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Open roleplay + deckbuilding? What do you think?
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<blockquote data-quote="RylesMeta" data-source="post: 9075359" data-attributes="member: 7042390"><p>Hi! First post here.</p><p></p><p>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 <em>card </em>drawn from your <em>deck.</em></p><p></p><p>Cards drawn from your deck are built off of everything that makes up your character, including:</p><ul> <li data-xf-list-type="ul">class</li> <li data-xf-list-type="ul">types of weapons / magic</li> <li data-xf-list-type="ul">the actual equipment</li> <li data-xf-list-type="ul">events that have happened to you</li> <li data-xf-list-type="ul">your character goals</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>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:</p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul"><em>Directly builds your character through play: </em>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.</li> </ul><p></p><p>What are the cons?</p><ul> <li data-xf-list-type="ul">Reduced player agency: You can only do what's in your hand, plus some boring necessary stuff.</li> <li data-xf-list-type="ul">Material overhead: Cards are expensive.</li> <li data-xf-list-type="ul">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).</li> </ul><p></p><p>Does anything like this exist? Does it sound like fun?</p></blockquote><p></p>
[QUOTE="RylesMeta, post: 9075359, member: 7042390"] 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 [I]card [/I]drawn from your [I]deck.[/I] Cards drawn from your deck are built off of everything that makes up your character, including: [LIST] [*]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. [/LIST] 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: [LIST] [*]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. [*][I]Directly builds your character through play: [/I]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. [/LIST] What are the cons? [LIST] [*]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). [/LIST] Does anything like this exist? Does it sound like fun? [/QUOTE]
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