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<blockquote data-quote="Undrave" data-source="post: 7923268" data-attributes="member: 7015698"><p>This is just something I wish to discuss with people who enjoy discussing system crunch. </p><p></p><p>I had this idea a while back that came to me and I'm wondering if people think there's something there: Combining an RPG with deck building mechanic. </p><p></p><p>Basically, your character would have some stats on a simple board, maybe some equipment cards attached, and everything they can DO would be represented by a card in a deck. </p><p></p><p>During combat, you get to fill your hand up to five cards from your deck for your turn (Or maybe refresh entirely to five cards?). Then you play them to get various effect like attacks and heals, but also defensive reactions and discard them as you go. Some cards would ask you to discard other cards to fuel them, other would ask you to pick up Fatigue cards. You can refresh your deck by picking up more Fatigue cards as well. Fatigue cards don't actually do anything but pollute your deck, and if you end up forced to draw a hand of nothing but fatigue card, you pass out. If you can't block an attack with Fatigue based defence or your stat, you get a Wound card which is just as useless, but maybe more so.</p><p></p><p>Wounds on the other hand would REPLACE cards from your deck and you'd place the replaced cards aside. If you are forced to pick up a full hand of wounds, your character dies! </p><p></p><p>Resting would remove fatigue, while wounds would need longer healing to remove. </p><p></p><p>When you win XP it's represented by a card in your deck that acts as a boost to your other stuff until you can find a trainer or something where you can trade your XP for new moves. Or you can trade it for more of the moves you already have. </p><p></p><p>For skill resolution, each card would have either a success or a failure symbol in the corner, and when you want to resolve a skill you shuffle what's available in your deck and draw a number of cards equal to your Skill proficiency level and you need to go up to a certain number of successes. Maybe some cards would have more successes and some failures would cancel out successes? Strong combat cards wouldn't be good for skill resolution and vice versa. </p><p></p><p>On the other side of the screen, Monsters would be simplified and the DM would have 'tactics deck' in level of complexity and enemies would dictate what tactics they can draw (stuff like 'use special ability and then move away' or 'Use basic attack' or 'run away' or 'two monsters attack together' etc). I'd imagine three levels of tactics and you can draw number of monsters +1, including 1 card that's a step above in term of complexity. </p><p></p><p></p><p>Just a random concept that's been ruminating in my mind for a while that I needed to express somewhere. None of my friends care much about the crunchy side of RPGs so I haven't found anyone to really talk about this with.</p></blockquote><p></p>
[QUOTE="Undrave, post: 7923268, member: 7015698"] This is just something I wish to discuss with people who enjoy discussing system crunch. I had this idea a while back that came to me and I'm wondering if people think there's something there: Combining an RPG with deck building mechanic. Basically, your character would have some stats on a simple board, maybe some equipment cards attached, and everything they can DO would be represented by a card in a deck. During combat, you get to fill your hand up to five cards from your deck for your turn (Or maybe refresh entirely to five cards?). Then you play them to get various effect like attacks and heals, but also defensive reactions and discard them as you go. Some cards would ask you to discard other cards to fuel them, other would ask you to pick up Fatigue cards. You can refresh your deck by picking up more Fatigue cards as well. Fatigue cards don't actually do anything but pollute your deck, and if you end up forced to draw a hand of nothing but fatigue card, you pass out. If you can't block an attack with Fatigue based defence or your stat, you get a Wound card which is just as useless, but maybe more so. Wounds on the other hand would REPLACE cards from your deck and you'd place the replaced cards aside. If you are forced to pick up a full hand of wounds, your character dies! Resting would remove fatigue, while wounds would need longer healing to remove. When you win XP it's represented by a card in your deck that acts as a boost to your other stuff until you can find a trainer or something where you can trade your XP for new moves. Or you can trade it for more of the moves you already have. For skill resolution, each card would have either a success or a failure symbol in the corner, and when you want to resolve a skill you shuffle what's available in your deck and draw a number of cards equal to your Skill proficiency level and you need to go up to a certain number of successes. Maybe some cards would have more successes and some failures would cancel out successes? Strong combat cards wouldn't be good for skill resolution and vice versa. On the other side of the screen, Monsters would be simplified and the DM would have 'tactics deck' in level of complexity and enemies would dictate what tactics they can draw (stuff like 'use special ability and then move away' or 'Use basic attack' or 'run away' or 'two monsters attack together' etc). I'd imagine three levels of tactics and you can draw number of monsters +1, including 1 card that's a step above in term of complexity. Just a random concept that's been ruminating in my mind for a while that I needed to express somewhere. None of my friends care much about the crunchy side of RPGs so I haven't found anyone to really talk about this with. [/QUOTE]
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