Why do D&D Players FEAR the Deck of Many Things?

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The Deck of Many Things is a legendary  magic item in Dungeons & Dragons,   and it has a terrible reputation! “Be wary, DMs. This item can  single-handedly unravel a campaign.”  “If you want to destroy the entire  campaign, accept no substitute.”  “If you're going to DM with this item, change  how it works. Add your own cards. Remove certain   cards. Don't just let it destroy your campaign.” “Bruh.” These are some of the top comments on the  D&D Beyond page for the Deck of Many Things! Are there multiple cards with negative effects?  Yes! Most of them actually! But several of   these cards have little to no effect based on  how people play the game today! Emphasis on   “today” because this item was first published  in 1975! Almost 50 years ago in Gary Gygax’s   first Greyhawk booklet as a supplement for  Original D&D, and then republished in the   1979 Advanced D&D Dungeon Master’s Guide!  And surprisingly, the mechanical changes   are pretty subtle between this version and what  we have today in the 5e Dungeon Master’s Guide! But while the mechanics haven’t changed a lot,   there are a few cards that have become  radically MORE or less powerful based on   the way play styles have changed around those  mechanics over the last few decades! Still, I’m   convinced that only two of these 22 cards could  potentially “ruin” a campaign, and even then,   only depending on how the players choose to use  them! The main cards you’ll want to avoid-- for a   very different reason however, are the last three  we’ll breakdown in this video! So go ahead, this   is the perfect time to make some guesses in the  comments about which cards I think are the worst! But my goal with this video is to both expose  the history of this item and demystify the Deck   of Many Things to prove that while some  of these cards have extreme consequences,   the deck of many things is NOT a guaranteed  campaign-destroyer! I want to break that   misconception, so you will actually use  it in your game and get to partake in this   wondrous…and dangerous, but FUN experience that  transcends generations of D&D! Because I’m Bob,   This is where we learn how to have more  fun playing D&D together, and first… When you use this item in your game, you can  represent it with a normal deck of cards,   but since there are about 20 cards, you might as  well number them and roll using your very own set   of official BOB WORLD BUILDER DICE! They have my  logo on the bag, they have a little world on the   20, and of course, a destroyed world on the 1 of  the d20! And I’m so happy with how they came out!   This is my first physical merchandise ever, and  I partnered with Only Crits to make the highest   quality dice for the best possible price--when  I made a poll about this months ago, price was   the main concern, and I’m proud to say Only Crits  got it below that initial estimate! But here’s the   thing, we only made 500 sets of these beautiful  little dice, and when they’re gone, they’re gone!   So I hope you check ‘em out! Only Crits has  a big holiday sale going on right now, and   as always, you can use code BOB to save 18%! Now here’s the deck according to 5e:  “Usually found in a box or pouch,   this deck contains a number of cards made of  ivory or vellum. Most (75 percent) of these   decks have only thirteen cards,  but the rest have twenty-two.” And it’s cool to see how some of this  language comes directly from AD&D:   “...usually found contained within a  box or leather pouch.” “...sheets of   ivory or vellum.” “The deck will contain  either 13 or 22 plaques, 75%/25% chance.” But we’ll continue with the 5e description because  it’s a lot less dense and wordy! “Before you draw   a card, you must declare how many cards you  intend to draw and then draw them randomly   (you can use an altered deck of playing cards  to simulate the deck). 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. Unless the card is the Fool   or the Jester, the card reappears in the deck,  making it possible to draw the same card twice.” As far as I can tell, the only mechanical  difference of this overview for the item is   the addition of a 1 hour limit to draw the card,   I can only guess because some players long ago  declared the number of cards they would draw,   and then said, “Well, it doesn’t  say WHENNN I have to draw it!” Also, 5e or maybe 3e depending on when  this changed, altered the physical details,   describing this item as being  a straight up deck of cards,   where the AD&D version uses the words  “sheets, plaques, and cards” interchangeably,   but let’s get into the actual effects!  I’m going to read each card’s 5e version,   followed by the 1e version, then we’ll compare  and contrast and make adjustments as needed! “Balance. Your mind suffers  a wrenching alteration,   causing your alignment to change. Lawful  becomes chaotic, good becomes evil,   and vice versa. If you are true neutral or  unaligned, this card has no effect on you.” “Balance: Change alignment or be judged :: As  ”weighed in the balance and found wanting”, the   character must change, and perform accordingly,  to a radically different alignment, i.e.   lawful-chaotic, good-evil, neutral-non-neutral.  Failure brings judgment, and if there is   substantial deviation from professed alignment,  the character will be destroyed permanently.” The first red flag is that Gygax recommended  killing characters who didn’t abide by this   alignment shift, but the underlying problem of  this card today is that very few D&D groups use   alignment in meaningful character-driving  ways! Last year 10 thousand people answered   my poll about this, and only 24% said  alignment is important in their games,   so changing this largely unused character  trait for only one member of the party will   not “ruin” your campaign! If you really want to  make this card significant, have it reverse the   alignment of a major NPC! Your BBEG becomes  a small good good guy? You know what I mean. “Comet. If you single-handedly defeat the next   hostile monster or group  of monsters you encounter,   you gain experience points enough to gain one  level. Otherwise, this card has no effect.” “Comet: Defeat the next monster you meet to gain  1 level :: The player must single-handedly defeat   the next monster - singular or plural  - of hostile nature or the benefit is   lost. If successful, the character moves to  the midpoint of the next experience level.” The first issue here is that 5e has come  to define “monster” and “hostile” much   more broadly--see my video about the One D&D  Influence action, but in 5e terms a frustrated   human commoner innkeeper is by definition a  “hostile monster” who must then be defeated   single handedly to gain this benefit. The other  problem is the benefit being experience points,   because according to a poll of 16 thousand  people I ran this year, 76% rely solely   on milestone leveling, only 6% use strictly  combat XP and 15% use a combination of methods. But obviously the point of this card is to grant  a level if the character defeats the next bad guy   they face, so it’s alright. However, most people,  and I don’t have a poll to back this up but I can   confidently say that most D&D groups today level  up each character in the party at the same time,   and everyone is always the same level because  the BALANCE of power has become incredibly   important to a lot of players, and it’s fun when  everybody gets new abilities at the same time! Meanwhile Advanced D&D was designed with the  opposite intention! Each class leveled up at   different rates so it was pretty common to  have a mix of levels within the same party   and one character suddenly getting a  whole level would just be exciting,   because it still meant that the party as a  whole became more powerful. So even though   this would be weird to most players today, I  think this kind of weirdness, and especially   with it being a positive weird thing, is  perfectly fine for the Deck of Many Things! “Jester. You gain 10,000 XP, or you can draw two  additional cards beyond your declared draws.” “Jester: Gain 10,000 experience points or  2 more draws from the deck :: This plaque   actually makes either pack more beneficial  if the experience point award is taken.   It is always discarded when drawn,  unlike all others except the Fool.” --Basically saying, 10k XP is  good and you should take it,   because drawing two cards instead makes you  more likely to get negative results since   the deck is skewed toward negative outcomes. On  the other side of the coin, we have the fool. “Fool. You 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.” “Fool: Lose 10,000 experience points; draw  again :: The payment and draw are mandatory!” The thing about these two cards is that  we’re focused on experience points which   most groups don’t use, but if we look at  the level advancement charts from 5e and 1e,   we can see that from levels 1-7, gaining or losing  10 thousand XP would be the equivalent of one or   multiple level changes, while above level 7,  it’s not quite as extreme. So my change would   be these cards make lower level characters  gain or lose one level, and higher level   characters gain or lose a skill proficiency  of their choice, which also feels a little   more thematic for the jester and the fool! Plus  I’d say for both cards, you draw another card.   Really making them like opposites in the deck!  Now following this theme of XP being outdated… “Sun. You gain 50,000 XP, and  a wondrous item (which the GM   determines randomly) appears in your hands.” “Sun: Gain beneficial miscellaneous magic  item and 50,000 experience points :: Roll on   the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.)  until a useful item (other than artifacts or   relics) is indicated. The player gets  experience points for this as well.” 50 thousand XP is pretty serious stuff! In 5e  that takes you from level 1 to 9! And in AD&D,   from level 1 to 6 or 7 depending on your class,  but where 5e only gets to a few hundred thousand   XP at level 20, AD&D went into millions of  experience points, so this card became far   less valuable at higher levels in that older  edition of the game. Regardless, people today   probably aren’t using XP, so we have to make  other adjustments based on the character’s tier. I’d say something like low level characters  gain 1 level and an ability score increase and   the magic item, while mid level characters get  a level and the item, and high level characters   just get an ability score increase and the magic  item. And even though it’s a random magic item,   it’s specifically a wondrous item in 5e  and not an artifact or relic in AD&D,   so the player character will never end up with a  game-breaking item! Like all the cards thus far,   this one definitely will not ruin your  campaign! But speaking of ability scores… “Star. Increase one of your ability scores by  2. The score can exceed 20 but can't exceed 24.” “Star: Immediately gain 2 points on your major  ability :: If the 2 points would place the   character's score at 19, use 1 or both in  any of the other abilities in this order:   constitution, charisma, wisdom,  dexterity, intelligence, strength.” It’s an ASI with a cap, but surprisingly  still 2 points today, when 2 ability score   points are worth way more in 5e, automatically  increasing your ability modifier and rolls by   1! Meanwhile in AD&D having anywhere from  an 8 to a 16 STR score gives you +0 to hit!   Overall, this benefit is positive, and I like the  way it works in 5e, and it won’t ruin your game. “Idiot. Permanently reduce your Intelligence  by 1d4 + 1 (to a minimum score of 1). You   can draw one additional card  beyond your declared draws.” “Idiot: Lose 1-4 points of intelligence, you  may draw again :: As indicated, the m********   countenance causes loss of 1-4 (d4) points of  intelligence immediately. They are lost and cannot   be regained (although points can be restored by  other means). The additional draw is optional. Ignoring the very dated and offensive term  Gygax threw in here, this card is okay,   but Intelligence in D&D 5e is widely  recognized as useless ability score   unless your character is a wizard or artificer.  Then it’s so important that you may not want to   draw from the deck at all! Because as  it says here, the loss is permanent,   suggesting that nothing you try will  successfully restore those points. So   my only change would be to maybe open that up  to possibly being restored by a wish or a god,   and also possibly changing it from Intelligence  to Constitution, or adding a card that does the   same thing for Constitution, which would most  likely affect everybody except wizards! Still,   does one character losing a few points in one  ability score ruin your campaign? *shakes head no* Now here’s a few quick ones that  I don’t have much to say about! “Moon. You are granted the ability to cast the  wish spell 1d3 times.” In AD&D it was 1d4 wishes,   and this is one of those two cards that I  think could truly ruin your campaign because   a carefully worded wish could instantly  take out the bad guy with little to no   effort! But high risk should come with high  reward, so I’d leave this card just as it is! “Eury-a-le. The 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 Fates card can   end this curse.” In AD&D it was -3 on saving  throws specifically against being petrified,   so 5e made a great adjustment of opening it to all  saving throws but reducing the penalty. Well done! “Flames. A powerful devil becomes your enemy.  The devil seeks your ruin and plagues your life,   savoring your suffering before attempting  to slay you. This enmity lasts until either   you or the devil dies.” In AD&D it doesn’t  state that the devil ever tries to slay you,   but 5e made it easier to end the enmity  this way, by having the devil eventually   come to you rather than forcing you to seek it  out. Personally I think this is a great card,   and exactly the kind of thing I expect in  the deck, and no, I don’t think one player   character having a personal though powerful  enemy would ruin your campaign. Similarly… “Rogue. A nonplayer character of the GM'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.” So it’s like the Flames card,   but only an NPC instead of a devil, and in  AD&D it was specifically supposed to be the   player character’s henchman--or if they had  no henchmen--a powerful NPC. In either case   keeping their hatred secret “until the  time is ripe for devastating effect.” “Gem. Twenty-five pieces of jewelry worth 2,000  gp each or fifty gems worth 1,000 gp each appear   at your feet.” The value was similar in  AD&D, but that version also gave you an   equivalent amount of experience points, up to  one level’s worth. This was obviously removed   in the modern version, probably for the XP vs  milestone reasons we already talked about. Also,   most D&D 5e parties have more money than they  know what to do with by like 5th or 6th level,   so this card may not be super useful, though  it’s definitely a fun one to get, so it doesn’t   need any changes, and it’s really REALLY unlikely  getting a bunch of money will ruin your campaign! “Key. A rare or rarer magic weapon with which  you are proficient appears in your hands. The   GM chooses the weapon.” This card granted you a  RANDOM weapon in AD&D as well as a treasure map   which just created a bunch of work for the GM,  so once again, Wizards of the Coast made good   moves here by removing the map and letting the DM  choose the weapon, so it won’t break your game. “Talons. Every magic item you wear or carry  disintegrates. Artifacts in your possession   aren't destroyed but do vanish.” In AD&D,  this also affects all the magic items you OWN,   rather than only ones you’re currently wielding,  so pro tip for all the 5e players out there:   drop all your magic items before you start drawing  cards! But this might be the silliest card of all,   because technically the deck of many  things would vanish once you draw   this card, and I don’t know if that’s  intentional or not! Now here we go… “RUIN. 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.” Same in AD&D  except Wizards added the part about documentation,   which I find to be hilarious! Like at some  point a player argued that they still have   a deed to their house and was able to get  it back, so the designers were like, “Oh,   we gotta make sure that never works!” But  like I said earlier, wealth is usually not   an issue in D&D 5e, so ironically the Ruin  card will definitely not ruin your game. Man, there’s a lot of cards in this  thing! Each of these next few have   some interesting differences between  their original and modern versions. “Throne. 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.” “Throne: Gain charisma of 18 and small  keep :: If charisma is 18 already,   the individual still gains +25% on encounter  and loyalty reactions. He or she becomes a   real leader in people’s eyes. The castle gained  will be near to any stronghold already possessed. Where AD&D gave you a great Charisma  stat, real leadership, and a free keep,   5e gives you proficiency and expertise in the  Persuasion skill and a keep that you have to   clear out, so it’s basically still a dungeon  and not actually yours. I guess they tried to   summarize the ASI and leadership qualities by  condensing them into the Persuasion increase,   which is great by the way, but can we just  be honest that ANY keep in the game could   be yours if you clear out the inhabitants,  so this doesn’t really give you a throne…and   of course it will not ruin your game!  But here’s the other card that might! “The Fates. 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.” “Fates: Avoid any situation you choose...once ::  This plaque enables the character to avoid even   an instantaneous occurrence if so desired, for  the fabric of reality is unraveled and respun,   so to speak. Note that it does not allow something  TO happen, only not to take place. This reversal   is for the individual character only, and the  party must still endure the confrontation.” So it seems to me like Wizards made this card  wayyy more powerful than it used to be! Gygax   said this change in reality only occurs for the  one character, so in AD&D the potential of this   card was far more limited. Today, it literally  grants the player a single stroke of DM fiat:   the ability to retcon any one moment,  action, character, monster, item, anything,   at any time they choose! This could prevent  the bad guy’s birth, or save a PC’s life. This   could prevent the world from being created,  or prevent an apocalypse from destroying it,   maybe depending on your interpretation of  a “single event.” However, a great player   would hopefully use this card to save a loved  one or prevent some other personal trauma for   themselves or a loved one rather than undo the  campaign. That’s another player tip for ya! “Vizier. 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. “Vizier: Know the answer to your next  dilemma :: This plaque empowers the   character drawing it with the ability to call upon  supernatural wisdom to solve any single problem,   or answer fully any question whenever  he or she so requests. Whether the   information gained can be successfully  acted upon is another question entireIy.” This is another card that Wizards made more  powerful, but in a nice way. Where Gygax gave   the GM full license to provide a cryptic answer to  the player’s one special question, WotC specified   that “the knowledge comes with wisdom on  how to apply it.” Which is far more useful,   and yeah, maybe potentially campaign-ending  because depending on the nature of your   world’s grand problem, a very cleverly worded  question, similar to a cleverly worded wish,   could give the party exactly the information they  need to solve that grand problem, but information   isn’t everything. They may know what to do,  and how to do it, but they still have to do it!   And that necessity of action is your adventure!  Therefore the campaign probably remains intact. Now these last few cards also keep the campaign  intact, but each one hinges on the importance   of playing an individual heroic fantasy  character. That’s what 5e is all about,   but AD&D had a…different philosophy on the  significance of player character mortality. “Knight. You gain the service of a 4th-level  fighter who appears in a space you choose   within 30 feet of you. The fighter is of the same  race as you and serves you loyally until death,   believing the fates have drawn him or  her to you. You control this character.” “Knight: Gain the service of a 4th level fighter  :: The hero will join as the character’s henchman   and loyally serve until death. The hero has +  1 per die (18 maximum) on each ability roll.” So in a weird twist, the needless specification  about the fighter’s race seems to have been   added by Wizards of the Coast! Otherwise  it’s the same, and the only problem here   is that one player getting to run two fully  fledged player characters means they always   get more turns than everyone else, they  have more of a say in group decisions,   and in general they get a bigger share of  the spotlight. This can be okay in a lot   of campaigns where characters may already have  animal companions or familiars or sidekicks,   and old school D&D is big on having henchmen  and retainers, so maybe it’s just me,   but I think it would be weird to be playing  in a game where one player just gets to have   two main characters. At least it’s a good  backup character if you pull this card… “Skull. 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 GM'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.” “Skull: Defeat Death or be forever destroyed  :: A minor Death appears (AC -4; 33 hit points;   strikes with a scythe for 2-16 hit points,  never missing, always striking first in a   round) and the character must fight it alone--if  others help, they get minor Deaths to fight as   well. If the character is slain he or she  is slain forever. Treat the Death as undead   with respect to spells. Cold or fire do not  harm it, neither does electrical energy.” It should be obvious here, but permanent  character death is not very popular among   D&D players. A while back I ran this poll  and learned that about half of D&D players,   regardless of their years experience with  the game, think that character death is   NOT necessary for the game to feel dangerous  and exciting. People generally don’t like it   when their characters die. That’s why 5e  has way more hit points, healing spells,   healing features, and ways to revive  characters than previous editions of the game. Now the 5e Avatar of Death is not very difficult  to fight, but it does automatically hit with its   single attack. If your character has multiattack  and more than 20 hit points, you're probably fine,   but you’re at the mercy of the dice, and  your opponent is not, so this would be a   pretty unfair way to permanently kill a player  character. Worst case scenario though, that still   doesn’t end your campaign, it just sucks for  that one player and the other players may   rightly be pretty demoralized depending on how  much they had invested in that one character.   These last two cards have a similar impact,  but they do provide a chance for redemption. “Donjon. You disappear and become entombed  in a state of suspended animation in an   extradimensional sphere. Everything  you were wearing and carrying stays   behind in the space you occupied when you  disappeared. You remain imprisoned until you   are found and removed from the sphere. You  can't be located by any divination magic,   but a wish spell can reveal the location  of your prison. You draw no more cards.” “Donjon: You are imprisoned :: This signifies  imprisonment - either by spell or by some   creature/being at your option. All gear and spells  will be stripped from the victim in any case.” Campaign ending? No. Campaign derailing  for a while so the party can locate and   retrieve this character? Yes. In this  case though, the affected player should   definitely use a backup character  who can join in the rescue mission,   or someone keeps drawing until they get a wish!  The 5e wording is odd, but as far as I can tell,   you can use a wish to bring them back  with this card. Not this next card… “The Void. This black card spells disaster. Your  soul is drawn from your body and contained in an   object in a place of the GM's choice. One or  more powerful beings guard the place. While   your soul is trapped in this way, your body is  incapacitated. A wish spell can't restore your   soul, but the spell reveals the location of the  object that holds it. You draw no more cards.” “The Void: Body functions, but soul is trapped  elsewhere :: This lightless black plaque spells   instant disaster. The character’s body  functions, and he or she speaks like an   automaton, but the psyche is trapped in a prison  somewhere--in an object on a far planet or plane,   possibly in the possession of a demon. A  wish will not bring the character back,   but the plane of entrapment might be revealed” Little spoiler for the epilogue  of Critical Role campaign 1:   This is famously the last card that their  goliath barbarian Grog pulls from the deck,   which led to the cast running a separate  one shot adventure to save his soul. Anyway,   the character is technically still playable  in AD&D, where the body functions and the   character “speaks like an automaton,” and  that could be fun to play for a while! But these few cards which essentially remove  a player character from the game are in my   opinion the worst threats to the party. It could  be devastating for a player, and very tricky for   the DM to decide where exactly the soul ends  up and what the party must do to get it back,   but at the same time, these incredible,  unexpected CHALLENGES are exactly what the   Deck of Many Things should be known for!  Not ruining or destroying the campaign:   creating wild scenarios and spontaneous adventures  that you and your group will always remember! If you agree, please give this video  a like, share it with your game group,   and check out this other video where we  learn about character creation in AD&D!   All that stuff really helps! Thanks  for your support, and keep building! :)
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Channel: Bob World Builder
Views: 175,114
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Keywords: dnd 5e deck of many things, adnd 1e deck of many things, d&d, d&d 5e, how to play d&d, d&d player guide, dungeons and dragons, bob world builder, dungeon master guide, dnd 5e, original deck of many things, old school dnd deck of many things, gary gygax deck of many things, deck of many things broken, deck of many things ruins campaigns, deck of many things destroys campaigns
Id: bG_7WqNOaI8
Channel Id: undefined
Length: 26min 50sec (1610 seconds)
Published: Wed Nov 30 2022
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