| Coinspinner's Song |
Here is my idea for a couple cards to help move through a location quietly.
They give you a great bonus when you come across a monster, but do take up a spot in your hand for non monster explorations.
Boots of Lightest Step
Card Type: Item
Card Traits: Accessory, Magic, Finesse, Stealth
Check to Acquire: Stealth, Survival 6 or Intelligence 8
Power:
You may display this card before you explore on your turn. If you
encounter a monster on this exploration, discard this card and draw two
cards from your deck; if you did not, return this card to your hand.
Discard this card to succeed at a Stealth check for any character at your
location.
Recharge this card to examine the top card of your location deck; if it is
a boon, you may immediately encounter it.
Silence
Card Type: Spell
Card Traits: Magic, Arcane, Finesse, Stealth
Check to Acquire: Intelligence, Arcane 7
Power:
You may display this card before you explore on your turn. If you
encounter a monster on this exploration, discard this card and draw two
cards from your deck; if you did not, return this card to your hand.
Discard this card to succeed at a Stealth check for any character at your
location.
After playing this card, if you do not have the Arcane skill, banish it;
otherwise, you may succeed at a Arcane 9 check to recharge this card
instead of discarding it.
(Not sure what Adventure Deck Level these would be, I was thinking 1, but let me know if they are too good for that)
Here are the card images
http://cf.geekdo-images.com/images/pic2277648.jpg
| isaic16 |
Interesting ideas, but I do think you are severely underrating their power. I'd probably estimate adventure 3 or 4, possibly higher.
To get into more details, let's look at the individual powers. The most basic one is the discard to succeed at a stealth check. For this, we actually have a direct comparison, as both the boots and cloak of elvenkind in RotR have the power to succeed at your stealth check. Obviously, the ability to give it to anyone at your location increases the power greatly, though at the penalty of requiring a discard instead of a recharge.I'd say they are probably roughly equal. I'd personally rate this power higher, but others would probably disagree. That being said, the cloak and boots were absolutely terrible cards, owing to the dearth of stealth checks in that Adventure, and so that must be taken into account. Also important to note is that this is the weakest power on both of your cards, but probably the best part of the elvenkind set.
Now to the meat of the cards, the draw bonus. First, I'm going to say the way it works is very confusing on the spell. It seems like this part of the power should never work if you don't have arcane, since you'll banish it at the time you display it (which counts as playing). Not sure if that's intended. Now to the power itself. Drawing two cards also has a convenient comparison, in the spell Restoration. This is an Adventure 4 spell, and some around here consider it one of the best. I personally find it to be not spectacular, but easily worth the position in that adventure. What these cards do is essentially use restoration if you encounter a monster, and if you don't they sit in your hand until you do. Obviously the fact that you don't get the cards on command makes it weaker than restoration, but it's still not that far off, seeing as encountering a monster is often exactly when you need those cards. If this power were by itself on the cards, I would put it Adventure 3 at the earliest, and probably Adventure 4, same as Resto.
On top of that, you have a third ability on the item. Keep in mind, by itself having this many options increases a cards value greatly, and to top that off, this may be the best one of the bunch. It is comparable to detect magic, except that it automatically recharges, hits on substantially more cards, and can be used by anyone. With this attached to the other two abilities, I'd put this Adventure 5 minimum, possibly 6.
The big thing that is upping the complexity and value of these cards is the card draw power. If you want these to be earlier gains, I'd advise going for something simpler and a bit weaker. Possibly something like the below in its place and I could see the spell in AD1 and the Item in AD2:
Before you explore, display this card. If it is a monster, you may discard this card to evade it.
Hope that helps! Sorry if I was a bit harsh, but I wanted to cover everything. It's a really cool design, and I like the concept of 'pre-casting' in these. I just think you underestimate just how strong this is.