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General Tabletop Discussion
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If you were to play a card-based RPG, would you want it to also have dice?
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<blockquote data-quote="Staffan" data-source="post: 8911320" data-attributes="member: 907"><p>I'm not familiar with the games the OP mentions (I think they're computer games?), but I have some thoughts on using cards as randomizers and how they possibly work along dice.</p><ul> <li data-xf-list-type="ul">Draw a card instead of rolling a die. This seems kind of boring to me, particularly if everyone uses a common deck. If each player has their own deck, and is able to modify it as part of character generation/advancement (like in the Gloomhaven board game), that can add a little spice – essentially you're building your own die. Adding a die on top of this seems redundant.</li> <li data-xf-list-type="ul">Hand of cards where you play a card instead of rolling to do a thing. This is, I think, how Castle Falkenstein (with regular playing cards) and TSR's SAGA system works. In many cases, the card's suit matters, because different suits are good at different things. In these cases, cards are less randomisers and more of a resource management tool: you know you can leap across to the other roof because you have a 9 of spades in your hand, but do you want to spend it on this or save it for something else? Again, dice are redundant here.</li> <li data-xf-list-type="ul">Dice as main randomizers, cards as bonus. This is how TORG does it: you roll to do things, and you can play cards for bonus effects: either straight bonuses ("+3 to your roll"), other things that affect rolls ("Second chance: reroll"), or things unrelated to rolls ("Alertness: you find a clue.")</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 8911320, member: 907"] I'm not familiar with the games the OP mentions (I think they're computer games?), but I have some thoughts on using cards as randomizers and how they possibly work along dice. [LIST] [*]Draw a card instead of rolling a die. This seems kind of boring to me, particularly if everyone uses a common deck. If each player has their own deck, and is able to modify it as part of character generation/advancement (like in the Gloomhaven board game), that can add a little spice – essentially you're building your own die. Adding a die on top of this seems redundant. [*]Hand of cards where you play a card instead of rolling to do a thing. This is, I think, how Castle Falkenstein (with regular playing cards) and TSR's SAGA system works. In many cases, the card's suit matters, because different suits are good at different things. In these cases, cards are less randomisers and more of a resource management tool: you know you can leap across to the other roof because you have a 9 of spades in your hand, but do you want to spend it on this or save it for something else? Again, dice are redundant here. [*]Dice as main randomizers, cards as bonus. This is how TORG does it: you roll to do things, and you can play cards for bonus effects: either straight bonuses ("+3 to your roll"), other things that affect rolls ("Second chance: reroll"), or things unrelated to rolls ("Alertness: you find a clue.") [/LIST] [/QUOTE]
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If you were to play a card-based RPG, would you want it to also have dice?
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