D&D 4E Great idea for 4E!

AWizardInDallas said:
Why take a game with limitless (well, limited by imagination) options
D&D establishes limits.

By having rules, some things are limited. D&D is one of the more limiting games out there, compared to say, HERO or GURPS. Things like Levels and Classes limit your options.
I wouldn't mind seeing reference cards for combat options but not cards to chose an action from.
The only one suggesting "choose an action from" is the OP, who is doing so out of sarcasm.
 

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AWizardInDallas said:
Why take a game with limitless (well, limited by imagination) options, which is the strength of playing a table top game over a computer game (limited by a finite tree of options), and bring it down to multiple choice?

Having the rules presented in a format that differs from the PH does not automatically limit the imagination any more than the rules already do. It merely presents the options present in the rules in a format more suited for the gaming session, and is used by us as a tool to help our imagination ... well ... get on with the imagining of things, instead of wasting time flipping through the books for the rules.

So, there's no inherent "multiple choice" element of using cards this way, unless you (the general "you") yourself chose to apply that limit. It's all about how you (again the general "you") chose to limit your imagination with the tools given.

/M
 

I'd love to see this concept given a bit of official backing, I already do this on a large scale in my game. Practically the only thing my players need character sheets for are their defenses and HP, they have colour-coded 3x5 cards for all their weapons, items, feats (that do more than just add a numerical bonus), spells, and skill uses.

If a player wants to throw an alchemists fire, we don't have to worry about looking up the rules for grenade-like weapons, as they are written right on the card, and they don't have to worry about keeping track of the item in their inventory, as they just hand me the card when they use it.
When spellcasters prepare spells for the day, they draw the spell cards from their "deck" refer to them for the effects when casting, and discard them when the have exhausted the spell.
Acrobatic characters have shorthand lists of the DCs for tumble and balance checks, and the fighter has a card with rules for grappling.

I've found that if anything, this makes combat run smoother and makes it far more interesting. Rather than resorting to simply full-attacking as a default action each turn, anything offered on a card becomes an easy option, making combat far more dynamic than it was before I started using the cards. As Maggan said, having the option of more easily understood rules uses doesn't make them the only options anymore than making a standard attack is the only option normally, it just opens up more room for thought and cinematics.
 

I made some 'combat options' crib sheets for the first time a couple of sessions ago, nothing fancy, just a printed-out, large-font piece of A4 to be shared by the group. Suddenly everyone was Fighting Defensively and using Power Attack, where they had barely -- if ever -- used them in the whole time since 3e launched. Remove the sarcasm from this idea and turn it into a series of nice-looking 'class' or 'combat option' cards, and I can see it flying. I have a new SWSE game starting soon and I've already made crib sheets for all of the individual classes, and for combat. It just works too well.
 

Pale said:
OK, here's what I've going to do: I'm going to take every ability for every class in the game and make a visual card representation that players can put in front of them. Whenever my players want to perform an action in combat they touch the picture card instead of describing what they're attempting to do!

What do you guys think?
something like this?
1b301533.jpg
 

"Dodge" isn't exactly an option for that guy on the floor though... and nobody else in the pic seems to need it. ;)

Nifty card, just an odd choice of art.
 

I have a warlock player that has 2 signs, both sides written on

Sign 1 : Vitriolic Chain / No Vitriolic Chain

Sign 2: Evil Intent / Selfish Intent


It makes his life easy
 

jasonbostwick said:
[The] fighter has a card with rules for grappling.
Wow, that's gotta be the biggest card ever made! :)

But seriously, since the sarcasm seems to have died down and left a serious discussion in its wake, I've got no problem with action cards. For things like spells and maneuvers in particular, they're very useful.
 

Let's see

I use cards for conditions, along with token markers. Marker goes under the mini or chracter token on the battle field, and the player has the conditions in hand.. Works really well. Also been using wound conditions (a Condition Track if you like) so players can 'see' how badly injured a character or monster is.

Used feat cards with the conditions,,, works well

Spell cards, of course

...
 

I'm a wee bit behind on my magic-item cards I've been making that has MIC style write ups for every magical item they have (thanks to the SRD and an OCR version of MIC, I have every magic item I'll ever need).

Still, if someone has/will do this for feats, spells, and combat actions, I'd be a happy man.

Great idea!
 

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