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<blockquote data-quote="Inconnunom" data-source="post: 6637119" data-attributes="member: 6796560"><p>Hmm, let me see if I can rephrase/reword it.</p><p>The amount of cards any PC or NPC would get would be as follows:</p><p>init of -2 or less (Dex <8) = 1 card</p><p>init of -1 to 1 (Dex 8-13) = 2 cards</p><p>init of 2 and 3 (Dex 14-17) = 3 cards</p><p>init of 4 and 5 (Dex 18-21) = 4 cards</p><p></p><p>Adding in Alert (+5 init)</p><p>init of 4 and 5 (Dex 8-11 + alert) = 4 cards</p><p>init of 6 and 7 (Dex 12-15 + alert) = 5 cards</p><p>init of 8 and 9 (Dex 16-19 + alert) = 6 cards</p><p>init of 10 and 11 (Dex 20-23 + alert) = 7 cards</p><p></p><p></p><p>Most casters will fall 2 cards. Dex Melee at 3 cards and exceptionally high skilled characters as 4. I don't forsee many people picking up the alert feat all the time. Even if you do, it is balanced by not being able to pick up other feats or ability scores (extra Dex).</p><p></p><p>Why I feel this number of cards is ideal. Like I mentioned before a group of 5 (two high dex, 3 average dex) would result in only 12 cards (3, 3, 2, 2, 2). </p><p>A goblin (or group) would have a dex of 14 (+2 mod) and would gets 3 cards for it. That brings the grand total to 15 cards.</p><p>What if you decide that you want 4 distinct goblins. At 3 cards a piece, it does start to get a little bloated with 12 total cards for the monster side. But 24 cards grand total between the two groups isn't THAT unwieldy. It depends on the DM and the PC group.</p><p>A different method would be group like-monsters together. So if you have 4 goblins and 2 bugbears (also dex of 14), the goblin group gets 3 cards total and the bugbears get 3 cards total. So it brings our total back down to 18 total cards. Very quick for so many turns (11 turns in total).</p><p></p><p>Using this number of cards, I'm trying to balance the d20 dice roll probability and the bloat of so many cards. But I'm open to suggestions and improvements as people experiment <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Inconnunom, post: 6637119, member: 6796560"] Hmm, let me see if I can rephrase/reword it. The amount of cards any PC or NPC would get would be as follows: init of -2 or less (Dex <8) = 1 card init of -1 to 1 (Dex 8-13) = 2 cards init of 2 and 3 (Dex 14-17) = 3 cards init of 4 and 5 (Dex 18-21) = 4 cards Adding in Alert (+5 init) init of 4 and 5 (Dex 8-11 + alert) = 4 cards init of 6 and 7 (Dex 12-15 + alert) = 5 cards init of 8 and 9 (Dex 16-19 + alert) = 6 cards init of 10 and 11 (Dex 20-23 + alert) = 7 cards Most casters will fall 2 cards. Dex Melee at 3 cards and exceptionally high skilled characters as 4. I don't forsee many people picking up the alert feat all the time. Even if you do, it is balanced by not being able to pick up other feats or ability scores (extra Dex). Why I feel this number of cards is ideal. Like I mentioned before a group of 5 (two high dex, 3 average dex) would result in only 12 cards (3, 3, 2, 2, 2). A goblin (or group) would have a dex of 14 (+2 mod) and would gets 3 cards for it. That brings the grand total to 15 cards. What if you decide that you want 4 distinct goblins. At 3 cards a piece, it does start to get a little bloated with 12 total cards for the monster side. But 24 cards grand total between the two groups isn't THAT unwieldy. It depends on the DM and the PC group. A different method would be group like-monsters together. So if you have 4 goblins and 2 bugbears (also dex of 14), the goblin group gets 3 cards total and the bugbears get 3 cards total. So it brings our total back down to 18 total cards. Very quick for so many turns (11 turns in total). Using this number of cards, I'm trying to balance the d20 dice roll probability and the bloat of so many cards. But I'm open to suggestions and improvements as people experiment :) [/QUOTE]
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