Rewards Cards?

Post/Author/DateTimePost
#1

green_cloaked_sorcerer

Apr 28, 2008 10:01:16
I am new to the RPGA just finally was able to sign up Sat.
Simple question, what are these cards you get from D&D rewards?
#2

smerwin29

Apr 28, 2008 10:30:10
http://www.wizards.com/default.asp?x=lg/dndlg/20071127b shows an example of previous released Player Reward Cards.

Shawn
#3

kenobi65

Apr 28, 2008 10:30:13
Most of them fall into one of two camps:
1) A card that "unlocks" a character option (usually a specific race) that isn't normally available for PCs.
2) A card that gives a small benefit (such as a bonus to an attack roll, or to a skill check) once per game.

Not every card is usable in every RPGA campaign; some are so campaign specific that they don't apply in other campaigns.

Every 4 months, RPGA issues a new set of 10 cards (though some of the 10 may be reprints of popular / particularly useful cards from earlier sets). Some of the older sets are listed here; it'll give you an idea of the kinds of things the cards can do:
http://www.wizards.com/default.asp?x=rpga/rewards/campaigncards

Just to note: you need to actually sign up for the Player Rewards program to start accumulating points, and thus, get cards. Just being an RPGA member doesn't qualify you. Sign up is here:
http://www.wizards.com/default.asp?x=rpga/rewards/welcome
(click the "Sign Up Now" link at the bottom of the page)

Note that your RPGA number has to be active for you to sign up for Player Rewards. If you mailed your membership application in, it'll probably take a couple of weeks for them to activate your RPGA number with the info you put on the card.
#4

green_cloaked_sorcerer

Apr 28, 2008 10:55:40
Most of them fall into one of two camps:
Note that your RPGA number has to be active for you to sign up for Player Rewards. If you mailed your membership application in, it'll probably take a couple of weeks for them to activate your RPGA number with the info you put on the card.

Yea I read that, and that disappoints me I have been wanting to sign up for the DM test too. Will they send you an emil to let you know when its active or do you have to keep trying?

Also if I become a DM and want to run a living campaign how does starting out in that work? Do we have to work from level 1 or what? Are they restarting with the release of 4e?

GCS
#5

kenobi65

Apr 28, 2008 11:29:33
Yea I read that, and that disappoints me I have been wanting to sign up for the DM test too. Will they send you an emil to let you know when its active or do you have to keep trying?

I don't believe they send you an e-mail, so, yeah, "just keep trying."

Also if I become a DM and want to run a living campaign how does starting out in that work? Do we have to work from level 1 or what? Are they restarting with the release of 4e?

There are two different kinds of campaigns that the RPGA runs.

In a "Living" campaign, like Living Greyhawk, all PCs do, indeed, start out at 1st level. Most adventures for a Living campaign are written at a variety of different difficulty levels (APLs), and so, they're playable by a range of different PC levels. Also, Living campaign adventures are typically available for play for an extended period of time (usually one to two years).

In a "D&D" campaign, like Xen'drik Expeditions, the campaign regularly implements a "level bump", bringing all PCs up to a new level, if they aren't already there. If you start a new PC in a D&D campaign, you create that PC at whatever level the most recent level bump occurred at. Adventures for a D&D Campaign are written for a narrow range of PC levels, because all PCs are going to be at or about that level. D&D Campaign adventures are typically only available for play for a fairly short period of time (a few months).

Living Greyhawk and Xen'drik Expeditions, the two current RPGA campaigns, are both 3.5-based. Both campaigns are wrapping up this summer (final adventures premiereing at Origins), and are not converting to 4E; Living Greyhawk will still be playable through the end of 2008, but I'm not sure exactly how long Xen'drik will be playable.

A new Living campaign for 4E, Living Forgotten Realms, is scheduled to premiere at GenCon in August. It sounds like there'll be some sort of annoucement at GenCon about a new D&D Campaign, as well.
#6

Anthraxus

May 08, 2008 21:48:32
Now, when are they sending out the next batch of cards, the ones with 4th edition rules items?
#7

kenobi65

May 09, 2008 11:30:40
Now, when are they sending out the next batch of cards, the ones with 4th edition rules items?

The set that's coming out just now is for Living Forgotten Realms.
#8

asoka

May 09, 2008 12:01:13
Are Rewards Cards transferrable? ie, if I get one I don't want, can I hand it to a friend and he use it?
#9

kenobi65

May 09, 2008 12:32:02
Are Rewards Cards transferrable? ie, if I get one I don't want, can I hand it to a friend and he use it?

Absolutely. You can trade 'em, give 'em away, sell them on eBay, whatever.

I see some players with a lot of them loaning them out during games, too, which is also legal. However, if you are using a character creation card (e.g., one that unlocks a race), better make sure you have your own copy.
#10

Lilinthra

May 14, 2008 10:34:22
The set that's coming out just now is for Living Forgotten Realms.

Actually, mine arrived a few days ago (and was disappointed to only receive three considering the points I had accrued), and it looks like there are 8 LFR cards and 2 Star Wars Dawn of Defiance cards.
#11

kenobi65

May 14, 2008 11:20:23
Actually, mine arrived a few days ago (and was disappointed to only receive three considering the points I had accrued), and it looks like there are 8 LFR cards and 2 Star Wars Dawn of Defiance cards.

Yeah, I got mine yesterday, and was a little surprised that I only got 3 -- I had figured, between DMing and playing, I would have gotten at least 6, but I don't keep that close a tab on my point totals anymore.

I got two LFRs and one SW. My wife got three different LFRs.
#12

pedr

May 14, 2008 17:11:43
There's a post on one of the LFR yahoo groups which reports that someone emailed customer service about a perceived shortfall of cards and was told that he was entitled to one card for every twenty points earned.

Obviously this is less than the three per twenty points we've been used to. Whether this is an error (I think they got this wrong before) or an unannounced change is unclear.
#13

kenobi65

May 14, 2008 18:49:32
There's a post on one of the LFR yahoo groups which reports that someone emailed customer service about a perceived shortfall of cards and was told that he was entitled to one card for every twenty points earned.

Obviously this is less than the three per twenty points we've been used to. Whether this is an error (I think they got this wrong before) or an unannounced change is unclear.

Interesting. I tend to think it's an error, if anything; there's no way my wife accumulated 60 player points in the last period, but she got 3 cards. And, I went back and looked at my points; I had 26 player points and 13 GM points from September - December; assuming that there weren't enough "carryover" points in either category from the prior period to push me over, then I got as many cards as I should have.

Remember that, once upon a time, it was one card per 20 points. Custserv might have old info.
#14

theblackflail

May 14, 2008 22:46:38
Are any of you all in the know going to let the rest of us peons know what the cards are? ;)
#15

Lilinthra

May 15, 2008 17:01:34
The two LFR cards I received were very similar, just effecting different things (prayer or spell).

Paraphrasing as they aren't in front of me, but each were used in two parts:

1) Reroll an attack roll for an at-will [prayer/spell] that missed. You must use the second result. Turn the card sideways after it is used.

2) At any later point in the adventure, add a +1 to an ally's d20 roll. Only one card can effect a single roll. The card is fully used after doing so.
#16

Vamroc

May 15, 2008 21:13:48
I know I should have gotten like six and instead I'm one shy of a full set the only one I don't have is 5 of 8 can any one tell what it does.
#17

kenobi65

May 15, 2008 23:03:10
Here's the six that we got. All of the D&D cards that we got, except for Zhentarim Infiltration, have the secondary "give another player a bonus" ability. The text on each of those is the same:

When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area after the bonus has been assigned.

D&D #1 - Daring Exploit
Benefit: When you miss on an attack roll with an at-will exploit, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. (Secondary bonus is +1)

D&D #3 - Fervent Prayer
Benefit: When you miss on an attack roll with an at-will prayer, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. (Secondary bonus is +1)

D&D #4 - Turning The Tide
Benefit: When you roll a natural 20 on an attack roll, use this card to gain one immediate save against one effect that allows saves that affects you (your choice). Turn this card sideways to indicate that it is used. (Secondary bonus is +2)

D&D #7 - Minion Slayer
Benefit: After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter. Turn this card sideways to indicate that it is used. (Secondary bonus is +2)

D&D #8 - Zhentarim Infiltration
The Zhenarim is an organization of mercenaries consisting of corrupt priests, murderous soldiers, power-hungry wizards, and other folk of nefarious character. Also known as the Black Network, the Zhentarim is lead by Manshoon who controls the network from an old castle known as Stormwatch.

By taking this quest, you're attempting to infiltrate the ranks of this organization to determine its current aims. Complete each task below to embark on your infiltration mission. Your DM will tell you if you complete a task. Tasks for this quest are seeded throughout heroic-tier Living Forgotten Realms adventures available in 2008 and 2009.

Task 1: Find a wily merchant who traffics in ornate pottery. When you haggle over a pot, tell the merchant "A storm is coming, you should really close up for the day."

Task 2: Give a scratched silver coin to a stranger wearing a yellow cloak with a black clasp, and ask for their name.

Task 3: Defeat a Zhentarim agent in combat. Spare the agent's life. Tell the agent that you delivered the coin and to whom it was delivered. You cannot complete this task before Task 1 and 2.

Benefit: Your infiltration mission begins. You are able to play the special adventure Black Cloaks and Bitter Rivalries, available in 2009.

SWSE #1 - Never Tell Me The Odds
Benefit: Use this card and spend 1 Force Point to re-roll an attack roll. You must keep the second result. Flip this card face down or remove it from the play area after it is used.
#18

Vamroc

May 15, 2008 23:29:02
Here's the six that we got. All of the D&D cards that we got, except for Zhentarim Infiltration, have the secondary "give another player a bonus" ability. The text on each of those is the same:

When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area after the bonus has been assigned.

D&D #1 - Daring Exploit
Benefit: When you miss on an attack roll with an at-will exploit, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. (Secondary bonus is +1)

D&D #3 - Fervent Prayer
Benefit: When you miss on an attack roll with an at-will prayer, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. (Secondary bonus is +1)

D&D #4 - Turning The Tide
Benefit: When you roll a natural 20 on an attack roll, use this card to gain one immediate save against one effect that allows saves that affects you (your choice). Turn this card sideways to indicate that it is used. (Secondary bonus is +2)

D&D #7 - Minion Slayer
Benefit: After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter. Turn this card sideways to indicate that it is used. (Secondary bonus is +2)

D&D #8 - Zhentarim Infiltration
The Zhenarim is an organization of mercenaries consisting of corrupt priests, murderous soldiers, power-hungry wizards, and other folk of nefarious character. Also known as the Black Network, the Zhentarim is lead by Manshoon who controls the network from an old castle known as Stormwatch.

By taking this quest, you're attempting to infiltrate the ranks of this organization to determine its current aims. Complete each task below to embark on your infiltration mission. Your DM will tell you if you complete a task. Tasks for this quest are seeded throughout heroic-tier Living Forgotten Realms adventures available in 2008 and 2009.

Task 1: Find a wily merchant who traffics in ornate pottery. When you haggle over a pot, tell the merchant "A storm is coming, you should really close up for the day."

Task 2: Give a scratched silver coin to a stranger wearing a yellow cloak with a black clasp, and ask for their name.

Task 3: Defeat a Zhentarim agent in combat. Spare the agent's life. Tell the agent that you delivered the coin and to whom it was delivered. You cannot complete this task before Task 1 and 2.

Benefit: Your infiltration mission begins. You are able to play the special adventure Black Cloaks and Bitter Rivalries, available in 2009.

SWSE #1 - Never Tell Me The Odds
Benefit: Use this card and spend 1 Force Point to re-roll an attack roll. You must keep the second result. Flip this card face down or remove it from the play area after it is used.

SWSE #2
Stroke of Genius
Use this card to get a +5 to any knowledge roll you may use this card after the roll has been made but before the DM announces the result flip this card face down or remove it from the play area.

2of8
Desperste Spell +1
Benefit: When you miss on an attack roll with an at-will Spell, use this card to re-roll the attack roll. You must keep the second result turn the card sideways to indicate it is used.

6of8
That'll Do +1
When you fail a Skill Check use this card to treat the number on the die as a natural 10 apply modifiers as normal turn the card sideways to indicate it is used.

That's the rest of the set with the exception of 5of8 which I'm missing
#19

happosaai

May 18, 2008 2:40:35
here's 5of8
Snap Out of It
Benefit: When you would become dazed, use this card to end that condition. Turn this card sideways to indicate that it is used.

When this card is used, the bonus indicated on it becomes active for the rest of the game. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll.


I got 6 cards, and the letter with it said 3 cards per 20 points.

I got 1, 5, 6, 7, 8 of the LFR cards, and 1 from Star Wars.
#20

admiral_draken

May 19, 2008 11:57:36
But if they don't send an email, how can I know as a member that I can log in, and what pass word to use?

...Karsil
#21

WolfStar76

May 19, 2008 13:11:04
The lost password page says the default password is WA98055 (http://events.wizards.com/rpgaweb/external/signon.asp?forgotpassword=true).

It can also e-mail you if you don't know what your password is.
#22

admiral_draken

May 19, 2008 13:50:17
Yeah, well... hmm Its because my players are all members because I ask them to, and not because they wanted to...

So while I handle it for them more or less, its their emails and private log ins... because thats the most decent way of doing it, and I can't remember, but I am quite sure it would be against ToS otherwise...

Need to motivate them, then...

...Karisl
#23

Anthraxus

May 23, 2008 16:10:32
Are people still receiving cards? I haven't gotten any cards since the Fall 2007 mailing, even though I've made it through 2 "milestones", basically. (30-40 points) Who do I need to contact about this?
#24

WolfStar76

May 23, 2008 19:14:43
Are people still receiving cards? I haven't gotten any cards since the Fall 2007 mailing, even though I've made it through 2 "milestones", basically. (30-40 points) Who do I need to contact about this?

I'm getting nervous too. Got my minis, usually get my cards shortly before my friends, but haven't got any cards yet. . .
#25

kenobi65

May 23, 2008 21:49:53
I only got mine last week.

IME, there's usually a window of several weeks between the first people getting their cards, and the last people, and there doesn't seem to be any particular rhyme or reason in the order.

I'd say, if you don't have your cards in another week or so (longer if you're outside the U.S.), then you can legitimately be nervous.