(I did not see the other recent thread about the deck before posting this. This is a different thread/question!)
Oooh boy.
So before I went on Winter break, at the end of last session, I introduced a deck of many things as a cliff hanger for the next milestone session I've got planned. Now I've got a whole month to plan for the chaos. (If one can even plan for such a thing.) Yes, I was aware of what I was getting into, and I have a few plans set in place already so that my campaign doesn't blow up completely. For one thing, it won't be a traditional drawing of cards. It'll be more like a difficult decision of choosing the right cards along with a little prisoners' dilemma scenario. So depending on the characters' decisions, they could hypothetically all end up with all good cards. This is highly unlikely given their character flaws, but I do have to prepare for that just in case. On the other hand, they could also end up with all bad cards. I also think that this is unlikely, because some of them are probably smart enough and nice enough to be sacrificial. But again, I have to prepare for either of those scenarios. What is most likely to happen is that some players will end up with all good cards, some all bad, and some with a mix. And the best cards will likely be more or less of their choosing.
So first of all, I want to ask you, what are the four best cards in the deck; or cards that you would want to hang onto? Obviously moon is great. Fates and Vizier also seem pretty powerful to me, so I'll probably prepare for those, but are there any others that are overly powerful, or potentially campaign destroying?
And likewise, what are the four worst/campaign destroying cards?
Note: In order to have 24 cards (6 per player) I home-brewed two, Adoration and Loathing- everyone in the world loves/hates you. Those are also in my opinion pretty powerful because it means infinite allies/enemies. I would love opinions on those also.
The second plan I have in place is my semi-safety net. The "game" they are playing is a kind of simulation, and so most of the card effects that happen in the game (the players/characters do not know it is a simulation) do not happen in actuality, or at least they happen to a lesser extent or different from expected. (The only exception is death. If they die in the simulation, they dead. And in the case of donjon or void, they'd be in a coma upon the game "ending.") So if the "game" gives them exactly what they expect by the best/worst case scenario, in actuality something a little different is happening. For example, in the game, let's say someone wishes a family member back from the dead. In the game, that family member would appear right next to them, happy to see them. In reality, (which will occur in sessions to come) that person might turn out to be alive, but might be that player's enemy, or they might not remember them. (or if I was particularly cruel I could have them come alive inside their buried coffin lol)
And there's one more twist, my second semi-safety net. Whoever "wins" the game is granted the ability to bring one mortal humanoid back from the dead. All of my players' characters have experienced loss/had regrets, so this was a good motivation for them to play the game in the first place. But alternatively, if one of them wins, they could choose to revive a dead party member if someone dies in the session. Not all of them care enough about each other to want to do this, but hey, a little death never hurt anyone hahahaHAHAHAHAHA
I made the following Deck cobbled together from one someone else made, the original and some of my own. I like the balance better and just introduced it. You will notice the card names are unusual as they match a beautiful tarot deck I found on Amazon.
Deck of Possibilities
Wondrous Item, Artifact
Found in a box, this deck contains cards made of vellum.
Before you draw a card, you must declare how many cards you intend to draw and then draw them from the top of the deck, which magically randomizes after each draw. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.`
Once a card is drawn, it fades from existence, only to reappear in the deck 24 hours later.
ABUNDANCE: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
BODY/MIND: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
CHOICE: You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores.
DEATH/REBIRTH: When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
DESIRE: A non-player character of the DM's choice becomes enamored with you. The identity of the new friend isn't known until the NPC or someone else reveals it. The NPC will do everything in their power to aid you as though you were a life-long friend.
DESTINY: All magic items in your possession instantly disintegrate or disappear as per the Talons card, however you are compensated by the gods with 5,000 platinum pieces (worth 10g each) which appear at your feet.
EMOTIONS: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
FAITH: You instantly gain one level, that one level is in a randomly chosen new class.
HEAVEN/EARTH: You summon an avatar of death-a ghostly humanoid Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
INTEGRITY: Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.
INTUITION: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours.
JOURNEY: You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
KING OF AIR: This card signals peril. You magically lose one limb or appendage, the wound healing instantly except for the limb. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.
Lost Limb Table: d10 10: One Ear 9: One Finger 8-7: Left Foot 6-5: Right Foot 4-3: Off Hand 2: Main Hand 1: Head (Death)
KING OF EARTH: You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score. Subtract the same amount from your Charisma score.
KING OF FIRE: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
KING OF WATER: Lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
KNOWLEDGE: Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your physical strength. Roll 1d4. Add the number to your Intelligence score, and subtract the same amount from your Strength score.
MASCULINE/FEMININE: Your gender changes.
PERCEPTION: A non-player character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.
QUEEN OF AIR: You sprout wings and gain a fly speed of 40 feet as long as you are not wearing medium or heavy armor.
QUEEN OF EARTH: This card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of the Scribe card or Wish spell can end this curse.
QUEEN OF FIRE: All forms of wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
QUEEN OF WATER: You feel your mind slow as your draw his card. You cannot keep your defenses up as efficiently in combat, permanently suffering a -2 penalty to AC. Only a god, or Wish spell, or the Scribe card and end this curse.
SELF: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain enough experience points to gain one level. Otherwise, this card has no effect.
THE CHILD: If you are medium or larger, your size reduces in each dimension. You are now small, and your Strength score is reduced by 2 to a minimum of 4. Your other abilities are unchanged, but you are unable to use weapons with the Heavy property. If you are Small, your size is reduced by half, you lose 1 strength and gain 1 agility.
THE COUNSELOR: You feel a change in your mind, feeling yourself able to speak and act more persuasively. However, this comes at the expense of your physical endurance. Roll 1d4. Add the number to your Charisma score, and subtract the same amount from your Constitution score.
THE CRONE: You instantly age by 2d10 years, taking the same amount as psychic damage. You then have advantage on all skill checks that you are proficient in, and disadvantage in all others. A god, a wish spell or the Scribe card can reverse this effect.
THE HERO: You gain one Legendary or Artifact item usable by your character at the cost of a limb. Roll a d6: 1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm, 5 = an eye, 6 = the Scribe smile on you and you lose nothing.
THE FATHER: You feel great strength coursing through you, but at the expense of your mind. Roll 1d4 and add that much to your strength score. Subtract the same amount from your Intelligence score
THE MAIDEN: You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
THE MOTHER: You lose all forms of wealth as per the Ruin card, however you are compensated by the gods with a magical item that appears at your feet.
THE SAGE: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
THE SCRIBE: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
THE SENESCHAL: You and everyone within 30 feet of you are transported to a random plane of existence. Roll a d20: 1-5 = random location on the material plane; 6-7 = Feywild; 8-9 = Shadowfell; 10 = Air; 11 = Earth; 12 = Fire; 13 = Water; 14 = Mechanus; 15 = Elisium; 16 = Mount Celestia; 17 = Limbo; 18 = The Nine Hells; 19 = Arcadia, 20 = Sigil
THE YOUTH: You feel yourself growing nimbler and more agile, but at the cost of your wisdom. Roll 1d4 and add that much to your Dexterity score. Subtract the same amount from your Wisdom score.
THOUGHT: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
UNION: Somewhere in the world, an exact duplicate of you appears. It has the same appearance, equipment, and knowledge as you. The only difference is that its alignment is opposite yours. Lawful becomes chaotic, and good becomes evil, or vice-versa
WISDOM: You feel a transformation in your mind, bringing with it the wisdom of an old wise one. However, you also feel yourself becoming less agile with your newfound wisdom. Roll 1d4. Add the number to your Wisdom score, and subtract the same amount from your Dexterity score.
What level is the party? Some of the cards have vastly different impact based on the party's level (e.g Ruin vs Talons, Ruin is devastating at low level but has minimal effect at high level, whereas Talons is the opposite).
My players are all level 4... So there is a chance that they'll all die, which is another scenario I need to prepare for. Ruin wouldn't be too bad because they were broke to begin with lol. Most if not all of their homes/heritage have been destroyed already. Also in the last session I had them all be pickpocketed by small children, leaving them with very little money. Unless you interpret Ruin as losing literally everything, as in food, gear and even clothes. Even then, however, I imagine that would be the least of their troubles. Having no clothes/armor would be more like an inconvenience, but also probably humiliating.
Since Ruin makes an explicit exception for magic items, I would say that everything the character owns that has any monetary value whatsoever disappears.
If I could pick 4 cards:
Moon, for obvious reasons
Sun: At level 4 (with 0 XP past that), drawing Sun will put me at level 9 and give me a wondrous item which is the cherry on top.
The Fates: Hey, remember that thing that happened? It didn't.
Knight, basically a +1 to the party (although not necessarily a huge benefit if the DM ups encounter difficulties to match)
If I had to pick 4 cards to ruin my day:
The Void: At level 4, there is pretty much no way for my party to get me back. From the player's view, this means that it's time to roll up a new character sheet and a potential side quest at level 17, but from the character's point of view this really sucks.
Donjon: Same reasons as The Void, but less harsh.
Euryale: Unless I draw The Fates, I'm stuck with -2 to all my saving throws. Pls don't fireball me.
The next few can vary in harshness.
Flames: This card gives the DM (you) free reign to target and mess with the player as much as you want. If you're feeling particularly malicious, this could be one of the worst cards to draw.
Rogue: The old barmaid wants my head? Eh, probably not gonna be a problem. The greatest assassin in all the lands now specifically wants my body decorating his floormat? See ya!
Idiot: If my intelligence is more or less a dump stat, doesn't really matter. I'm really dumb now, but I can still hit things hard. If I'm a Wizard, well shit.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
(I did not see the other recent thread about the deck before posting this. This is a different thread/question!)
Oooh boy.
So before I went on Winter break, at the end of last session, I introduced a deck of many things as a cliff hanger for the next milestone session I've got planned. Now I've got a whole month to plan for the chaos. (If one can even plan for such a thing.) Yes, I was aware of what I was getting into, and I have a few plans set in place already so that my campaign doesn't blow up completely. For one thing, it won't be a traditional drawing of cards. It'll be more like a difficult decision of choosing the right cards along with a little prisoners' dilemma scenario. So depending on the characters' decisions, they could hypothetically all end up with all good cards. This is highly unlikely given their character flaws, but I do have to prepare for that just in case. On the other hand, they could also end up with all bad cards. I also think that this is unlikely, because some of them are probably smart enough and nice enough to be sacrificial. But again, I have to prepare for either of those scenarios. What is most likely to happen is that some players will end up with all good cards, some all bad, and some with a mix. And the best cards will likely be more or less of their choosing.
So first of all, I want to ask you, what are the four best cards in the deck; or cards that you would want to hang onto? Obviously moon is great. Fates and Vizier also seem pretty powerful to me, so I'll probably prepare for those, but are there any others that are overly powerful, or potentially campaign destroying?
And likewise, what are the four worst/campaign destroying cards?
Note: In order to have 24 cards (6 per player) I home-brewed two, Adoration and Loathing- everyone in the world loves/hates you. Those are also in my opinion pretty powerful because it means infinite allies/enemies. I would love opinions on those also.
The second plan I have in place is my semi-safety net. The "game" they are playing is a kind of simulation, and so most of the card effects that happen in the game (the players/characters do not know it is a simulation) do not happen in actuality, or at least they happen to a lesser extent or different from expected. (The only exception is death. If they die in the simulation, they dead. And in the case of donjon or void, they'd be in a coma upon the game "ending.") So if the "game" gives them exactly what they expect by the best/worst case scenario, in actuality something a little different is happening. For example, in the game, let's say someone wishes a family member back from the dead. In the game, that family member would appear right next to them, happy to see them. In reality, (which will occur in sessions to come) that person might turn out to be alive, but might be that player's enemy, or they might not remember them. (or if I was particularly cruel I could have them come alive inside their buried coffin lol)
And there's one more twist, my second semi-safety net. Whoever "wins" the game is granted the ability to bring one mortal humanoid back from the dead. All of my players' characters have experienced loss/had regrets, so this was a good motivation for them to play the game in the first place. But alternatively, if one of them wins, they could choose to revive a dead party member if someone dies in the session. Not all of them care enough about each other to want to do this, but hey, a little death never hurt anyone hahahaHAHAHAHAHA
Any advice is appreciated.
I made the following Deck cobbled together from one someone else made, the original and some of my own. I like the balance better and just introduced it. You will notice the card names are unusual as they match a beautiful tarot deck I found on Amazon.
Deck of Possibilities
Wondrous Item, Artifact
Found in a box, this deck contains cards made of vellum.
Before you draw a card, you must declare how many cards you intend to draw and then draw them from the top of the deck, which magically randomizes after each draw. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.`
Once a card is drawn, it fades from existence, only to reappear in the deck 24 hours later.
ABUNDANCE: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
BODY/MIND: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
CHOICE: You gain 3 ability points, placed without restriction as you wish. You also lose 5 ability points, rolled randomly from your other ability scores.
DEATH/REBIRTH: When you draw this card, you instantly die and are brought back to life as though Reincarnation had been cast on you.
DESIRE: A non-player character of the DM's choice becomes enamored with you. The identity of the new friend isn't known until the NPC or someone else reveals it. The NPC will do everything in their power to aid you as though you were a life-long friend.
DESTINY: All magic items in your possession instantly disintegrate or disappear as per the Talons card, however you are compensated by the gods with 5,000 platinum pieces (worth 10g each) which appear at your feet.
EMOTIONS: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
FAITH: You instantly gain one level, that one level is in a randomly chosen new class.
HEAVEN/EARTH: You summon an avatar of death-a ghostly humanoid Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
INTEGRITY: Your lowest Ability Score increases to match your second lowest score. If no single Ability Score is less than all others, then all of your lowest scores each increase by 1.
INTUITION: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours.
JOURNEY: You add 2 to your number of declared draws. You must draw them as if they were in your initial number of declared draws.
KING OF AIR: This card signals peril. You magically lose one limb or appendage, the wound healing instantly except for the limb. Roll 1d10. The number rolled determines which limb is lost. See the lost limb table for additional details.
Lost Limb Table: d10 10: One Ear 9: One Finger 8-7: Left Foot 6-5: Right Foot 4-3: Off Hand 2: Main Hand 1: Head (Death)
KING OF EARTH: You gain a tough exterior and more hardy body, but at the cost of your charisma. Roll 1d4 and add that much to your Constitution score. Subtract the same amount from your Charisma score.
KING OF FIRE: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
KING OF WATER: Lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
KNOWLEDGE: Your mind undergoes spontaneous growth, and you feel yourself becoming more intelligent, but at the cost of your physical strength. Roll 1d4. Add the number to your Intelligence score, and subtract the same amount from your Strength score.
MASCULINE/FEMININE: Your gender changes.
PERCEPTION: A non-player character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.
QUEEN OF AIR: You sprout wings and gain a fly speed of 40 feet as long as you are not wearing medium or heavy armor.
QUEEN OF EARTH: This card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of the Scribe card or Wish spell can end this curse.
QUEEN OF FIRE: All forms of wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
QUEEN OF WATER: You feel your mind slow as your draw his card. You cannot keep your defenses up as efficiently in combat, permanently suffering a -2 penalty to AC. Only a god, or Wish spell, or the Scribe card and end this curse.
SELF: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain enough experience points to gain one level. Otherwise, this card has no effect.
THE CHILD: If you are medium or larger, your size reduces in each dimension. You are now small, and your Strength score is reduced by 2 to a minimum of 4. Your other abilities are unchanged, but you are unable to use weapons with the Heavy property. If you are Small, your size is reduced by half, you lose 1 strength and gain 1 agility.
THE COUNSELOR: You feel a change in your mind, feeling yourself able to speak and act more persuasively. However, this comes at the expense of your physical endurance. Roll 1d4. Add the number to your Charisma score, and subtract the same amount from your Constitution score.
THE CRONE: You instantly age by 2d10 years, taking the same amount as psychic damage. You then have advantage on all skill checks that you are proficient in, and disadvantage in all others. A god, a wish spell or the Scribe card can reverse this effect.
THE HERO: You gain one Legendary or Artifact item usable by your character at the cost of a limb. Roll a d6: 1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm, 5 = an eye, 6 = the Scribe smile on you and you lose nothing.
THE FATHER: You feel great strength coursing through you, but at the expense of your mind. Roll 1d4 and add that much to your strength score. Subtract the same amount from your Intelligence score
THE MAIDEN: You feel your steps become lighter, making moving easier. You permanently gain 10 movement speed.
THE MOTHER: You lose all forms of wealth as per the Ruin card, however you are compensated by the gods with a magical item that appears at your feet.
THE SAGE: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
THE SCRIBE: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
THE SENESCHAL: You and everyone within 30 feet of you are transported to a random plane of existence. Roll a d20: 1-5 = random location on the material plane; 6-7 = Feywild; 8-9 = Shadowfell; 10 = Air; 11 = Earth; 12 = Fire; 13 = Water; 14 = Mechanus; 15 = Elisium; 16 = Mount Celestia; 17 = Limbo; 18 = The Nine Hells; 19 = Arcadia, 20 = Sigil
THE YOUTH: You feel yourself growing nimbler and more agile, but at the cost of your wisdom. Roll 1d4 and add that much to your Dexterity score. Subtract the same amount from your Wisdom score.
THOUGHT: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
UNION: Somewhere in the world, an exact duplicate of you appears. It has the same appearance, equipment, and knowledge as you. The only difference is that its alignment is opposite yours. Lawful becomes chaotic, and good becomes evil, or vice-versa
WISDOM: You feel a transformation in your mind, bringing with it the wisdom of an old wise one. However, you also feel yourself becoming less agile with your newfound wisdom. Roll 1d4. Add the number to your Wisdom score, and subtract the same amount from your Dexterity score.
38 cards
What level is the party? Some of the cards have vastly different impact based on the party's level (e.g Ruin vs Talons, Ruin is devastating at low level but has minimal effect at high level, whereas Talons is the opposite).
My players are all level 4... So there is a chance that they'll all die, which is another scenario I need to prepare for. Ruin wouldn't be too bad because they were broke to begin with lol. Most if not all of their homes/heritage have been destroyed already. Also in the last session I had them all be pickpocketed by small children, leaving them with very little money. Unless you interpret Ruin as losing literally everything, as in food, gear and even clothes. Even then, however, I imagine that would be the least of their troubles. Having no clothes/armor would be more like an inconvenience, but also probably humiliating.
Since Ruin makes an explicit exception for magic items, I would say that everything the character owns that has any monetary value whatsoever disappears.
If I could pick 4 cards:
Moon, for obvious reasons
Sun: At level 4 (with 0 XP past that), drawing Sun will put me at level 9 and give me a wondrous item which is the cherry on top.
The Fates: Hey, remember that thing that happened? It didn't.
Knight, basically a +1 to the party (although not necessarily a huge benefit if the DM ups encounter difficulties to match)
If I had to pick 4 cards to ruin my day:
The Void: At level 4, there is pretty much no way for my party to get me back. From the player's view, this means that it's time to roll up a new character sheet and a potential side quest at level 17, but from the character's point of view this really sucks.
Donjon: Same reasons as The Void, but less harsh.
Euryale: Unless I draw The Fates, I'm stuck with -2 to all my saving throws. Pls don't fireball me.
The next few can vary in harshness.
Flames: This card gives the DM (you) free reign to target and mess with the player as much as you want. If you're feeling particularly malicious, this could be one of the worst cards to draw.
Rogue: The old barmaid wants my head? Eh, probably not gonna be a problem. The greatest assassin in all the lands now specifically wants my body decorating his floormat? See ya!
Idiot: If my intelligence is more or less a dump stat, doesn't really matter. I'm really dumb now, but I can still hit things hard. If I'm a Wizard, well shit.