Shatteredtower
2011-07-17, 02:03 AM
Being somewhat obsessive by nature, I decided to pick up the complete set of Fortune cards. After all, how much could eighty random cards cost, right?
Well, in my case, the final tally came to approximately four hundred dollars. The search for the last two cards cost me about half that.
No, I'm not looking for pity. I didn't spend what I couldn't afford, and I spent on my own choice. The spares are going out as starting decks for any new players that show up at Encounters, with some slight amount of tailoring to ensure some of the cards will work fairly well for a particular character's role. It's all getting put to good use, though I may eventually start handing out some of the cards that don't lend themselves well to Encounters play.
Anyway, there are several things I realized after the fact, some of which should have been obvious before I started this little quest, and now I'm going to share them with you.
First, even if I had possessed the freakish luck to acquire every single card without ever once picking up a duplicate. the entire set would have set me back $40, roughly the price of one of the hardcover books, give or take a few dollars either way. In truth, the cost would have been higher than that and duplication was unavoidable, as no pack of eight cards contains more than one rare card--and there are forty rare cards in the first set.
That's right: fully half of the deck consists of rare cards. Even with perfect luck in never buying a duplicate rare, it would have cost me $160 to track down the entire set of cards, and I'd have at least 240 duplicates for cards from the other half of the deck. Eh, well, there are days I like playing a controller with a deck full of Careful Aim, Painful Escape, and Self Preservation, but I can see why some players consider the cards something of a stupidity tax. I'm never going to find enough use of all of my Might Makes Right cards, for instance.
Still, at least the card sharps were being up front about the number of rares available to you from the start. The complete collection was posted on line, letting anyone that sat back and do the math work out how the minimum number of packs necessary to get one complete set. No, the real dirty play was in packing fewer Attack cards than should have been found in a proper random distribution.
Now it's possible I just had odd luck in that regard, but my own experience in that regard mirrors comments I've heard from others when it came to buying random pairs of packs that would give them only two Attack cards. The only difference is that I was working with a wider selection, one that should have confirmed more closely to the number of cards in the set. Still, with a ratio of 26:23:31 for Attack, Defense, and Tactics cards, why is it that the ratio for cards I own is closer to 2:4:5? I realize that there is a greater percentage of rares among the Attack cards (16 out of 26, compared to 9 out of 23 and 15 out of 31), but does that really account for such a wide discrepancy in the cards I've received?
Huh. I suppose it might. Nearly two thirds of the Attack cards are rares, compared to less than half of the larger number of Tactical cards and a slightly smaller percentage of the smaller number of Defense cards. Sliick, if perhaps a bit oily. Still, it only hurts people that try to pick up the whole set, right?
Well, maybe. Of the remaining ten attack cards, four (Careful Aim, Exposed Target, Loose Rocks, and Skulking Strike) are less useful to many defenders than other cards, without any of the rest offering any greater advantage to the defender than any other class. (In some cases, such as with Reckless Violence, other classes still might get more mileage out of the card.) Bad enough I'd have to spend at least twelve dollars to guarantee I'll have enough Attack cards for the smallest deck, but I'm not going to be happy if that's all I find in the three decks the day I'm playing a knight.
Incidentally, a look at the nine promotional cards offered to date continues the trend toward keeping Attack cards in short supply. Five of the cards are Tactical, two Defense, and two Attack. Furthermore, one of those Attack cards, as well as one of the Tactical cards, are rares, meaning they're generally only available to players that finish the season they're awarded with 60 reknown points. (Even if your DM decides to be generous with them and give them to those who came "close enough", there are fewer of those cards to go around than the ones awarded for 20 and 40 points.) The other Attack card is even harder to find. We'll see if this imbalance is addressed in later seasons.
This isn't to say my players haven't had fun with the cards, though the guy who opted to not use them has shown no sign of having less fun for doing without. I will continue to pick up the occasional pack from the new set, though without the goal of completing that deck. Even if I didn't find entertainment value in the options available, I'm interested in how much power creep we'll see in the later sets.
The last thing I've learned from all this is just how grateful I am for never having gotten into MtG, especially on a competitive level. No offense to those of you who enjoy that game; may you ever know joy in your pursuits. Still, the choice of dealing with speculators or having to waste money on extra cards you'll never use in pursuit of something to complete your latest masterpiece deck kind of sours the fun for me.
To conclude, one question. Whether or not you dislike the use of Fortune Cards in 4E D&D, whether you'd use them or not, are there any things you'd like to see changed about how the distribution of the cards, both in terms of how they're sold and what goes into each collection?
Well, in my case, the final tally came to approximately four hundred dollars. The search for the last two cards cost me about half that.
No, I'm not looking for pity. I didn't spend what I couldn't afford, and I spent on my own choice. The spares are going out as starting decks for any new players that show up at Encounters, with some slight amount of tailoring to ensure some of the cards will work fairly well for a particular character's role. It's all getting put to good use, though I may eventually start handing out some of the cards that don't lend themselves well to Encounters play.
Anyway, there are several things I realized after the fact, some of which should have been obvious before I started this little quest, and now I'm going to share them with you.
First, even if I had possessed the freakish luck to acquire every single card without ever once picking up a duplicate. the entire set would have set me back $40, roughly the price of one of the hardcover books, give or take a few dollars either way. In truth, the cost would have been higher than that and duplication was unavoidable, as no pack of eight cards contains more than one rare card--and there are forty rare cards in the first set.
That's right: fully half of the deck consists of rare cards. Even with perfect luck in never buying a duplicate rare, it would have cost me $160 to track down the entire set of cards, and I'd have at least 240 duplicates for cards from the other half of the deck. Eh, well, there are days I like playing a controller with a deck full of Careful Aim, Painful Escape, and Self Preservation, but I can see why some players consider the cards something of a stupidity tax. I'm never going to find enough use of all of my Might Makes Right cards, for instance.
Still, at least the card sharps were being up front about the number of rares available to you from the start. The complete collection was posted on line, letting anyone that sat back and do the math work out how the minimum number of packs necessary to get one complete set. No, the real dirty play was in packing fewer Attack cards than should have been found in a proper random distribution.
Now it's possible I just had odd luck in that regard, but my own experience in that regard mirrors comments I've heard from others when it came to buying random pairs of packs that would give them only two Attack cards. The only difference is that I was working with a wider selection, one that should have confirmed more closely to the number of cards in the set. Still, with a ratio of 26:23:31 for Attack, Defense, and Tactics cards, why is it that the ratio for cards I own is closer to 2:4:5? I realize that there is a greater percentage of rares among the Attack cards (16 out of 26, compared to 9 out of 23 and 15 out of 31), but does that really account for such a wide discrepancy in the cards I've received?
Huh. I suppose it might. Nearly two thirds of the Attack cards are rares, compared to less than half of the larger number of Tactical cards and a slightly smaller percentage of the smaller number of Defense cards. Sliick, if perhaps a bit oily. Still, it only hurts people that try to pick up the whole set, right?
Well, maybe. Of the remaining ten attack cards, four (Careful Aim, Exposed Target, Loose Rocks, and Skulking Strike) are less useful to many defenders than other cards, without any of the rest offering any greater advantage to the defender than any other class. (In some cases, such as with Reckless Violence, other classes still might get more mileage out of the card.) Bad enough I'd have to spend at least twelve dollars to guarantee I'll have enough Attack cards for the smallest deck, but I'm not going to be happy if that's all I find in the three decks the day I'm playing a knight.
Incidentally, a look at the nine promotional cards offered to date continues the trend toward keeping Attack cards in short supply. Five of the cards are Tactical, two Defense, and two Attack. Furthermore, one of those Attack cards, as well as one of the Tactical cards, are rares, meaning they're generally only available to players that finish the season they're awarded with 60 reknown points. (Even if your DM decides to be generous with them and give them to those who came "close enough", there are fewer of those cards to go around than the ones awarded for 20 and 40 points.) The other Attack card is even harder to find. We'll see if this imbalance is addressed in later seasons.
This isn't to say my players haven't had fun with the cards, though the guy who opted to not use them has shown no sign of having less fun for doing without. I will continue to pick up the occasional pack from the new set, though without the goal of completing that deck. Even if I didn't find entertainment value in the options available, I'm interested in how much power creep we'll see in the later sets.
The last thing I've learned from all this is just how grateful I am for never having gotten into MtG, especially on a competitive level. No offense to those of you who enjoy that game; may you ever know joy in your pursuits. Still, the choice of dealing with speculators or having to waste money on extra cards you'll never use in pursuit of something to complete your latest masterpiece deck kind of sours the fun for me.
To conclude, one question. Whether or not you dislike the use of Fortune Cards in 4E D&D, whether you'd use them or not, are there any things you'd like to see changed about how the distribution of the cards, both in terms of how they're sold and what goes into each collection?