Would cards really be that bad?

I'm not a huge fan of the cards idea. Random encounter cards would be fun for a one-shot or something, but if I really want that, I can pull out my PHB and my Munchkin cards.

I bought the divine spell cards when they came out, but I couldn't use them. There are too many spells for me to have them on loose cards. A book, I can find. Cards would be all over my apartment, and I'd never be able to find the spells I need.

I say keep it to the books. If I want to play a card game, I'll pull out MTG.
 

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I think it's a fine idea for a dugeon/monster/trap/treasure generator.

Warhammer had a version of this. It was like a boardgame only the board was randomly generated. You kept on going through until you reached the Big Objective. Then you leveled up, only your choices were severely limited and scripted.

It's what I hoped the newest, most recent D&D basic set would be and it kind of was, but that game was far more limited in scope.
 

I can only repeat what I said in the other thread:

If we are talking about collectible cards or a randomized element brought in by cards, I'm out. That's nothing I'd ever use, except for special games like Everway, where the cards themselves are the randomizer, but a fixed deck. I don't need that for D&D, though.

If we are talking about play aids, like spell cards that are used as organizers, or for marking special conditions like "blinded", or for listing your special attacks, or for marking your place in the initiative chain, then I like the idea :).
 

Now, as a version of D&D, your crazy.

As a spin off? Perhaps.

A simplified D&D-like game COULD be sold using a core book and decks. The core book tells you everything and gets you started. Cards contain monsters, spells, treasure and power-ups.

The main set (revised every 2 years) is what you need to get going. Cards don't become obsolete per se, but tournies use the latest or saction approved. expansions (2 a year) and new stuff around a theme (Frostburn, Eberron, Libris Mortis themed expansions, for example).

How do you play?

Characters are generated out of the book using pretty standard char-gen. There are races and classes (fighter, cleric, rogue, wizard) You then get a "hand" of cards based on your level. You can choose what cards you want out of your collection, with certain restrictions.

Cards are broken down into four types: Spells (one use magic effects), Monsters (foes and traps), Treasure (goodies) and Power-Ups (class abilities, feats, and one-shot abilities). DM's use All Four Types, players use Spell and Power Up (sold in PC/DM boosters?)

You have a hand of cards equal to 3 + your char level. PCs may select from spells or power-ups.

Each card has a requirement. This could be a race (elven silence), class (sneak attack), minimum level (fireball), or even alignment (evil strike). Don't meet that requirement? Can't use the item. Treasure has similar minimums. Thus, a cleric can use cure light wounds cards (min Clr1) but a rogue can't. The cleric can't use Cure Serious (Clr5) until he's 5th level.

Common abilities (cure spells, basic feats) are common. Useful but higher level are uncommon (spring atk, cone of cold). Powerful or high level are rare (vampire slayer, disintigrate).

DMs can tailor treasure cards and monsters to a dungeon or play them "randomly" buy using the monsters CR (on card) and treasure minimums as guidelines.

Most common actions use standard d20 reslolution (attacks, skill checks, saves). Cards only come when you want to do something heroic (power atk: all your attacks next round do double damage) or cast a spell (cure wounds: heal your allies 8+Clr level hp).

Hand regenerates at rest, so spellcasters and fighters BOTH have limited resources.

XP levels you up as normal and increases your hand to give you more spells or powerups.

Course, nothing stopping new rulebooks to introduce classes, settings, etc. A thriving trade/resell market for non-DMs would be great too.

Its a start, and probably has alot of kinks to iron out, but it IS possible to incorporate random cards into an RPG and still keep the game an RPG.
 

Okay, first off, the idea of Collectable Cards would be, as others have already touched on, capital 'B' Bad. Having to buy pack after pack of cards just to be able to construct a given character is ridiculous. However, I don't think anyone's actually speaking in favor of this idea, so, moving on.

The idea of cards as a reference system is ... okay. Sorta. The problem that arises is the idea that you have to have a certain durable object to play, above and beyond the books themselves. Heck, even now, if you're conversant enough with the rules you don't even need to have the books with you, you can just go by memory.

If I recall, Changeling: The Dreaming had a card system for its spells, just so you know what a character could do with a given ability. The problem there was two-fold. One, one person, one set of cards. As it stands, if you and your three friends want to play a game of D&D, you don't need 3 PHBs, you just need one. With cards, everyone would need their own set. The second problem with the C:tD cards was that they were fragile as all get-out. If you take even moderate care of a book it can last you quite a while. The cards, on the other hand, either required much more attention to be paid to their maintenance, or semi-regular replacement.


The card option is rather rude because it's another assessed cost. Most tabletop gaming has worked on the basis that the required costs are minimal. All you need are the books, a basic set of dice, a pencil, a sheet of loose leaf, and your imagination. Anything else is discretionary. If cards are a bundled core mechanic, it's throwing out that noble tradition of your mind being your primary asset all in favor of getting you square in the pocketbook. That shows a pretty blatant disregard for your consumers. That is rude.
 

Turjan said:
If we are talking about collectible cards or a randomized element brought in by cards, I'm out. That's nothing I'd ever use, except for special games like Everway, where the cards themselves are the randomizer, but a fixed deck. I don't need that for D&D, though.

If we are talking about play aids, like spell cards that are used as organizers, or for marking special conditions like "blinded", or for listing your special attacks, or for marking your place in the initiative chain, then I like the idea :).

This sums up my thoughts exactly. But even if they come out as collectable cards it isn't that big of deal. I have plenty of 3.5 stuff and older to keep me busy for a long time - no cards needed.
 

Dragonhelm said:
Cards were tried once before with SAGA, during the Fifth Age Dragonlance era. It didn't go over too well, even though SAGA was an award-winning system.

You're sure that the fact that it was released after a setting-shattering novel and marketed to one of the smallest and most conservative segments of the D&D market didn't have anything to do with that? ;)

(And I'm not entirely convinced Marvel SAGA failed at all--the line died so fast and dramatically that it actually argues against a sales decline, IMO. It feels more to me like a victim of the anti-license and "no licenses, no settings--nothing but the Big Names" mentality of WotC at that time. I'm open to correction, though.)

Matthew L. Martin
 

cards

I would think that cards were a stupid idea, if I hadn't DMed TORG for a couple of years in college.

Torg had a deck of cards called the Drama Deck. They got used for lots of things...by both the GM and the players.

I don't recall them well enough to craft a description that would do them justice. Suffice it to say that I considered them the best part of the game system.

I think something similar would do well in 3E.

Ken
 

Haffrung Helleyes said:
I would think that cards were a stupid idea, if I hadn't DMed TORG for a couple of years in college. ... I think something similar would do well in 3E.

That sort of thing, yeah. I've seen similar things for sale, and I've heard of GM who simply made their own. A nessesary but collectible card component would not be a desirable thing at all.
 

Cards would be fine, although an unnessasaery emcumbrance, and an unnattractive addition (in my opinion) Collectible, random rules for a roleplaying game is a pretty disgusting idea.
 

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