I've been the DM of my group for a while now and there's one player in this group who likes to be creative with his characters. We're starting a new campaign and for this new character he ran the idea of a magic card deck by me. Not to different from the deck of many things, just, way less extreme and more focused around spellcasting. This would be his only way to cast spells. The two of us work together on balancing his ideas so it's fair and works well with the game. We've come up with a few ideas on this one but I wanted to know if anyone else had an idea on balancing or how it works and whatnot.
Make it basically equivalent to plain, ordinary spellcasting (or pact magic), but add a bit of power to compensate for the unpredictability. "At 1st level, you have two cards in your deck that disappear when you use them and return when you finish a long rest, and four cards that don't disappear when you use them," and so on.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Take a look at that class from the dmsguild. It is built around the idea of using a deck and having it control your spell levels and whatnot. It is pretty interesting, just a bit complicated. Should give you some ideas. It is a pay what you want download, so you can pay $0 if you want to check it out.
Ah, you're looking for a cartomancer. I thought this was a review/is this any good?'-type thread for those Gale Force 9 spell reference cards. I sadly don't know of anything cartomancy related for 5E. I DO know of a book for Mage: The Awakening that deals (ha) with cards casters (Keys to the Supernal Tarot) but nothing for D&D.
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I've been the DM of my group for a while now and there's one player in this group who likes to be creative with his characters. We're starting a new campaign and for this new character he ran the idea of a magic card deck by me. Not to different from the deck of many things, just, way less extreme and more focused around spellcasting. This would be his only way to cast spells. The two of us work together on balancing his ideas so it's fair and works well with the game. We've come up with a few ideas on this one but I wanted to know if anyone else had an idea on balancing or how it works and whatnot.
Make it basically equivalent to plain, ordinary spellcasting (or pact magic), but add a bit of power to compensate for the unpredictability. "At 1st level, you have two cards in your deck that disappear when you use them and return when you finish a long rest, and four cards that don't disappear when you use them," and so on.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Oooohhh, I like that, that's a good way of doing it.
I also want to throw in a some negative effects as the deck grows, at the start the card won't do anything for example
http://www.dmsguild.com/product/194065/Tarocchi-Class
Take a look at that class from the dmsguild. It is built around the idea of using a deck and having it control your spell levels and whatnot. It is pretty interesting, just a bit complicated. Should give you some ideas. It is a pay what you want download, so you can pay $0 if you want to check it out.
Thank you very much, Never would have found this on my own.
Ah, you're looking for a cartomancer. I thought this was a review/is this any good?'-type thread for those Gale Force 9 spell reference cards. I sadly don't know of anything cartomancy related for 5E. I DO know of a book for Mage: The Awakening that deals (ha) with cards casters (Keys to the Supernal Tarot) but nothing for D&D.