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A feat is like a Magic card...
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<blockquote data-quote="wingsandsword" data-source="post: 1518470" data-attributes="member: 14159"><p>The ultimate extrapolation of this: The Collectilble Role Playing Game.</p><p></p><p>You buy a Starter Pack which contains a character sheet, a simplified d20 rules pamphlet, a miniature, some dice and cards.</p><p></p><p>The starter pack itself has the alignment, religion, and background for your character printed on it. You might want to shop around for packs with the alignment/faith/background you want.</p><p></p><p>The miniature you have is used for your race/class combo, and to play that combo you must have the proper mini. Booster packs of minis are available of course. </p><p></p><p>You have two kinds of cards, Feat Cards and Skill Cards. You have one skill card in each skill for each rank of it, and those cards are kept separately, skill cards are normally very common except for a few odd/exotic skills. Feat cards work as shown above, you have to have the card to use the feat, and you can only have so many feats based on your class/level. Hope you can get what you want from the boosters in the Complete Warrior, Draconomicon and Book of Exalted Deeds sets.</p><p></p><p>Dice come in two kinds, normal numbered polyhedrons you use, and the inevitable collectible version. Equipment dice. All equipment, magical and mundane, is represented by a die, with a set of symbols on the sides telling the type and power of the item. Of course, the key to decipher the symbols is in the rules pamphlet.</p><p></p><p>So you have to collect miniatures, feat and skill cards, choose your booster box, and some equipment dice. Oh, and the DM has to collect even more for NPC's (including buying Monster packs with monster character sheets and monster minis), and even more equipment dice he can hand out to PC's when they find Magic Items.</p><p></p><p>Is this what WotC executives dream about, or did I accidentally predict 4e? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="wingsandsword, post: 1518470, member: 14159"] The ultimate extrapolation of this: The Collectilble Role Playing Game. You buy a Starter Pack which contains a character sheet, a simplified d20 rules pamphlet, a miniature, some dice and cards. The starter pack itself has the alignment, religion, and background for your character printed on it. You might want to shop around for packs with the alignment/faith/background you want. The miniature you have is used for your race/class combo, and to play that combo you must have the proper mini. Booster packs of minis are available of course. You have two kinds of cards, Feat Cards and Skill Cards. You have one skill card in each skill for each rank of it, and those cards are kept separately, skill cards are normally very common except for a few odd/exotic skills. Feat cards work as shown above, you have to have the card to use the feat, and you can only have so many feats based on your class/level. Hope you can get what you want from the boosters in the Complete Warrior, Draconomicon and Book of Exalted Deeds sets. Dice come in two kinds, normal numbered polyhedrons you use, and the inevitable collectible version. Equipment dice. All equipment, magical and mundane, is represented by a die, with a set of symbols on the sides telling the type and power of the item. Of course, the key to decipher the symbols is in the rules pamphlet. So you have to collect miniatures, feat and skill cards, choose your booster box, and some equipment dice. Oh, and the DM has to collect even more for NPC's (including buying Monster packs with monster character sheets and monster minis), and even more equipment dice he can hand out to PC's when they find Magic Items. Is this what WotC executives dream about, or did I accidentally predict 4e? :) [/QUOTE]
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