The Dragonlance Nexus

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Using the Fate Deck in D&D 3.5

D&D 3e (3.0/3.5) Rules

by Kendermage


For those of us who ventured forth in Dragonlance after the Chaos War, it was under the rules of the Saga System: Fifth Age. One of the most interesting things about the Fifth Age was the inclusion of the Fate Deck; which was used to determine the results of a character's actions. Here are some ways I have thought of using the Fate Deck for a 3.5 campaign.

Alignment: Standard alignment does not apply. Instead, the following alternative method of determining alignment (Demeanor and Nature) is used.

1. Each player will choose two cards from the Saga Fate Deck.
2. Players will then select one of the two cards he has chosen to represent his character's demeanor. From the two traits listed at the top of the card, the player will choose one and record it as his character's demeanor.
3. The remaining card will represent the character's nature. Players will choose one of the two traits listed and record it for his character's demeanor.
4. Classes with an alignment restriction will be handled as follows:

  • Lawful or Good Alignments: If a class requires that the character have a Lawful alignment, then his demeanor must be drawn from a card with a white aura (any card 1-3 from any suit except dragons). If a Good alignment is required, then the character's nature must be drawn from a card with a white aura.
  • Neutral Alignment: If a character's class requires him to be Neutral in alignment then the character must draw either his demeanor or nature (or both if the player prefers) from cards with a red aura.
  • Chaotic or Evil Alignments: Any class that requires a Chaotic alignment, must draw his demeanor from a card with a black aura. If a class requires an Evil alignment then the character's nature must be drawn from a card with a black aura.

Below I have broken it down for each class.

  • Fighter, Mariner, Master, Mystic, Noble, Ranger, Rogue, and Sorcerer: No restrictions.
  • Barbarian and Bard: May not have demeanors derived from a card with a white aura (cannot be lawful)
  • Cleric: Choice of cards for demeanor and nature must be within one step of his deity's alignment.
  • Druid: Must choose either his demeanor or nature from a card with a red aura.
  • Monk: Must choose his demeanor from a card with a white aura.
  • Paladin: Both demeanor and nature must be chosen from cards with a white aura (the same requirement applies to the Knight of Solamnia PrC).
  • Wizard: No restrictions until the wizard passes a Test of High Sorcery.

Note: At certain times during the course of play, a character's demeanor, nature, or both may change as a result of the player's actions. The Test of High Sorcery is a good example of a circumstance in which this may occur. Another example would be a paladin who dons a helm of opposite alignment; who on a failed save would be forced to randomly draw his new demeanor and nature from cards with black auras at least temporarily (hopefully) falling from grace.

For those interested, below I have provided a breakdown of the traditional alignments and their Fate Deck equivalents.

  • Lawful Good: White demeanor, white nature
  • Lawful Neutral: White demeanor, red nature
  • Lawful Evil: White demeanor, black nature
  • Neutral Good: Red demeanor, white nature
  • True Neutral: Red demeanor, red nature
  • Neutral Evil: Red demeanor, black nature
  • Chaotic Good: Black demeanor, white nature
  • Chaotic Neutral: Black demeanor, red nature
  • Chaotic Evil: Black demeanor, black nature

Detecting Alignment: Casting a spell to detect someone's alignment is a highly insulting act. Casting one of the detect alignment spells (law, chaos, good, or evil) immediately shifts the target's attitude one degree toward hostile. Thus, someone who was indifferent will become unfriendly. The spell is available for use if you want to use it, but it carries negative consequences.

Hand of Fate

This is an alternate Action Point system that uses the Saga Fate Deck. This is called the Hand of Fate. At the start of each gaming session, each player will draw one card from the Saga Fate Deck. He may hold in his hand one card for every four levels his character has (maximum of five cards at level 20). At any point during play, a character may cash in a card from his Hand of Fate to gain a boon chosen from the list below.

1. Action Bonus: Gain a bonus equal to the value of the card. This bonus can apply to one skill check, one ability check, one saving throw, one attack roll, or to the character's AC against one attack.

2. Re-Roll: Allows a reroll to any of the above actions (must be announced before the DM announces the results of the action). The player is stuck with the result of the second roll, even if it is worse than the first roll.

3. Damage Soak: The player may use a card from his Hand of Fate to soak up a number of points equal to the value of the card, as if the character had damage reduction at the cards value. This is only usable against one attack. Alternately, the player may use a card to heal a number of damage points equal to the value of the card. Such healing will instantly stabilize a critically wounded hero, and if brought back to positive hit points, will allow him to return to action.

4. Power Meta-Magic: Using a card from his Hand of Fate a player character may also cats magic with the benefit of metamagic without increasing the spell slot used (a big bonus for spellcasters who prepare spells). Any points not used are lost. For instance, you could use a 7 of Moons to cast an Empowered and Maximized fireball, without expending a 9th-level spell slot.

5. Temporary Mastery: The player may spend a card to give his character access to any skill in which he has no ranks.

6. Attribute Increase (only usable at the end of the session): At the end of the game session, if a player still holds any cards in his Hand of Fate, there is a chance he might increase one of his ability scores. The player designates one ability score and adds up the points in his hand. If the total points in his hand equal or exceed his current ability score, he may increase that ability by one point.

It should be noted that cards from a player's Hand of Fate are not replenished as they are used. Only good roleplaying will allow you to draw a new card during the game; typically only once per session unless you are roleplaying very well in which case the DM may allow you to completely replenish your Hand of Fate.

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