Asmor
First Post
Here's an idea I just had to use cards to replace a d20 (though the same technique could be used with little modification for any die type). Take a standard deck of playing cards, and get rid of the kings, queens and jokers, leaving you with Ace through 10. Shuffle that deck, and then draw every time you need a die roll.
Red cards add 10, so a 7 of hearts or diamonds is actually a 17.
And thus, with your 40 cards, you have two of every number. Randomness is preserved, but luck is somewhat more even. No longer can you roll consistently well, but nor can you roll consistently poorly.
There is one big problem with this approach, though. It could potentially get a big predictable as the pack thins... Which may or may not be a good thing. In particular, it seems likely that you might draw all your high cards early and then you're stuck with 10-12 more draws that you know are going to suck. That's just not fun.
So here's my solution to that: Shuffle in a joker (or maybe even 2). Treat the joker as a 20 (so you've actually got 3 chances out of 43 of rolling a 20, and shuffle the whole deck whenever you draw one.
This is good for the following reasons. You never know when you're going to draw a joker, taking a lot of the predictability out, and it guarantees that you'll always have something to look forward to pulling. Even if you're down to 12 cards, which you know 11 of are low black cards, there's still the chance that you could pull that 20 and succeed spectacularly!
I recommend using this only for the rolls that really matter, otherwise players could try to game the system by making a lot of inconsequential rolls just to hasten a reshuffle. Let's say a rule of thumb is that you always use it during combat, and you only use it outside of combat if there are consequences for failure (GM's discretion).
Red cards add 10, so a 7 of hearts or diamonds is actually a 17.
And thus, with your 40 cards, you have two of every number. Randomness is preserved, but luck is somewhat more even. No longer can you roll consistently well, but nor can you roll consistently poorly.
There is one big problem with this approach, though. It could potentially get a big predictable as the pack thins... Which may or may not be a good thing. In particular, it seems likely that you might draw all your high cards early and then you're stuck with 10-12 more draws that you know are going to suck. That's just not fun.
So here's my solution to that: Shuffle in a joker (or maybe even 2). Treat the joker as a 20 (so you've actually got 3 chances out of 43 of rolling a 20, and shuffle the whole deck whenever you draw one.
This is good for the following reasons. You never know when you're going to draw a joker, taking a lot of the predictability out, and it guarantees that you'll always have something to look forward to pulling. Even if you're down to 12 cards, which you know 11 of are low black cards, there's still the chance that you could pull that 20 and succeed spectacularly!
I recommend using this only for the rolls that really matter, otherwise players could try to game the system by making a lot of inconsequential rolls just to hasten a reshuffle. Let's say a rule of thumb is that you always use it during combat, and you only use it outside of combat if there are consequences for failure (GM's discretion).