Grumpy RPG Reviews
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Does anyone have any suggestions on using cards as randomizers, instead of dice in a table top game? Are there webpages or blogsites or anything similar discussing the use of cards in this manner?
a side question: Why cards?
Also, though it's been years since I played Deadlands, I seem to remember players were dealt a mix of cards at the beginning of an encounter (?) or session (?)
Classic Deadlands does it by the round - you roll an initiative check, and that determines the number of cards you get. You get an action per card. The value of the card tells you when it comes in the order - you don't get a choice in the matter.
If you have nothing else you want to do when your action comes up, you can put one (and only one) card "up your sleeve", to use later, and that can be used to insert an action elsewhere in the order.
Really fast characters often get 4 cards, which is a lot of actions in a round. Lead flies, and the combat is over in a couple of rounds.
So using cards in this case has a couple advantages: for multiple results, it's easier to hold cards than rolling dice and recording the results; and the ability to put one card up your sleeve gives each player an option to control the randomness slightly (much like SW's joker allowing a player to choose when to act during the round).
I can't speak for the OP, but I can see one big advantage: it evens out luck. A die can (theoretically) roll 3 1's in a row, or 3 20's. It can consistently roll well or poorly in an evening. Using cards can even this out a bit, depending on the exact mix of results in the deck and how often the deck is refreshed. This can be important whether it's a player rolling really badly, or the GM rolling really well.
And for whatever reason, we found using cards for initiative in SW is faster and easier than dice. No one has to record the results, or add a bonus for this or that stat/feat. The cards sit in front of each player, so it's dead simple to know who goes next.