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<blockquote data-quote="The Crimson Binome" data-source="post: 7977063" data-attributes="member: 6775031"><p>For a while, I was working on a game that used a deck of playing cards to randomize monster actions and their effectiveness. Translating that to D&D, I would construct a deck of forty cards (containing 1-10 of each suit), and build a simple script for each monster. For example:</p><ul> <li data-xf-list-type="ul">Club: Make a melee attack (+4 to hit, 5 slashing damage) at the closest enemy.</li> <li data-xf-list-type="ul">Spade: Make a ranged attack (+4 to hit, 5 piercing damage) at the most vulnerably enemy.</li> <li data-xf-list-type="ul">Diamond: Run away and hide.</li> <li data-xf-list-type="ul">Heart: Use the Help action on an ally.</li> </ul><p>All of the monsters act on the same turn. On their turn, reveal one card for each monster. If the action involves making a d20 check of any sort, the value of the d20 is equal to twice the rank of the card. </p><p></p><p>The hard part is building the script for each monster.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7977063, member: 6775031"] For a while, I was working on a game that used a deck of playing cards to randomize monster actions and their effectiveness. Translating that to D&D, I would construct a deck of forty cards (containing 1-10 of each suit), and build a simple script for each monster. For example: [LIST] [*]Club: Make a melee attack (+4 to hit, 5 slashing damage) at the closest enemy. [*]Spade: Make a ranged attack (+4 to hit, 5 piercing damage) at the most vulnerably enemy. [*]Diamond: Run away and hide. [*]Heart: Use the Help action on an ally. [/LIST] All of the monsters act on the same turn. On their turn, reveal one card for each monster. If the action involves making a d20 check of any sort, the value of the d20 is equal to twice the rank of the card. The hard part is building the script for each monster. [/QUOTE]
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