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General Tabletop Discussion
*TTRPGs General
Cards as randomizers?
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<blockquote data-quote="Asmor" data-source="post: 5942512" data-attributes="member: 1154"><p>This is one of the bigger issues, but it's easily solved (assuming a communal deck) by using two decks, one active and the other shuffled. When you need to change up, switch to the active and have whoever just went (so they have time before their next round) shuffle the old deck. Bam, 0 down time.</p><p></p><p>There are a couple issues with cards that have to be at least considered. First, if you use it for everything, it's easy to game the system. Just keep making frivolous checks until you get the deck "loaded". On the flipside, if everyone's using the same deck, then it's just as likely all those high cards might be drawn by the enemies instead of the PCs. So probably not an issue, just be aware of it. And in general, I'd recommend being a lot more strict on the whole 'only roll when the consequences of failure matter' rule.</p><p></p><p>Another issue is predictability. Smoothing the randomness a bit is nice, but you probably don't want it getting too predictable. I really like what Savage Worlds does for initiative, where if you draw a joker you get a bonus and then the deck is reshuffled. I'd definitely recommend keeping that rule, as it means you always have a chance of getting a good draw and you never really know when the deck's going to be re-shuffled.</p><p></p><p>Finally, just as a matter of practicality, you can easily make the deck into a pseudo-d20 by taking out all the face cards. Ace through 10 are face value, and if the card's red you add 10. I'd still leave the jokers in, and I'd even go so far as making the jokers into 20s.</p></blockquote><p></p>
[QUOTE="Asmor, post: 5942512, member: 1154"] This is one of the bigger issues, but it's easily solved (assuming a communal deck) by using two decks, one active and the other shuffled. When you need to change up, switch to the active and have whoever just went (so they have time before their next round) shuffle the old deck. Bam, 0 down time. There are a couple issues with cards that have to be at least considered. First, if you use it for everything, it's easy to game the system. Just keep making frivolous checks until you get the deck "loaded". On the flipside, if everyone's using the same deck, then it's just as likely all those high cards might be drawn by the enemies instead of the PCs. So probably not an issue, just be aware of it. And in general, I'd recommend being a lot more strict on the whole 'only roll when the consequences of failure matter' rule. Another issue is predictability. Smoothing the randomness a bit is nice, but you probably don't want it getting too predictable. I really like what Savage Worlds does for initiative, where if you draw a joker you get a bonus and then the deck is reshuffled. I'd definitely recommend keeping that rule, as it means you always have a chance of getting a good draw and you never really know when the deck's going to be re-shuffled. Finally, just as a matter of practicality, you can easily make the deck into a pseudo-d20 by taking out all the face cards. Ace through 10 are face value, and if the card's red you add 10. I'd still leave the jokers in, and I'd even go so far as making the jokers into 20s. [/QUOTE]
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