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[Homebrew] Cards > dice
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<blockquote data-quote="loverdrive" data-source="post: 9760609" data-attributes="member: 7027139"><p>Pushing/taking devil's bargain is much better used on effect under this system, yeah. Although, benefits of pushing yourself for a card with 0D is immense -- it turns going down in cards to staying neutral.</p><p></p><p>I suppose it's different from normal card game economy, where you probably don't have any bad cards in your deck, but still, having cards is better than not having them.</p><p></p><p></p><p>I don't find it to be a downside, if anything, that's something I'd explicitly want.</p><p></p><p>As a player, I feel like my approach to the game barely changes as it goes on, and "oh, now I need to avoid taking risks until I stabilize my hand" feels pretty great.</p><p></p><p>The thing I'll need to grapple is that right now some cards are just strictly better than the others, and I'd want to give the player a reason some utility for low cards, but jury is out on this one for now.</p><p></p><p></p><p>A proficient player should get better results than a non-proficient one. Players engaging with the game and strategizing is good, certainly better than just looping their most likely to succeed action over and over.</p><p></p><p>And for the story, it allows for interesting character expression that just isn't possible with dice. If I'm sitting on a high card to spend it on, say, impressing my character's love interest, it shows <em>intent</em>. The character deems this important and does her best to succeed. Or vice versa, if I throw out a low card when, say, saving my heirloom relic from being buried under an avalanche, it would strengthen her arc of realizing that family is people and not trinkets.</p><p></p><p>Also: if we look at the fantasy literature, it mostly revolves around gambits. Hero is biding their time, keeping an ace in the hole, and then dramatic reveal! You are a fool, Prince Gaynor the Damned, you walked into my trap!</p><p></p><p>Having a literal ace up your sleeve seems to emulate such structure pretty well.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9760609, member: 7027139"] Pushing/taking devil's bargain is much better used on effect under this system, yeah. Although, benefits of pushing yourself for a card with 0D is immense -- it turns going down in cards to staying neutral. I suppose it's different from normal card game economy, where you probably don't have any bad cards in your deck, but still, having cards is better than not having them. I don't find it to be a downside, if anything, that's something I'd explicitly want. As a player, I feel like my approach to the game barely changes as it goes on, and "oh, now I need to avoid taking risks until I stabilize my hand" feels pretty great. The thing I'll need to grapple is that right now some cards are just strictly better than the others, and I'd want to give the player a reason some utility for low cards, but jury is out on this one for now. A proficient player should get better results than a non-proficient one. Players engaging with the game and strategizing is good, certainly better than just looping their most likely to succeed action over and over. And for the story, it allows for interesting character expression that just isn't possible with dice. If I'm sitting on a high card to spend it on, say, impressing my character's love interest, it shows [I]intent[/I]. The character deems this important and does her best to succeed. Or vice versa, if I throw out a low card when, say, saving my heirloom relic from being buried under an avalanche, it would strengthen her arc of realizing that family is people and not trinkets. Also: if we look at the fantasy literature, it mostly revolves around gambits. Hero is biding their time, keeping an ace in the hole, and then dramatic reveal! You are a fool, Prince Gaynor the Damned, you walked into my trap! Having a literal ace up your sleeve seems to emulate such structure pretty well. [/QUOTE]
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