Or even a free action.
#12

bgibbons

Feb 07, 2010 10:00:40
The simplest option, of course, would be either to do nothing (in which case Death's Foe is worthless) or ban Lucky Shot (in which case Lucky Shot is worthless) but neither of those feels particularly satisfying to me since players were given both cards in good faith.

Death's Foe is such a niche card that I'd consider it worthless as written.  I've played modules which I ended with Lucky Shot unused (my sorcerer never having rolled a 19, or only rolled one when I didn't want to use the card, such as against a minion).  The conditions under which you can use Death's Foe are so specific that I can't imagine ever taking it, since absent an adventure that you know has nothing but undead in it, the odds are against you being able to actually use it.  That risk might be worth it if the afterbonus was +2 or better or it did something even more impressive (like turned it into a critical hit and made the damage radiant or somesuch).

This wouldn't be the first rewards cards to be useless.  Leaving aside cards like Arcane Tide, Elemental Fury or I'm Not Done Yet (none of which I have ever seen used, though I can conceive of builds or situations where players could take them), or Second Chance (which should only ever be taken by the mathematically illiterate), there's Secrets of Alchemy (which grants a benefit that was shortly thereafter given to everyone without need for the card).

I don't see any need for staff to make sure that rewards cards have value.  There are a lot of "trap" options in the game; some rewards cards just happen to fall into that category.

The most obvious change in how cards work I'd like to see would be disallowing duplicates.  One That'll Do helps make up for a failure in a skill challenge; multiples makes the skill challenge irrelevant.
#13

JohnduBois

Feb 07, 2010 12:21:30
Greetings...

I'm not promising that we'll change anything, but one of the areas where the LFR Global Admins can make changes is in how Reward Cards interact with the campaign.  I do not see us ever removing the cards from the campaign entirely; I know a lot of people would be happy if we did, but I think that Organized Play still sees the cards as a useful marketing tool, a nice convention giveway, etc. and I think that a majority of players either like them or are at least ambivalent towards them.  

What you might see us do, however, is alter the way the LFR "card stack" rules work and/or issue errata for specific cards.  For example, Alphastream mentions that Death's Foe would be a fine card if it wasn't a subset of what you can already do with Lucky Shot.  Rather than have everybody chuck their Death's Foe cards into a shoebox, I'd rather see us tone down Lucky Shot.  Maybe LS should only work on a particular subtype of creatures, or maybe it only works with at-will powers, or maybe it takes up 3 spaces in your stack instead of 1 (meaning you can have 3 cards that are not Lucky Shot, or you can have Lucky Shot), or ... ?

The simplest option, of course, would be either to do nothing (in which case Death's Foe is worthless) or ban Lucky Shot (in which case Lucky Shot is worthless) but neither of those feels particularly satisfying to me since players were given both cards in good faith.  I'm not a fan of adding rules, but this might be a case where adding a few rules for specific cards would be a net positive for the campaign.

Thoughts?  Any other cards you think we should consider changing, and if so, how?


I think that if there was a limitation on how many of each card could be included in a stack, it would help to make Death's Foe less useless.
#14

Mixmaster15

Feb 07, 2010 12:37:27
Either:

1 of any card can be in a stack

Or

make Lucky Shot only against humanoids which then makes Death's Foe somewhat valuable.
#15

Kensan_Oni

Feb 07, 2010 12:52:39
I agree with Gibbons. I think that Death's Foe is just not strong enough in the current enviroment, due to how situational it is. I would like to see it be a 'free' card, a card that doesn't take up any slots, but you can only have one of them on the table. That way, it still has the potential to be used, but it doesn't hurt if you never end up using it.
#16

Keith53

Feb 07, 2010 13:31:51
I am not keen on charging an action for using a card; that will have a lot of consequences.   I could see a rule that says no duplicate cards in a stack.  I like cards that are helpful when the dice turn really bad on you, like granting a reroll of an at-will power, but I dislike anything that guarantees it works.  I like creation cards that grant the privilege of playing a rare race. 

Keith
#17

darrell_uk

Feb 07, 2010 14:29:39
Rule that Death's Foe actually works on a roll of 18-20?
#18

Alphastream

Feb 07, 2010 16:26:03
Death's Foe needs more, period. It might work if Lucky Shot didn't exist at all, but with LS out there, and since you aren't that likely to roll that many 19s... Anyone could take multiple LSs, but seldom do players do so. Even a 1 card per stack limit is unlikely to rescue DF.

DF should be a +2 and perhaps something else. The problem is that some mods advertise they are undead-heavy... or players hear about it through replaying or forums. So, if you make it really strong, such as 18-20, then you are making those undead-heavy mods that much easier.

My pick for controlling reward cards is 1 per stack and changing the CCG to grant fewer per each tier of play. These are all non-core effects, so we should limit how often they happen, period.

The conflicting forces are the rewards program - the campaign wants you to delve, wants you to go to big conventions, wants you to feel rewarded... and the balance being preserved.

To that end, a possibility is the following:
  • 1 card per stack, no duplicates

  • Keep the number of cards you can have at a number similar to what you have now, but...

  • Limit how many can be used per 1 round of adventure


The last one is the key. You might have 5 cards in your stack at paragon but only be able to use 3 cards in a 1-round adventure. This means you have to make choices as situations come up but you still have a reason to like cards, do the delve, enjoy rewards, etc.

For the # to use as a limit we can see the various proposals in several threads. A common approach is to reduce the total cards used per adventure by 2-3 depending on tier (such as using 3 at paragon), but the proposals differ.
#19

embertiger

Feb 07, 2010 19:33:50
The thing is, I'm not sure that Lucky Shot was really that overpowered to begin with.  Sure, a bunch of Strikers take it, but I still see a lot more Snap Out of It and At-Will rerolls.  It puzzles me as to why they would release an inferior card in the very next set.

I think the main problem with the rewards cards is that you get too many of them.  Five cards at paragon is just too many for mods where you generally only see three combats, each of which is typically over in a couple rounds.  The monster that dazes has one or two chances to hit the party with its dazing power, if they all have room in their stack for a snap, the monster is rendered pretty useless.  Also, it ends up often being in a lot of ways like a universal +1 to hit or saves for the party, since in the situations where you need it, an ally will generally have a +1 available.
#20

bgibbons

Feb 07, 2010 21:38:39
I think this discussion is asking the wrong question.  If Lucky Shot is overpowered for a rewards card, then it should be fixed (and preferably not given unlimited release, which raises the issue of why someone didn't ask that question just a few weeks ago); if not, it should be left alone.  To be honest, it's probably only the fourth most likely card to be in someone's stack locally, but perhaps that's an aberration.

That a new card inferior in every way to Lucky Shot should be released is bizarre, but I don't think we need to find a way to validate that decision, any more than we should discuss banning the purchase of alchemical formulas so that there's a point to the Secrets of Alchemy card.

Personally, my first choice would be to leave Death's Foe alone--even absent Lucky Shot, I'd consider it fairly worthless except in niche situations, but it's hardly alone in that status.  My second option would be to make the attack the card is used on also deal radiant damage and have a +2 afterbonus.

To be honest, I can't say I would bother taking any of the three cards, with or without the existence of Lucky Shot.  Considering that con support (which is how other cons get the rewards cards) is on hold until at least April, if not permanently, I'm fine with them merely being historical curiosities and not much more.  I can't say that I'd be thrilled to see a card that was just publicly distributed weeks ago get nerfed or pulled for no other reason than to give meaning to a DDXP-only rewards card.

As far as changes go, while I think no one would have argued for 2/3/5/6 cards per adventure if it hadn't started that way, changing that now is likely to be seen as taking away and garner an outcry.  (Adding a per-round limitation would also be seen in that light, all the more so as we no longer have events enumerated in rounds.)

Whether the harm of some disgruntled players is worth the benefit of hewing closer to core rules balance is a question for someone else, as I can't say the cards really bother me.  Of all the things that bring imbalance to the table, I see rewards cards as having the least effect and that effect being mostly evenly distributed.  I'm far more concerned with imbalances that cause one player to marginalize the rest of the table than one that just requires a slight bumping up of challenges across the board.

My suggestions would be:
* Add a 'no duplicates' restriction.
* Add a restriction that you can only use one rewards card per encounter.  This has the effect of restricting the cards to ~3 per adventure, but is probably easier for players to swallow than a hard limit.  This spreads out the effect of the cards, as well as forcing more strategic use (which likely ends up with most cards unused, being kept in reserve, just in case).
#21

dan_lynch

Feb 08, 2010 11:33:42
Any solution that involves actual errata to either card is weak. Either the rules should be changed in a way that doesn't invalidate the wording on either card (or create a need to look things up on a card-by-card basis), or Lucky Shot should be banned, or things should be left as they are. Any other solution is a recipe for disaster.
#22

Kensan_Oni

Feb 08, 2010 11:35:46
Any solution that involves actual errata to either card is weak. Either the rules should be changed in a way that doesn't invalidate the wording on either card (or create a need to look things up on a card-by-card basis), or Lucky Shot should be banned, or things should be left as they are. Any other solution is a recipe for disaster.

To be clear, we can just leave things as they are and go "oops, mi cupla, we'll do better." There is nothing wrong with that, but I would like to find a way to see cards, even poor ones, get play time. There are still cards from the first set that never see play time.
#23

matteblack

Feb 08, 2010 13:29:40


My suggestions would be:
* Add a 'no duplicates' restriction.
* Add a restriction that you can only use one rewards card per encounter.  This has the effect of restricting the cards to ~3 per adventure, but is probably easier for players to swallow than a hard limit.  This spreads out the effect of the cards, as well as forcing more strategic use (which likely ends up with most cards unused, being kept in reserve, just in case).



I like both of these. It would reign in card use without gutting it. It was also have the side effect of making DF useful. it also makes some of the creation cards a little less costly to use once you hit higher levels.

#24

amysrevenge

Feb 08, 2010 14:55:47
I'm generally not one for "me too" posts, but if we are attempting to form a consensus then I agree with the notions of "no duplicates" and "same stack size as now but only 1 card per encounter". 

They seem like the very easiest fixes, that combined would solve most of the perceived problems while minimizing (if not eliminating) the inevitable outcry.
#25

revv-bitterleaf

Feb 08, 2010 16:34:47
if we are attempting to form a consensus then I agree with the notions of "no duplicates" "



Ditto

#26

WolfStar76

Feb 08, 2010 20:37:48
Devils advocate checking in.

Is limiting to one card per encounter a good thing, a bad thing, or a neutral thing when seen in the light of mutli-round adventures (Specials, Battle Interactives, and other modules with more than the three typical encounters). 
#27

matteblack

Feb 09, 2010 0:03:29
Devils advocate checking in.

Is limiting to one card per encounter a good thing, a bad thing, or a neutral thing when seen in the light of mutli-round adventures (Specials, Battle Interactives, and other modules with more than the three typical encounters). 



I think it is a pretty good start. The complaint isn't that they are being used but, that they dominate play. Limiting how many are used per encounter seems to better address the problem. Besides, counting skill encounters, most mods have more then 3 encounters and there are cards usable in skill challenges as well as creation cards which count against the stack.

I suppose we would have to also declare whether using a card's bonus to a die roll would count as a "use" as well. My preference would be to leave that unrestricted.
#28

embertiger

Feb 09, 2010 2:52:08
I'd bear in mind that limiting card use to one  perencounter will make both Lucky Shot and Death's Foe, along with a lot of the other reactive cards much worse.  Now you not only need to roll a 19, you also need to have not used a card yet that encounter.  I can see a lot of un-fun situations where you roll a 19 the round after using a at-will reroll.

For this reason, I'd say that reducing the stack size and maybe outlawing duplicates would be a better solution.  Another alternative might be to have a small stack size and let you "recharge" a card whenever you reach a milestone.
#29

IanQuentin

Feb 09, 2010 10:00:12
I also like the 'no duplicates' rule as well.

I think you want to avoid any solution that involves errating a rewards card.  I know I personally wouldn't like my physical card changing (even if I could reprint a PDF version of it).  If you can reprint the actual card with errata and make it available in future convention offers, then it may be more palatable, but I still don't think I would like it much.

I'm surprised that no one looked at this card and saw how 'pointless' it was before it was released.  Plus, now that there are psionic and shadow power sources available in LFR, I'm surprised that one of the DDXP cards wasn't to reroll an at-will power (level 1 non-augmented for psionic) for each of those power sources.


Then again, Death's Foe is not likely to be seen as a useful card even sans Lucky Shot.  So the best thing to do may be to do nothing in regards to it and keep an eye on the utility of future cards.


Jay Anderson
#30

Alphastream

Feb 09, 2010 11:53:11
In terms of abuse, a lot of it is build-based. Last night we had a paragon minotaur barbarian that just lives off of at-wills. So, he had three furious evocations in his stack, making his main trick never miss, for ungodly damage when combined with his item cheese and other tactical cheese. He would go, destroy one thing, then nearly destroy a second thing. If he ever missed, Furious Evocation. (To his credit, he is a great RPer and a lot of fun at the table, but the boy can find cheese better than a mouse). For this player, he has used reward cards to never miss on his most critical offensive move. This isn't what the game intends. If he wanted to do this without cards he would have to make real sacrifices, probably to his damage or survivability.

The other abuse we see often is Snap Out of It. It isn't uncommon to have 2-3 of these in a stack, making a single daze-dealing encounter be daze-free. I've seen the cards result in two daze-heavy encounters result in little daze. In fact, the daze ends up being a reward. You get a +1 to a future roll! That isn't the intention of the game, obviously.

Lucky Shot is probably third in my area. The main reason it is abusive is that it allows players to skip something like a Jagged Weapon and go with something else (Radiant, Bloodiron, etc.) for the best of both worlds - crit more often AND deal additional damage. Given the odds, you really only need one of these in your stack, but 2 covers just about any adventure if you really want to crit. 0 cost (outside of a different card), tremendous potential damage spike. With some builds, such as drow rogues with the off-hand crossbow, the added damage is just shy of the "oh my God, I've lost my mind" level, especially when combined with Bloodiron or other tricks.

Instinctive Reaction can be strong as well. It can essentially provide 10 or 15 health by ending ongoing damage at paragon. When monsters have synergies based on ongoing, the card is encounter-changing.

That'll Do is huge distortion. You just about eliminate one failure per skill challenge, if not more. This makes any potential challenge evaporate.

Beyond that, the cheese/abuse/distortion I see is just in having options. Having extra movement, getting away when bloodied, etc., with such a lard card stack you can afford to have some "what if" cards, which further adds to PC flexibility to survive encounters. With so many options you can cover your weaknesses or add to your strengths, all at no cost. And, of course, you have the +1 and +2 bonus. The more I track the issue at tables, the more I am amazed at the number of times per encounter that cards make a difference.

I hear a lot of people supporting the "No dupes" idea. I also could support Bgibbon's idea of one per encounter, though it is a bit limiting. I like that it is a simple rule, but I suspect it might be better to just have a certain stack size and a smaller "use" size. Paragon could be have 5 in your stack, use up to 3. That gives you the flexibility to do what you want when you want, but limits the number of effects. Combined with no dupes, you would still end up with the boost to having lots of options but you cut down on the number of times it comes up and prevent build-focused abuse.

@Wolfstar, I think the default should be a per-round limit. BIs and 2-round Specials could always limit things further. I don't see any benefit to the game in treating a 2nd round differently, to be honest. It is either fine on a per-round basis or not, and having a 2nd round should not change things.
#31

robbgobb

Feb 11, 2010 19:26:19
Reading this discussion has me worried about even wanting to continue playing Living campaigns. The cards are abused in some ways such as I use Quick Getaway mainly in my stacks and rarely take re-roll cards and never take Lucky Shot. I do not believe in any change to the cards. I have never seen an instance where the cards ruined the game. Maybe an encounter was easier but never ruined the fun of everyone. I have seen character builds that made a whole adventure prove to be simplistic. What is funny is that I have seen people get stuck with 2 lucky shots in their stack and 2 of other cards. Seen players never miss with their at-will attacks and never get to use those cards. Any limitation makes the cards a joke in my opinion as it makes me think people are saying "The CARDS are ruining my fun" over the power sifters who find the most broken builds possible that run through most encounters. The cards are a small part of the game and other areas need much more attention.

The card system is fine as it is. There might be some situation cards that were not well designed with being a poor mans replacement such as what caused this discussion is not a horrible thing. I am one that enjoys some roleplaying to my roll playing of my characters so might take such a card where lucky shot I never would.
#32

Kensan_Oni

Feb 11, 2010 21:50:30

The card system is fine as it is. There might be some situation cards that were not well designed with being a poor mans replacement such as what caused this discussion is not a horrible thing. I am one that enjoys some roleplaying to my roll playing of my characters so might take such a card where lucky shot I never would.



Did I just see Stormwind's Fallacy be evoked here?

The Cards do not in one way or another help or hinder roleplaying. They are all very strictly rules mechanics based. Lucky Shot is not any more 'role playie' or 'roll playie' then Death's Foe is.  However, having a card that is inferior to another card, and one that can be freely printed, isn't doing anyone any favors outside of the artist who was commissioned to do the art. (Assuming it wasn't recycled)

While I agree we should not change the wording on the rules of the cards, and we are still a bit away from a play space where we can openly say "No more then X amount of cards of the same type per player), arguing that Death's Foe is adding to roleplaying is dubious at best.

It's more of a case of if cases like Death's Foe (Not to mention cards like Minion Slayer, Arcane Tide, and Elemental Fury) need some encouragement in some form to be choosen to share tablespace with the At-Will reroll series, and Lucky shot, and That'll Do. I think the RPGA Reward developers need to take a look at how people are playing and finding spaces where a bit of luck or a place where having a power work a little different would actually be of a benefit and offer a one shot method for that.

I mean, look at these first three cards for 2010. We have one that will be at almost every table (Coordinated Attack is nice), one that is playing to the optimizer players (Champion of winter, really? The Frost Weapon players really needed 5 more damage?), and then we have... something that never is going to see play. While that is still okay, I would really like to see a rule in place that gets people to consider using these weaker cards.
#33

Jiji

Feb 13, 2010 2:44:28
As one who hardly ever duplicates his cards and trys to use cards for different situations, I think implementing a "No Duplication" clause would actually help the game since I know for a fact that I have seen players have mutiple copies of the of Lucky Shot and Snap Out of It at tables.

This wasn't really an issue back in the day since there was no such thing as PDF copies of the RPGA cards but now with WOTC releasing cards in this format after a specified amount of time, allows those to have multiple copies without having to put in the convention support.

Okay now I'm just rambling so all i want to say is adding a "No Duplication" clause to the Reward cards area will be a good thing.
#34

Thanlis

Feb 15, 2010 8:40:10

Today, on Random Idea Month:


What if anyone at the table, including DMs, could use the plus once a card has been used?


What if the DM could use the plus after it had been used by a player? (I.e., the lifecycle is: use card, player uses the plus, DM uses the plus.)

#35

rtrnofdmax

Feb 15, 2010 12:32:38
DMs can already give up to a +2 if they feel it is appropriate for the situation. All that using a card would do is keep the players from complaining when a just miss becomes a hit.
#36

Thanlis

Feb 15, 2010 12:44:56

DMs can already give up to a +2 if they feel it is appropriate for the situation. All that using a card would do is keep the players from complaining when a just miss becomes a hit.


I'd feel better about tagging on a +1 to hit after the roll if it came with a card and a justification. Also, it'd amp up the pressure on the players not to use cards. Is this desirable? Dunno.

#37

gart

Feb 17, 2010 9:46:40
Greetings...
The simplest option, of course, would be either to do nothing (in which case Death's Foe is worthless) or ban Lucky Shot (in which case Lucky Shot is worthless) but neither of those feels particularly satisfying to me since players were given both cards in good faith.  I'm not a fan of adding rules, but this might be a case where adding a few rules for specific cards would be a net positive for the campaign.

Thoughts?  Any other cards you think we should consider changing, and if so, how?



Why not simply take Death's Foe and allow it to extend your crit range by 1? A character with a crit range of 19-20 can't really use Lucky Strike for much. Death's Foe would allow for a crit range on an undead of 18-20 for that character.
#38

gart

Feb 17, 2010 10:26:24
Devils advocate checking in.

Is limiting to one card per encounter a good thing, a bad thing, or a neutral thing when seen in the light of mutli-round adventures (Specials, Battle Interactives, and other modules with more than the three typical encounters). 



I think the point of having cards is to be able to build your own stack. Cards add a level of fun, a sense of control, and a pressure release valve to rolls.

As experienced players we can all look at things that seem broken or over powered, and yes, using player reward cards can be powerful. However, I am very happy to see the RPGA trying to be more inviting about bringing new players into this living capaign. When I introduce a new player to the reward cards system and give them some to use, they smile...

...I think we sould let that part sink in a second, they smile. Those of you that tend to develop a lot of new players I think you have similar experiences. New players like to see that they can get a little extra player benefit so they feel like they aren't going to screw up. It is like a safety net so they don't feel so much like a n00b.

For players that are more experienced they can use the cards to mitigate personality. I have a player that takes lots of rerolls because he gets over emotional when he misses. It is a pressure release for him. With the reward cards many players don't feel as owned by the dice rolls.

Give gamers enough rules and options and yes, of course we will find ways to abuse things. We spend years learning how to move through very complex systems. However, when thinking about the person just learning to game. They especially should be able to take multiple cards of a specific type to help make them feel better.

If you want Death's Foe to be relevant, that is a good thing. Keep it a good thing by making the card better, not taking from others. That is just my personal philosophy of justice though.

#39

Evil_Mouse

May 12, 2010 4:24:29
Personaly i like cards. But instead of give +1 give like spiecal creations cards like  kobolts, dragons, hob goblins, let them choose a spiecal race they want to play.
All races give +2 to one stat and  a+2 on anouther stat

But  If you dont change  that people want  like races  you might loose some people.
give people options.personaly send those cards to D&D store who put on your game  to encourge play.


btw we loosing players to pathfinder  bewarn..

i hope darksun draws players in we need sales to improve to make stock go up... opps did i forget to mention im a stock holder...
#40

cryptoknight

Jun 03, 2010 21:56:11
I could see limiting stacks to two of a single card.  But 1?

Ok so
Lucky Shot
Re-roll
Lucky Strike
That'll Do
Snap Out of It

So after you get your P1 cards... why take any others?

I've looked at others like Arcane Tide and wanted to use them, but they are so specific.

The cards should be simple.
Commonly used cards (re-rolls, Lucky Shot, etc) should be +1
Harder to use cards (Death's Foe, etc) +2
Some of the hardest to use (One shot, One kill (especially at Paragon) should have been +3

That encourages diversification.  One card of the same type per stack just means folks will all be running the same stack.
#41

Lord_Darquain

Aug 23, 2010 11:00:59
Any word on Origins or Gen Con cards? Pics?
#42

Sartredes

Aug 23, 2010 12:16:10
To my knowledge, no cards were given out at Gen Con. Last year you could "buy" them with varying amounts of tokens from the delve, but this year it looked like you could only get upgraded characters to use in the delve itself for smaller amounts of delve tokens, or get a backpack or a "Red Box" t-shirt for a lot of delve tokens.
#43

sewerdragon

Sep 25, 2010 16:39:31
Have there been rewards cards given out during Encounters sessions? I thought I read somewhere that there would be.

If so, does anyone have any pics or info on those cards?
#44

Lord_Darquain

Sep 26, 2010 10:59:25
The Encounters cards are special cards for use in Encounters only. A player may choose one card before each Encounter and flips it when it's used. Examples include immediately end an ongoing damage effect and gain 5 temp HP, treat yourself as trained for a skill check and get +2, and reroll a failed save. You can tell it's an Encounters card from the description and the Encounters logo in the bottom right. The better cards are rare, only a few per store and more difficult to earn. You can read more about the Renown system here.

There was also a special rewards card for PH3 Gameday in March. It has an ad on the back, specifies that it could only be used for the gameday on the front, and allowed players wielding it to crit on 19 or 20 all day.


Neither it nor the Encounters cards are legal in any other RPGA play format, especially LFR. But I like to allow anything/everything in my home games to help promote my players coming out for all the public events and local cons.


By the way, does anyone know what cards are in the current Con Rewards kits?