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General Tabletop Discussion
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Open roleplay + deckbuilding? What do you think?
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<blockquote data-quote="RylesMeta" data-source="post: 9076341" data-attributes="member: 7042390"><p>A lot of what I'm thinking about is leveraging the strengths of the fact that combat is played with cards. There's so many ways to put twists on it:</p><ul> <li data-xf-list-type="ul">Cards that start in your hand at the beginning of every combat</li> <li data-xf-list-type="ul">Cards that you keep in a "pocket" so that they're always available</li> <li data-xf-list-type="ul">A 'mimic' class that primarily fights by copying other players' cards</li> <li data-xf-list-type="ul">A class whose core mechanic involves the player themselves cheating at the table</li> <li data-xf-list-type="ul">Abilities that manipulate how many cards you can draw, hold in your hand, or play in one turn</li> <li data-xf-list-type="ul">Enemy attacks or events that "curse" you with bad cards that get shuffled into your deck</li> <li data-xf-list-type="ul">Balancing the use of cards with temporarily spending stat points to create risk / reward</li> </ul><p></p><p>It goes on and on. If you're going to implement cards as a system, doesn't it make sense to lean into ways that the concept of what's playing out in the game can translate into impactful mechanics?</p><p></p><p>The number one problem after gathering feedback here and speaking with other people is this: "I want to use my best move but it's stuck in my deck."</p><p></p><p>I can create a narrative reason for why your access to known moves is limited, though I think it'll feel contrived no matter what. There's plenty of mechanics that allow you to mitigate or outright deny the RNG of drawing cards (especially if you have cards that allow you to "search" your deck or "scry" the top X cards to pluck out the one you want then reshuffle), and it seems that there's a potential happy medium where you give players some agency back without defeating the purpose that is Your Hand Is Different Every Turn.</p><p></p><p>Edit: The reason for limitation that I'm leaning towards is "fury of combat" - in combat you don't take in all important information at once, your perception is limited. The cards in your hand are the things that you are aware in the heat of the moment that you can do. Players have a bird's eye view that ironically doesn't reflect simulated combat.</p></blockquote><p></p>
[QUOTE="RylesMeta, post: 9076341, member: 7042390"] A lot of what I'm thinking about is leveraging the strengths of the fact that combat is played with cards. There's so many ways to put twists on it: [LIST] [*]Cards that start in your hand at the beginning of every combat [*]Cards that you keep in a "pocket" so that they're always available [*]A 'mimic' class that primarily fights by copying other players' cards [*]A class whose core mechanic involves the player themselves cheating at the table [*]Abilities that manipulate how many cards you can draw, hold in your hand, or play in one turn [*]Enemy attacks or events that "curse" you with bad cards that get shuffled into your deck [*]Balancing the use of cards with temporarily spending stat points to create risk / reward [/LIST] It goes on and on. If you're going to implement cards as a system, doesn't it make sense to lean into ways that the concept of what's playing out in the game can translate into impactful mechanics? The number one problem after gathering feedback here and speaking with other people is this: "I want to use my best move but it's stuck in my deck." I can create a narrative reason for why your access to known moves is limited, though I think it'll feel contrived no matter what. There's plenty of mechanics that allow you to mitigate or outright deny the RNG of drawing cards (especially if you have cards that allow you to "search" your deck or "scry" the top X cards to pluck out the one you want then reshuffle), and it seems that there's a potential happy medium where you give players some agency back without defeating the purpose that is Your Hand Is Different Every Turn. Edit: The reason for limitation that I'm leaning towards is "fury of combat" - in combat you don't take in all important information at once, your perception is limited. The cards in your hand are the things that you are aware in the heat of the moment that you can do. Players have a bird's eye view that ironically doesn't reflect simulated combat. [/QUOTE]
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