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General Tabletop Discussion
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Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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<blockquote data-quote="Kelvor Ravenstar" data-source="post: 5292999" data-attributes="member: 33291"><p>In Word I set the page size to 3x5, added columns, and set the page margins to the smallest my printer can handle, which is about 0.25 Inches. I then adjusted the space between the columns as small as possible. I used 12 point font for most of the titles, and 10 for the card text.</p><p>[ATTACH]45115[/ATTACH] Here's my last version of the file, so you can see how they look, but its not up to date with all of my card ideas yet. I'll probably get to that later tonight. One suggestion I have for cutting them is making little diagonal cuts to remove the corners; makes them easier to shuffle and helps avoid paper cuts.</p><p></p><p></p><p>Yep, that's a quote from the early Order of the Stick webcomic strips. They roll group stealth and Elan announces his lack of success for all the monsters to hear.</p><p></p><p> </p><p>It certainly sounds like Oonta Goota, Solo in the movie, but the transliteration of Greedo's Huttese in the Star Wars book "Galactic Phrase Book & Travel Guide: Beeps, Bleats, Boskas, and Other Common Intergalactic Verbiage" has it as Koona T'chuta, Solo? That funny book also has some great translations such as "Dopo mee gusha, peedunky?" which is Dirty Harry's famous line, "Do you feel lucky punk?"</p><p></p><p> </p><p>Yes, I agree Combat Advantage can be only of minor benefit in combat, but it all depends on the tactical acumen of your group. A +2 to hit can be pretty significant depending on the situation in 4e, and if they aren't used to having leaders giving out big bonuses every round they will appreciate it. I chose only combat advantage because I didn't want the cards to give a significant advantage in combat. Therefore they are so far only neat little tricks about equal to an at-will or weaker encounter power, especially since playing a card doesn't take up one of their actions. </p><p></p><p>This hasn't come up yet but I'm considering giving options to my group to either exchange cards after a milestone or extended rest, or giving out an entirely new hand in the middle of a long session. A few times we've had all the players use their cards up quickly, and we enjoy their usefulness in plot twists. Like I said in my last post I'm probably going to get rid of the achievement cards in my deck, but I think I'll repurpose them with some tweaks into the regular deck.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 5292999, member: 33291"] In Word I set the page size to 3x5, added columns, and set the page margins to the smallest my printer can handle, which is about 0.25 Inches. I then adjusted the space between the columns as small as possible. I used 12 point font for most of the titles, and 10 for the card text. [ATTACH]45115._xfImport[/ATTACH] Here's my last version of the file, so you can see how they look, but its not up to date with all of my card ideas yet. I'll probably get to that later tonight. One suggestion I have for cutting them is making little diagonal cuts to remove the corners; makes them easier to shuffle and helps avoid paper cuts. Yep, that's a quote from the early Order of the Stick webcomic strips. They roll group stealth and Elan announces his lack of success for all the monsters to hear. It certainly sounds like Oonta Goota, Solo in the movie, but the transliteration of Greedo's Huttese in the Star Wars book "Galactic Phrase Book & Travel Guide: Beeps, Bleats, Boskas, and Other Common Intergalactic Verbiage" has it as Koona T'chuta, Solo? That funny book also has some great translations such as "Dopo mee gusha, peedunky?" which is Dirty Harry's famous line, "Do you feel lucky punk?" Yes, I agree Combat Advantage can be only of minor benefit in combat, but it all depends on the tactical acumen of your group. A +2 to hit can be pretty significant depending on the situation in 4e, and if they aren't used to having leaders giving out big bonuses every round they will appreciate it. I chose only combat advantage because I didn't want the cards to give a significant advantage in combat. Therefore they are so far only neat little tricks about equal to an at-will or weaker encounter power, especially since playing a card doesn't take up one of their actions. This hasn't come up yet but I'm considering giving options to my group to either exchange cards after a milestone or extended rest, or giving out an entirely new hand in the middle of a long session. A few times we've had all the players use their cards up quickly, and we enjoy their usefulness in plot twists. Like I said in my last post I'm probably going to get rid of the achievement cards in my deck, but I think I'll repurpose them with some tweaks into the regular deck. [/QUOTE]
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