Hi! First post here.
Imagine that in combat, you have very few standard actions. A Standard Attack is a roll plus a stat on your character sheet. Other than that, you can maneuver, you can run, you can try to save dying party members. Everything else is a card drawn from your deck.
Cards drawn from your deck are built off of everything that makes up your character, including:
The number one problem that I personally have with DnD is how often you end up doing the same thing. Eldritch Blast. Attack the enemy four times. Rage. My hypothesis is that a deckbuilding system achieves the following:
What are the cons?
Does anything like this exist? Does it sound like fun?
Imagine that in combat, you have very few standard actions. A Standard Attack is a roll plus a stat on your character sheet. Other than that, you can maneuver, you can run, you can try to save dying party members. Everything else is a card drawn from your deck.
Cards drawn from your deck are built off of everything that makes up your character, including:
- class
- types of weapons / magic
- the actual equipment
- events that have happened to you
- your character goals
- standard things that everyone gets, like drawing more cards, healing your stats, or a "Gambit" in which you describe a cockamamie action DnD-style with higher risk/reward ceilings.
The number one problem that I personally have with DnD is how often you end up doing the same thing. Eldritch Blast. Attack the enemy four times. Rage. My hypothesis is that a deckbuilding system achieves the following:
- Emphasizes class fantasy: All of your cards synergize, center around a conceptual theme reinforced by mechanics, and allow you to do things that nobody else can do.
- Prevents stagnant combat: The best option is not always obvious. Sometimes you have a bad hand. Sometimes you have a good one, but have to choose between cards.
- Directly builds your character through play: Get rewarded with new cards as you defeat powerful enemies and experience events in the campaign. Get cursed with bad cards that you can't remove when bad things happen.
What are the cons?
- Reduced player agency: You can only do what's in your hand, plus some boring necessary stuff.
- Material overhead: Cards are expensive.
- Ease of cheating: Cards can be marked, snuck into a hand, snuck out of a deck. (I wouldn't worry too much about this, and in fact I'm thinking of drafting a class where literally cheating is the core mechanic).
Does anything like this exist? Does it sound like fun?