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General Tabletop Discussion
*Pathfinder & Starfinder
Gamemastery Plot Twist cards. Huh?
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<blockquote data-quote="Thazar" data-source="post: 5603442" data-attributes="member: 66734"><p>We use them every now and then. They serve a couple of purposes.</p><p></p><p>1. If you ever have a player that always tries to describe some elaborate action in combat, these cards give them a limited way to try and do that without letting them do it all the time. It is up to the player trying to spend the card to narrate what he wants to happen... and then up to the DM to decide if it works or not and if a dice roll is needed.</p><p></p><p>2. Outside of combat it allows players an option to solve a problem they are in the middle of. They are lost, or are having trouble getting info in town, or maybe they need to sneak past a guard. The player must think of what is on his card and use it to RP an action that the party needs to happen.</p><p></p><p>3. They allow a DM to be surprised at his own adventure as they party of players help write the story. This does require a DM who is very good at on they fly gaming however.</p><p></p><p>If you are in a Power Gamer, Heavy Tactics, or Munchkin style game the cards are not really that great in my opinion. They are GREAT for the people that like to tell stories and have their characters occasionally do something other then say... "I rolled a 14 and thus hit AC 32 and do 47 points of damage. That should kill the ogre so I take a 5' step and attack the next ogre in line with my second attack."</p><p></p><p>Using the sample card above a player could say, I throw a bag of marbles on the floor and try and get the first orge to fall into the second ogre and trip them both. The DM then decides if the player rolls a CMB for the trip... or if maybe the DM rolls the CMB using the first ogre vs the second orge. Etc. It is all up to how the DM and players want to try and make the story go.</p></blockquote><p></p>
[QUOTE="Thazar, post: 5603442, member: 66734"] We use them every now and then. They serve a couple of purposes. 1. If you ever have a player that always tries to describe some elaborate action in combat, these cards give them a limited way to try and do that without letting them do it all the time. It is up to the player trying to spend the card to narrate what he wants to happen... and then up to the DM to decide if it works or not and if a dice roll is needed. 2. Outside of combat it allows players an option to solve a problem they are in the middle of. They are lost, or are having trouble getting info in town, or maybe they need to sneak past a guard. The player must think of what is on his card and use it to RP an action that the party needs to happen. 3. They allow a DM to be surprised at his own adventure as they party of players help write the story. This does require a DM who is very good at on they fly gaming however. If you are in a Power Gamer, Heavy Tactics, or Munchkin style game the cards are not really that great in my opinion. They are GREAT for the people that like to tell stories and have their characters occasionally do something other then say... "I rolled a 14 and thus hit AC 32 and do 47 points of damage. That should kill the ogre so I take a 5' step and attack the next ogre in line with my second attack." Using the sample card above a player could say, I throw a bag of marbles on the floor and try and get the first orge to fall into the second ogre and trip them both. The DM then decides if the player rolls a CMB for the trip... or if maybe the DM rolls the CMB using the first ogre vs the second orge. Etc. It is all up to how the DM and players want to try and make the story go. [/QUOTE]
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Gamemastery Plot Twist cards. Huh?
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