Dice decks for IM RPG'ing

Matthias

Explorer
In thinking about running an RPG entirely over IM, I've thought about the idea of using dice decks instead of having players rolling dice.

I'm sure dice decks aren't a new concept, but here's the rundown: for a d20, you have a given number of "20" cards, the same number of "19" cards, and so on down to "1". When the DM calls upon the player to make a d20 roll, the player plays a card from the dice deck. The player can choose randomly if they like, or they can by fiat choose any card remaining.

The idea of being able to pick your own results may seem like powergaming, but in the long run it becomes a game of resource allocation. You have a limited number of high values and you have to be careful not to waste them, because once you play a particular card, it's used up. If you play all your 20s at the beginning of an encounter, you won't be able to get 20s any more.

Along with this the DM can always call a "reshuffle", which resets every player's dice deck. Ideally, a reshuffle is held off until everyone has pretty much used up their dice deck. Depending on how actively the players are participating, some might burn through their dice decks more quickly than others (which, on a side note, is a useful warning sign for the DM that a PC is being left out, ignored, or has had nothing to do).

In the event of a player actually burning through their dice deck, all subsequent die rolls would then be made by the DM with actual dice (the DM would presumably use dice as normal). Again, ideally this shouldn't happen too often, nor should a reshuffle be so frequent that a party of PCs avoids ever having to resort to their lower-value cards.

While using dice decks does take some of the unpredictability out of the game, there is still an element of chance (though you are only subject to it if you voluntarily draw randomly) and there is no possibility of cheating since the DM can always keep their own tally of what cards remain in your dice deck.


As to non-d20 die rolls ... I'm willing to concede that it might be cumbersome to model a separate dice deck for each die size, especially when it comes to rolling damage dice for spells. How practical is it to set aside a dice deck specifically for d6-damage spells, one for d8-damage spells, and two other d6 and d8 decks specifically for physical weapons? My theory is that the two d6 decks designed for different things would not be interchangeable, since you'd need many more 6's for a d6-spell-damage deck than for a d6-weapon deck. Using the former as the latter would give you considerably more 6s and 5s to throw away, whereas if you initially throw your highest-level d6-damage spells in an eouncter, you could burn through all your 6s and 5's in just a few rounds.

Because of these complications, it's worth considering the use of True20 for IM games. Not that I am a big fan of True20; I've never read it in detail or played with the system. I know it uses only d20s for everything and at least in this situation this self-imposed restriction to d20s would be fortuitous.


So ... have any of you tried this method of "randomization" in an online game (or even in-person)? What were the results? What variations did you try? Did the whole idea turn out to be impractical and/or unenjoyable for the players?
 

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I did something similar, but with a deck of all four Ace-10 cards from a standard playing deck. Each round, you would reshuffle, and draw your "rolls" from a refreshed deck, drawing two or more* cards for each "roll", and adding the numbers together. If you drew two cards of the same suit, it's considered a critical threat, and you draw another card. If the third card is the same suit as the first two, it's a critical hit. I got rid of the natural 20/1 rules, though, for simplicity.

I did this with True20, and it worked alright, actually. For one, there won't usually be a run of tons and tons of huge or abysmal numbers in a row, and it opens the door for some cool new ways to do things. It does skew the probability stuff, though, so it's best to use this method in a lighter, less crunchy game.

* For example, I changed Improved Weapon Focus to read: "When you make an attack roll with your chosen weapon, draw three cards, and discard the lowest." I did the same thing for Improved Spell Penetration, and most other such feats.

I also created a set of luck feats (before Complete Scoundrel, even) which allowed you to draw x cards from your deck at the beginning of each encounter, and substitute one of those cards for a card you drew during that encounter. If you draw high cards for your Luck cards, you don't get to draw them naturally, but you can choose when to use them. It allowed you to control your luck somewhat, which was pretty popular. Each different luck feat allowed you to apply your luck cards against different types of rolls.
 

Taking a cue from Dog, I'd do something fairly similar.

Each player would have their own deck. For the sake of argument, a 60-card deck with 3x each cards 1-20.

At the beginning of each encounter, the deck would be shuffled and 3 cards would be drawn.

At the beginning of each of your turns, or any time you have 0 cards in hand, draw up to three cards.

If you have the Luck domain (or a similar power) you may activate it as an immediate action to discard your hand and draw three new cards. Similarly, I'd probably allow a feat to increase hand size to 4.

I suspect players will tend to gravitate towards fewer critical hits (as they require two good rolls) and fewer failed saves (they'll tend to hold a good roll for important saves)
 

There is the trouble of finding cards numbered 1-20, though. And trust me, I know from experience, trying to make your own cards is rough work.
 

No it's not.

Visit the casino nearest your house* and acquire several decks of standard playing cards**. Then grab a sharpie.

Or have a box of a 1000 or so business cards printed. Then grab a sharpie.

Or grap a stack of leftover manila folders and cut them up. Then grab a sharpie.

Or get a stack of printable inkjet business cards from Staples and actually print 1 to 20 on the cards.

*I realize this distance is larger in some states, but basic playing cards are cheap pretty much anywhere.

**If standard playing cards aren't cheap enough, hang out at your FLGS on MTG draft night and pick up the piles of commons which are frequently discarded after the event and use those.
 

Yeah, sorry... let me rephrase that. Making your own cards, that don't look like shoddy attempts at scribbilng over top of other cards, is rough work. I don't know about you, but I tend to prefer my materials to look professional, attractive, and... well, not like it was thrown together by a five year old. Scribbling new numbers over top of pre-existing cards just doesn't cut it. At least not for me.
 

You could take a couple of 52-card decks, toss the face cards, and reckon the red cards as 1 to 10 and the black ones as 11 to 20.

There's bound to be an online store somewhere that sells blank playing cards or blank CCG cards.
 

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