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<blockquote data-quote="Nev the Deranged" data-source="post: 5480941" data-attributes="member: 45422"><p>2 main things. </p><p></p><p>1) Death spirals are no fun. Remove the "one solid hit cuts your options in half" factor. Heck, in 4e, getting bloodied (half HP) often grants PCs a temporary BOOST in ability. That's fun. Losing abilities every time you get hit is emphatically not fun.</p><p></p><p>2) Change the d20 for a d10 to cut down on the randomness factor. Having a +5% just isn't worth the points. This is a problem 4e has as well. If I have, say, Wilderness Lore, I should expect to do well on a Wilderness Lore roll a majority of the time, otherwise I may as well save the points for something I can rely on. The prevailing counterargument is usually "over dozens of rolls it makes a difference". This is weak. I'm not going to roll for Wilderness Lore a dozen times a game (unless it's really poorly designed). If I have a card for an ability, I should be able to rely on it.</p><p></p><p>Fix those two things, and maybe scrap all the range/distance/area measurements in card texts (with no map, they are meaningless), and I think the game has promise.</p><p></p><p>If you're trying to design a game that uses cards, take advantage of that, rather than holding onto legacy mechanics from pen and paper games.</p></blockquote><p></p>
[QUOTE="Nev the Deranged, post: 5480941, member: 45422"] 2 main things. 1) Death spirals are no fun. Remove the "one solid hit cuts your options in half" factor. Heck, in 4e, getting bloodied (half HP) often grants PCs a temporary BOOST in ability. That's fun. Losing abilities every time you get hit is emphatically not fun. 2) Change the d20 for a d10 to cut down on the randomness factor. Having a +5% just isn't worth the points. This is a problem 4e has as well. If I have, say, Wilderness Lore, I should expect to do well on a Wilderness Lore roll a majority of the time, otherwise I may as well save the points for something I can rely on. The prevailing counterargument is usually "over dozens of rolls it makes a difference". This is weak. I'm not going to roll for Wilderness Lore a dozen times a game (unless it's really poorly designed). If I have a card for an ability, I should be able to rely on it. Fix those two things, and maybe scrap all the range/distance/area measurements in card texts (with no map, they are meaningless), and I think the game has promise. If you're trying to design a game that uses cards, take advantage of that, rather than holding onto legacy mechanics from pen and paper games. [/QUOTE]
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