Is there any limit to how many action cards or white dice added to their stats rolls? Only reason I ask is I have some guys that are middle level 2 and they have spent alot on action cards and the white dice bonus. With 5 players it is starting to get slim pickins. Also can anyone help out on this- I don't want to limit players but I also don't think they nedd 500 cards to choose from to attack with.
Action cards limit?
the only limit i can think of is the limit that the career will allow them to get. i dont remember anywhere in the rules giving one otherwise.
Don't they keep the ones from their last career?
yes, but each career allows only so many, so they wont have unlimited.
I mean you can get what 7 basic, buy 4 at CC, get 2 with first career,2 with the second- 14-15ish? See what I mean- these are just guesses. I don't have my stuff with me.
ahh, i wasnt counting the basic actions. but yes, you can get a lot of cards, and no, you dont need them. imo its better to not get too many so you can focus on other parts of your character as well. skills are nice to have and what not.
remember this is ffg making this game, so it does have a lot of boardgame like elements to it. the cards are just one of them. personally in the game i am playing in, i dont use half of the basic cards, they just sit there in a pile and look pretty...
I just think that- like a board game there should be a hand size that you have to trade out cards to buy new ones maybe? I don't know...
Your statement that the players don't need 500 cards to choose from to attack, while exaggerated may point to the fact that the GM is putting too much emphasis on combat so the players are focusing on just the melee and ranged attack actions. A handful of attack actions is going to be pretty useless in a session devoted entirely to investigation and social encounters. With 5 players, available card limit constraints may be felt sooner than with a 3 player game, but there's still a ton of cards to choose from, even if you don't have any priest or wizard characters (whose cards make up half the total from the core set). Of the non-spell/invocation cards, half are support actions though. Perhaps they need to be motivated to more support actions.
That still doesn't solve your problem if it is that there is no max "hand" size. Unlike Talents, which you can take many of, but only have 2 active at one time, there is no max number of actions you can draw from. The only counterpoint is that since there are more advancement opportunities in a career than you can take with 10 XP, focusing on picking up as many actions in each career as is allowable means that you are foregoing development in other areas to some extent. If characters want to start raising characteristics past 5, they will burn through advancement lines on their sheet leaving them with tougher choices for what to spend their remaining advances on. Skill training is generally more beneficial than taking a new action card as are the fortune dice on characteristics. Action cards may be something of a novelty for your players as well, since they are a neat feature of this game. You may see a off in interest in acquiring action cards, not due to slim pickings, but due to there being better things to spend XP on once the novelty wears off. However, I will again state that if you are placing undue focus on combats, you may be fueling their desire to pick up attack actions due to the utility of having more options. Why take training in Animal Handling or Guile, let alone specializations in these skills, if most of their time is spent in combat? If I have read too much into your remark, I apologize, but putting the PCs in situations where their stack of attack action cards is useless may take some of the sheen off of them.
Yeah I should ahve explained it better. Not just attack cards justr cards in general. they should come out with card sets for players. My friends want to get their own but don't want to pay the silly 100$ price for it. I guess we will see if they do.
Thnx Mac, what you said makes a lot of sense.