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General Tabletop Discussion
*TTRPGs General
Cards as randomizers?
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<blockquote data-quote="Janx" data-source="post: 5943283" data-attributes="member: 8835"><p>um really? there's a whole industry in Vegas to defeat cheating at cards. Every other player who's gotten into playing Hold'em has mastered the art of flipping chips and card tricks. Those are the guys to watch out for because they've mastered the dexterity and moves for dealing with those objects.</p><p></p><p>I don't want to be the threadcrapper who's anti-whatever the thread is talking about (which I'm still not clear what the point was, other than to identify games that use cards).</p><p></p><p>I have a bias against cards as I see them as not functionally better for resolving a random determination over dice. I also have a bias for just about any alternative random resolution mechanic over roll some dice, add them up, did you get above/below a target. Thats because the standard is quickly learned, quickly parsed and quickly automated. Every other design strikes me as design wankery to be different for different's sake.</p><p></p><p>There are some thematic reasons where cards make sense. I see it as a no-brainer for westerns.</p><p></p><p>And the example of the critical/fumble cards or what happens next cards is also something where dice really just wouldn't cut it.</p><p></p><p>I've seen cards in LARPs. I've never been quite happy with that as a mechanic. Oddly enough RockPaperScissors seemed pretty lightweight, and if you translate skill rankings into "best of" allowing retries, the mechanic is robust enough.</p></blockquote><p></p>
[QUOTE="Janx, post: 5943283, member: 8835"] um really? there's a whole industry in Vegas to defeat cheating at cards. Every other player who's gotten into playing Hold'em has mastered the art of flipping chips and card tricks. Those are the guys to watch out for because they've mastered the dexterity and moves for dealing with those objects. I don't want to be the threadcrapper who's anti-whatever the thread is talking about (which I'm still not clear what the point was, other than to identify games that use cards). I have a bias against cards as I see them as not functionally better for resolving a random determination over dice. I also have a bias for just about any alternative random resolution mechanic over roll some dice, add them up, did you get above/below a target. Thats because the standard is quickly learned, quickly parsed and quickly automated. Every other design strikes me as design wankery to be different for different's sake. There are some thematic reasons where cards make sense. I see it as a no-brainer for westerns. And the example of the critical/fumble cards or what happens next cards is also something where dice really just wouldn't cut it. I've seen cards in LARPs. I've never been quite happy with that as a mechanic. Oddly enough RockPaperScissors seemed pretty lightweight, and if you translate skill rankings into "best of" allowing retries, the mechanic is robust enough. [/QUOTE]
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