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Old 31st March 2005, 08:23 PM   #1 (permalink)
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Action Stuff

So, as we all know, Action Points were either too powerful in their heyday, or not powerful enough (as they tend to be, now).

Despite the fact that a few of you seem to have a couple left, I'm considering replacing them with the attached "Action Cards."

Rather than keeping a running total of action points, at the beginning of every session, PCs could draw one Action Card at random, to be used as instructed on the card throughout the day or evening's adventuring. At the end of the session, the cards are turned back in.

As with action points, the bad guys will have them, too.

They are, in many ways, a little more powerful than action points, but I think they also provide more story potential, and limiting them to 1 per person can be a balancing factor.

If you do something particularly interesting without using an action card, or come up with a good plan, etc. I could use additional action cards as rewards for quick or clever thinking.

Look them over. Let me know what you think, and/or if you have any questions.
Attached Files
File Type: doc Action Cards!.doc (93.5 KB, 20 views)
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Old 1st April 2005, 05:44 AM   #2 (permalink)
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I like, though I think "Soliloquy" should be changed to "Philibuster."
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Old 1st April 2005, 05:49 AM   #3 (permalink)
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Quote:
Time does not matter, only life

Play: When you die
Effect: You can, as your last action, give something incredibly important to another party member before you die, even if it would otherwise be impossible.
So...if your character were pregnant and were to die...could she impregnate another NPC? Even a male one? The wording on this seems a might bit ambiguous...
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Old 1st April 2005, 06:11 AM   #4 (permalink)
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Quote:
Love, Love, Love...

Play: After an enemy has died or become disabled
Effect: Instead of dying the enemy repents and becomes an ally.
The Bluestar died. We could get him to repent!
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Old 1st April 2005, 01:46 PM   #5 (permalink)
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I think that they are really cool... I totally dig 'em.
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Old 1st April 2005, 03:16 PM   #6 (permalink)
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Quote:
Originally Posted by Xath
So...if your character were pregnant and were to die...could she impregnate another NPC? Even a male one? The wording on this seems a might bit ambiguous...
All of the cards are still subject to DM's discretion, and only limited bending of the laws of reality will be allowed.
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Old 3rd April 2005, 05:10 AM   #7 (permalink)
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What did we think of the cards? Keep 'em or kill 'em?
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Old 3rd April 2005, 05:18 AM   #8 (permalink)
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They were certainly entertaining. I don't think a card was used that didn't get a group laugh. And using your discretion kept them from being unbalanced. I say, at least keep them for next time.
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Old 3rd April 2005, 05:19 AM   #9 (permalink)
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They were alright, but definately silly... okay for light hearted adventuring, but I did not really like them in a serious, almost-the-end-of-the-campaign fight. They ended up more cartoony than they did heroic.

In some ways, I really liked what they did because they made the game somewhat more easy-going, but they didn't really mesh with the general serious style of KoA on the battlefield... definately something that would run more smoothly if instituted at the beginning of a campaign...
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Old 3rd April 2005, 05:20 AM   #10 (permalink)
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I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
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Old 3rd April 2005, 05:21 AM   #11 (permalink)
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I do wish I had used them at the beginning of the campaign - it would have granted it more of the "swashbuckling" feel that I originally wanted KoA to have, but kept getting pushed to the background.

Dwarves were supposed to be the only race with heavy armor!
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Old 3rd April 2005, 05:22 AM   #12 (permalink)
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Quote:
Originally Posted by Xath
I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
Yep - pretty much my thoughts, too.

They were a fun thing to try out and really did help to lighten the mood (at least, from what I can bring my still aching brain to remember)...
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Old 3rd April 2005, 05:23 AM   #13 (permalink)
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Quote:
Originally Posted by Xath
I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
At the very least, I'll use them again. Definitely. Mik and I had talked about using them in some of his games, as well while I was trying to decide how many cards to give you.

One (to start) was definitely enough. As Alain Nightgrove can tell you, even a relatively insignificant card can prove deadly.
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Old 4th April 2005, 04:51 PM   #14 (permalink)
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I think they need time and at least one more chance. They did lighten the mood, but they also spiced things up changing things for Kennon as well as for us which added that extra flavor. I also think since it was the first time using them (I at least) just wanted to use em and see what happened. As we get used to them I think we will play them almost IC and that alone will change things.

And they did not all get a chuckle- one I used was to have woodshadow's daughter leave, and thus we gained a prisoner (that still thinks I'm Selura -something to remember when we start questioning!) since Kareth bashed her over the head as she was trying to flee.

This had a big impact on things, and shows that while some of the time they will be silly and lighten the mood (something personally I think we need more of- the light mood not the sillyness) most of the time they will not be used in silly fashions.
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Old 4th April 2005, 04:53 PM   #15 (permalink)
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I think giving them one more try (at least) probably can't hurt. As annoying as having a useless nightgrove was, the rest of it was pretty cool.
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Old 4th April 2005, 05:31 PM   #16 (permalink)
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Quote:
Originally Posted by The_Universe
I think giving them one more try (at least) probably can't hurt. As annoying as having a useless nightgrove was, the rest of it was pretty cool.
I don't remember how many said that the PC could pick the person or item it pertained to, but maybe for all those that don't say PC decides specifically it is DM's choice completely? If you want you can ask who the card holder pick, but esentially it's all DM's choice......
I for one can say that they would still change things, but won't ruin things or change them rediculously.
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Old 4th April 2005, 05:34 PM   #17 (permalink)
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Quote:
Originally Posted by Laurel
I don't remember how many said that the PC could pick the person or item it pertained to, but maybe for all those that don't say PC decides specifically it is DM's choice completely? If you want you can ask who the card holder pick, but esentially it's all DM's choice......
I for one can say that they would still change things, but won't ruin things or change them rediculously.
That's probably a good idea. Unless they specify, from now on they will be GM's choice.
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Old 19th April 2005, 11:24 PM   #18 (permalink)
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Mistaken Identity



Play: Any time

Effect: A character is mistaken for someone else.

Card used in last game-- So if used by a PC this card is directed at only one NPC being mislead of the PC's identity? And thus if used by a NPC it only effects one other NPC or one PC?
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Old 19th April 2005, 11:34 PM   #19 (permalink)
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Quote:
Originally Posted by Laurel
Mistaken Identity



Play: Any time

Effect: A character is mistaken for someone else.

Card used in last game-- So if used by a PC this card is directed at only one NPC being mislead of the PC's identity? And thus if used by a NPC it only effects one other NPC or one PC?
It's up to DM's (my) discretion. In that case, during combat, everyone thought you were who you said you were until you started killing them. At that point, it became relatively obvious that you were not. Nightgrove just sucked at Sense Motive - so he stayed fooled until he died.
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