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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6960098" data-attributes="member: 82106"><p>Yeah, it would be DIFFERENT, for sure. My guess is there has been SOME work in this area in the past, though how much and how similar I don't know. It just seems like too obvious an idea to have been invented on a forum post in 2016! It would perhaps be interesting to get a look at what people have come up with, though sometimes its nice to just do your own thing first, and THEN see how other designs can inform yours, otherwise you may lose your unique spin on it.</p><p></p><p>So, an outline emerges in my mind in which there IS some heritage of 4e in terms of presentation, but also in terms of themes and some of the overall emphasis on discrete encounters as the building blocks of adventure. So, play would progress in terms of encounters, cards are played only during encounters. These could be combats or 'challenges'. In the former case powers are relevant, and in the later 'utilities' (which can encompass rituals and anything else that isn't generally part of the attack and defense format of a combat encounter). 'combat' may also be a bit more broad, any action-heavy sequence of time-critical nature could fall under that definition. Combat powers CAN be used, in certain ways, outside combat, and utilities can work IN combat, but this will require some definition of the parameters.</p><p></p><p>An encounter will consist of 1 or more 'rounds' in which cards are played. The players describe the various actions being taken in terms of the play of the cards, building a narrative. Skills can be basically signifiers of character ability, as can ability scores, simply improving the effectiveness of the powers/utilities they relate to (So a guy with 'Nature' is able to get a better effect when he plays 'Forage' than a guy without it, etc). Likewise various attacks are related to an ability, or maybe a skill in some cases, which can give them an improved effect. </p><p></p><p>Frankly, an encounter COULD simply be resolved by a single play of cards. That would put the emphasis on the overall adventure, card resource management, strategy, plot, etc. You could have multiple rounds per encounter as well, creating a greater tactical emphasis and more elaborate encounter narratives. </p><p></p><p>You'd have to work out how items would work. They could be cards as well. There COULD be encounter, daily, and at-will power cards of course, etc. I suspect you'd find some of those concepts might not translate so well, but who knows?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6960098, member: 82106"] Yeah, it would be DIFFERENT, for sure. My guess is there has been SOME work in this area in the past, though how much and how similar I don't know. It just seems like too obvious an idea to have been invented on a forum post in 2016! It would perhaps be interesting to get a look at what people have come up with, though sometimes its nice to just do your own thing first, and THEN see how other designs can inform yours, otherwise you may lose your unique spin on it. So, an outline emerges in my mind in which there IS some heritage of 4e in terms of presentation, but also in terms of themes and some of the overall emphasis on discrete encounters as the building blocks of adventure. So, play would progress in terms of encounters, cards are played only during encounters. These could be combats or 'challenges'. In the former case powers are relevant, and in the later 'utilities' (which can encompass rituals and anything else that isn't generally part of the attack and defense format of a combat encounter). 'combat' may also be a bit more broad, any action-heavy sequence of time-critical nature could fall under that definition. Combat powers CAN be used, in certain ways, outside combat, and utilities can work IN combat, but this will require some definition of the parameters. An encounter will consist of 1 or more 'rounds' in which cards are played. The players describe the various actions being taken in terms of the play of the cards, building a narrative. Skills can be basically signifiers of character ability, as can ability scores, simply improving the effectiveness of the powers/utilities they relate to (So a guy with 'Nature' is able to get a better effect when he plays 'Forage' than a guy without it, etc). Likewise various attacks are related to an ability, or maybe a skill in some cases, which can give them an improved effect. Frankly, an encounter COULD simply be resolved by a single play of cards. That would put the emphasis on the overall adventure, card resource management, strategy, plot, etc. You could have multiple rounds per encounter as well, creating a greater tactical emphasis and more elaborate encounter narratives. You'd have to work out how items would work. They could be cards as well. There COULD be encounter, daily, and at-will power cards of course, etc. I suspect you'd find some of those concepts might not translate so well, but who knows? [/QUOTE]
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General Tabletop Discussion
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