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<blockquote data-quote="DogBackward" data-source="post: 3472489" data-attributes="member: 50642"><p>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.</p><p></p><p>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.</p><p></p><p>* For example, I changed Improved Weapon Focus to read: "<em>When you make an attack roll with your chosen weapon, draw three cards, and discard the lowest.</em>" I did the same thing for Improved Spell Penetration, and most other such feats.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3472489, member: 50642"] 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: "[i]When you make an attack roll with your chosen weapon, draw three cards, and discard the lowest.[/i]" 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. [/QUOTE]
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