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General Tabletop Discussion
*TTRPGs General
If you were to play a card-based RPG, would you want it to also have dice?
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<blockquote data-quote="Blue" data-source="post: 8911406" data-attributes="member: 20564"><p>If the cards are used as pure randomizers, I would not want dice.</p><p></p><p>If the cards were used in card type ways, like holding a hand and determining when to use it, or building a deck for your character that gives bonuses to only certain types of actions, then I could see usages even if randomizers.</p><p></p><p>But even better are cards that do other things. Sure, those might be able to be put on a chart and determined with randomizers, but cards quicken that at the least, and enhance it when used in card-type ways.</p><p></p><p>Here's a completely made up example:</p><p>Picture making a deck for your PC, and you'll be able to have three in your hand to play when you think are appropriate. Cards have two parts - a narrative control and a bonus to a related sort of activity - you can use it for either (but not both), and you don't refill your hand until you've used all of your cards. You are playing a well connected rogue type. </p><p></p><p><strong>A Friendly Face</strong></p><p>When meeting with sentients who are not Hostile where at least one member is new, you may unexpectedly know one and they have a step more positive Reaction than the rest. Give a quick thumbnail of how you know each other.</p><p>MODS: -2 Target on any non Aggressive social move; -1 Success on any Stealth or Hidden move</p><p></p><p><strong>I Know A Guy / Name Dropping</strong></p><p>Know the closest reasonable location to find a legal or criminal service. Starting Reaction of Hostile or worse is bumped up to Suspicious and may be adjusted from there by other cards.</p><p>MODS: -2 Target numbers on social moves for the rest of the scene until a social Failure, at which point Reaction will worsen by two steps.</p></blockquote><p></p>
[QUOTE="Blue, post: 8911406, member: 20564"] If the cards are used as pure randomizers, I would not want dice. If the cards were used in card type ways, like holding a hand and determining when to use it, or building a deck for your character that gives bonuses to only certain types of actions, then I could see usages even if randomizers. But even better are cards that do other things. Sure, those might be able to be put on a chart and determined with randomizers, but cards quicken that at the least, and enhance it when used in card-type ways. Here's a completely made up example: Picture making a deck for your PC, and you'll be able to have three in your hand to play when you think are appropriate. Cards have two parts - a narrative control and a bonus to a related sort of activity - you can use it for either (but not both), and you don't refill your hand until you've used all of your cards. You are playing a well connected rogue type. [B]A Friendly Face[/B] When meeting with sentients who are not Hostile where at least one member is new, you may unexpectedly know one and they have a step more positive Reaction than the rest. Give a quick thumbnail of how you know each other. MODS: -2 Target on any non Aggressive social move; -1 Success on any Stealth or Hidden move [B]I Know A Guy / Name Dropping[/B] Know the closest reasonable location to find a legal or criminal service. Starting Reaction of Hostile or worse is bumped up to Suspicious and may be adjusted from there by other cards. MODS: -2 Target numbers on social moves for the rest of the scene until a social Failure, at which point Reaction will worsen by two steps. [/QUOTE]
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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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