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Using cards instead of dice
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<blockquote data-quote="half-dragon dragon" data-source="post: 4606363" data-attributes="member: 51211"><p>Having kind of fleshed out my idea for a core system, I don't think I'll be shooting myself in the foot if I post it here.</p><p></p><p>The basic premise is as you would expect from cards, high card wins. Of course, there are few exceptions and twists though. Stats and skills are rated ace to ten with the rating indicating all cards equal to and lower than it being wild. As normal a wild card beats a normal card, and in the case of a tie between either wild or normal cards, suit supremacy takes place with the order, least to greatest, being clubs, diamonds, hearts, then spades (alphabetical order). Face cards are special in that they negate wild card status and force suit supremacy for all cards played. Still working on how jokers might play into it.</p><p></p><p>One thing about this system is that there is no target numbers to beat, everything is a opposed draw. For contests between creatures its stat/skill vs. stat/skill, with the winner being determined as described above. When tackling a task such as climbing a wall or picking a lock, the task has a difficulty just like a skill/stat, for example Difficulty 2 means that aces and twos are wild for the obstacle. Both the player and GM draw and if the player wins, they succeed at the task, else they fail.</p><p></p><p>While I was rather excited about the idea when I first had it, I'm becoming more and more unsure of whether or not this makes things too swingy. Anyone see and inherent problems with the way this looks? Any help is greatly appreciated.</p></blockquote><p></p>
[QUOTE="half-dragon dragon, post: 4606363, member: 51211"] Having kind of fleshed out my idea for a core system, I don't think I'll be shooting myself in the foot if I post it here. The basic premise is as you would expect from cards, high card wins. Of course, there are few exceptions and twists though. Stats and skills are rated ace to ten with the rating indicating all cards equal to and lower than it being wild. As normal a wild card beats a normal card, and in the case of a tie between either wild or normal cards, suit supremacy takes place with the order, least to greatest, being clubs, diamonds, hearts, then spades (alphabetical order). Face cards are special in that they negate wild card status and force suit supremacy for all cards played. Still working on how jokers might play into it. One thing about this system is that there is no target numbers to beat, everything is a opposed draw. For contests between creatures its stat/skill vs. stat/skill, with the winner being determined as described above. When tackling a task such as climbing a wall or picking a lock, the task has a difficulty just like a skill/stat, for example Difficulty 2 means that aces and twos are wild for the obstacle. Both the player and GM draw and if the player wins, they succeed at the task, else they fail. While I was rather excited about the idea when I first had it, I'm becoming more and more unsure of whether or not this makes things too swingy. Anyone see and inherent problems with the way this looks? Any help is greatly appreciated. [/QUOTE]
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