"d52" Diceless Resolution Mechanic

Sounds somewhat similar to the resolution system used in Prime Time Adventures.

I think a little variant might be to change the death card from the Queen of Spades to the Ace of Spades. That way, since it's a high card and is going to be played late in the game, when you die you're really likely to get what you want.
 

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LostSoul said:
I think a little variant might be to change the death card from the Queen of Spades to the Ace of Spades. That way, since it's a high card and is going to be played late in the game, when you die you're really likely to get what you want.

It's not RAW but it would make a fine house rule...(just kidding)

I actually thought about that but I like the idea that success in death is likely but not assured. Obviously opinions may differ.
 

Card counting throws an interesting loop-hole into it as well. If you can remember that those other aces have already been burned you know that you've got one auto-win card in your hand. If you can remember how many face cards have already been thrown then you have a better idea of how powerful that nine of spades is than the guy that doesn't. It could be seen as a bit meta-gamey, but it would also work to heighten the tension considerably.

This would be a great mechanic for a game of Paranoia.
 

JonMonster said:
Card counting throws an interesting loop-hole into it as well. If you can remember that those other aces have already been burned you know that you've got one auto-win card in your hand. If you can remember how many face cards have already been thrown then you have a better idea of how powerful that nine of spades is than the guy that doesn't. It could be seen as a bit meta-gamey, but it would also work to heighten the tension considerably.

This would be a great mechanic for a game of Paranoia.

I like that the card counting can be done. But it's a less than perfect system than typical based on the card swapping. Everybody is basically playing from part of two decks since cards can flow to and from the GM's hand.
 

I like the mechanic of cards flowing to/from the DM's deck, but I'm a bit unsure of the housekeeping afterwards to make sure the decks are full when the game is over. I don't want my night of spectacular gaming to end with two rounds of 52 card pickup.
 

DJCupboard said:
I like the mechanic of cards flowing to/from the DM's deck, but I'm a bit unsure of the housekeeping afterwards to make sure the decks are full when the game is over. I don't want my night of spectacular gaming to end with two rounds of 52 card pickup.
So buy two different brands of cards that have a different appearance. Unless I'm misreading the rules badly, it shouldn't matter for the actual game itself.
 

What hobo just said- the backs don't matter in this situation, in fact they would probably help folks who get distracted and can't recall who put down what card.
 

Rel said:
The Player Deck is shuffled and dealt out as evenly as possible to the players at the table. Anybody who brought snacks to the game preferentially gets any "remainder" cards. If all players brought snacks then the GM loudly and rudely proclaims which snacks are the inferior ones and those players don't get an extra card. (We'll call this snack thing "Optional" ;)) In any event, these are the player's hands and they'll play these cards to resolve actions throughout the game.
Or eliminate the excess cards unseen so no one knows the full distribution of the cards. This cuts down on card counting. Likewise, you could require a minimum number of mucked cards to reduce card counting.

I would imagine that in a game with a large number of players (7+), you might need multiple player decks.
 


This sounds interesting. It isn't clear from the RAW, but does the DM get to see the card played by a player before he selects from his hand? I would suggest that, if it isn't the intent already, both the player and DM select their cards, and reveal them at the same time, so the DM isn't put into the position of knowing whether his selection will surely cause success of failure. This should be clarified in the FAQ when it is released.

I would suggest the option for players to draw the top card from the GM deck instead of playing a card in their hand. When this happens, all players and the GM draw one card from the person to their left.

With this, a person who is dealt a terrible hand isn't forced to sit around waiting for better circumstances to play - they can take a chance on the deck and also force a card swap to hopefully improve their hand.
 

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