[sblock]Problem with 13a is lack of really unified class mechanics. There's a pretty consistent basic structure, but 'powers' are sort of grafted almost willy-nilly onto classes and use a whole variety of different mechanisms to govern their usage. Honestly I would consider 13a to be closer to 3e than 4e. I think TotM is a concept that probably plays more naturally than tactical wargame in a card-based paradigm though, so such a game might be more reminiscent of 13a than 4e in some respects. The archetypes stuff could also inform card-based build structures in a nifty way.
Overall I think your view of it could definitely be a good approach. I'm not sure about the 'weight' thing, how would you do that? Also, would it really be necessary? I mean cards could in effect provide an offense and defense number (at least standard use cards, there could also be interrupts and whatnot that work in other ways). Maybe a given card is sort of 'double ended' like a few oddball magic cards. One half is an attack/defense, and the other half is some other related function, maybe useful in non-combat situations or to produce some other non-damaging effect (IE a Telekinesis power might be useful as an attack, tossing opponents about the battlefield, and as a way of leaping great distances or lifting people/things, etc).
I'd also think that various cards could operate synergistically. This could produce 'combo' effects or 'build up' to a big finale, etc. It would obviously also reinforce specific themes. Some cards could be things like basic tactics, 'take cover', 'flank', 'charge', etc. Alternatively maybe each character declares a basic tactic, say in reverse initiative order, and lays out a card, face down to go with it, then play proceeds from highest to lowest order, something like that. So charging would be a tactic, but not a card. Different classes might have a specific unique tactic, or one(s) that they are better at (rogues sneak around doing stabby stabby for example).[/sblock]
I thought of 13th Age mostly because of [mooks] - they're the kind of mechanic that ~ already work in the "figure out the narrative
from the mechanical result" that I was envisioning. Other than that, yeah, hadn't really thought it through.
The "weight" idea is basically "how much do I want this to succeed". It's easier with an example:
- let's say you have 4 power cards in your hand and 4 "weight" cards in your hand (numbered 1-4, because I'm exotic that way)
- you play your first power card and you want it to work, but you've still got plans: you play that card plus the "3 weight" card
- the next one you play, would surely be nice, but you don't care all that much so play it with the "1 weight" card
- the third is your big comeback in case things are looking grim - BAM! the "4 weight" card
- the last is a bit of a hail-mary : a passable effect with a "2 weight" card
Your opponent:
- played (in order) a card with 2, 4, 3 and 1 weight cards attached
So:
- the first, third and forth take "full" effect for you, while the second takes the "lesser" effect (or no effect - we're not that far along the design
)
The goal is to have both an effect and a bit of random as to whether it will work as hoped - sort of like the d20 in regular play. It's not something
required by any stretch, but I liked the idea.
Your last paragraph seems like it would offer a similar result.
This seems like a cool "little" project - I'll participate more in a couple of days
I'm seeing a 2 deck game - one for powers and another for "weight". Each power card has a "victory/stalemate/disappointment" effect. You play 4 rounds. At the end of each round, you reveal the power card of the previous round - but not the weight card - and also the weight card of the round before that (if any). So that, as you play, you get a sense of what's happening - it's not just one big reveal.
OR....
At the end of a round, you choose a card the player to your right must reveal.
Yeah, there are ideas here - fun!