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General Tabletop Discussion
*Pathfinder & Starfinder
Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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<blockquote data-quote="tendrilsfor20" data-source="post: 5117870" data-attributes="member: 82677"><p>Checking in to say, this is an awesome idea. We've been running a campaign that is trying out all kinds of homebrew stuff to see what works (new ways to handle Elite/Solo save bonuses, new magical item rules) and the Fate cards were a big hit. The players liked being able to stuff and fun was had by all.</p><p></p><p>We don't really use XP (just level every 8 encounters/3 sessions or so), so the "Achievement" cards I tried to tie to getting another draw from the Fate deck. That went over like a lead balloon, so now it's just "draw 2 from the Fate deck at the beginning of the night, put 1 back."</p><p></p><p>The problem with the achievements (we felt) was that there was enough to keep track of in combat without 3-5 extra things to think about, especially when the reward tied to them (RP-encouraging fate cards) isn't nearly enough to go outside your normal combat role to achieve.</p><p></p><p>I'd really like some more Fate/"Roleplay or invent this" tyoe cards designed for inside combat. I already very publically use the "DM's best friend" to encourage players to try crazy-awesome stunts, but I don't know how to balance in-combat Fate cards so it's not just some dudes sitting around a table playing "make up whatever you want" instead of D&D.</p></blockquote><p></p>
[QUOTE="tendrilsfor20, post: 5117870, member: 82677"] Checking in to say, this is an awesome idea. We've been running a campaign that is trying out all kinds of homebrew stuff to see what works (new ways to handle Elite/Solo save bonuses, new magical item rules) and the Fate cards were a big hit. The players liked being able to stuff and fun was had by all. We don't really use XP (just level every 8 encounters/3 sessions or so), so the "Achievement" cards I tried to tie to getting another draw from the Fate deck. That went over like a lead balloon, so now it's just "draw 2 from the Fate deck at the beginning of the night, put 1 back." The problem with the achievements (we felt) was that there was enough to keep track of in combat without 3-5 extra things to think about, especially when the reward tied to them (RP-encouraging fate cards) isn't nearly enough to go outside your normal combat role to achieve. I'd really like some more Fate/"Roleplay or invent this" tyoe cards designed for inside combat. I already very publically use the "DM's best friend" to encourage players to try crazy-awesome stunts, but I don't know how to balance in-combat Fate cards so it's not just some dudes sitting around a table playing "make up whatever you want" instead of D&D. [/QUOTE]
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Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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