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Would this work as a system?
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<blockquote data-quote="Nytmare" data-source="post: 7923658" data-attributes="member: 55178"><p>Yeah, this immediately brought the Pathfinder Card Game to my mind. There are a lot of other games that operate in this space, but the Pathfinder game is probably the one I've played the most.</p><p></p><table style='width: 100%'><tr><td>Randomization is card and die driven. Cards represent things like items or spells, while dice represent when those items, spells, and skills are used.<br /> <br /> Character and equipment attributes are represented by dice (d4 to d12) and the larger the die, the better the attribute.<br /> <br /> Every class has an all the time base ability that works with the cards in their hand in some way. The cleric heals (move X cards from a players' discard to the bottom of their deck), the ranger can fire an arrow into someone else's combat (discard a card to do dX damage), the wizard draws cards when he casts spells (when you cast a spell, look at the top two cards of your deck, and put any spells in your hand). <br /> <br /> In addition, each character has a list of how many of each card type they have in their deck. The different kinds of cards are weapons, armor, items, spells, allies, and blessings (benefits that anyone can pitch to add a die to any other players' check). Over the course of an adventure you can add whatever cards you find, but between adventures, you need to build back to match the numbers of your character's deck list.<br /> <br /> Levelling up happens after every couple adventures. It can be an addition to your deck size, your hand size, or an increase to your attributes or abilities.</td></tr></table><p></p><p>All that being said, although I really enjoy deck builders, I think that a system like this would need to be SO robust to not just be a combat system with role playing elements tacked on to it, that it would be way too much work. I'd be much more a fan of something closer to the card driven resolution system of Burning Wheel, where card interpretations are far more broad, ie. Attack, Defend, Feint, Maneuver.</p><p></p><p>My current philosophy of design is far more focused towards small and simple over having to make a million cards for every single item, ability, and edge case.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7923658, member: 55178"] Yeah, this immediately brought the Pathfinder Card Game to my mind. There are a lot of other games that operate in this space, but the Pathfinder game is probably the one I've played the most. [TABLE] [TR] [TD]Randomization is card and die driven. Cards represent things like items or spells, while dice represent when those items, spells, and skills are used. Character and equipment attributes are represented by dice (d4 to d12) and the larger the die, the better the attribute. Every class has an all the time base ability that works with the cards in their hand in some way. The cleric heals (move X cards from a players' discard to the bottom of their deck), the ranger can fire an arrow into someone else's combat (discard a card to do dX damage), the wizard draws cards when he casts spells (when you cast a spell, look at the top two cards of your deck, and put any spells in your hand). In addition, each character has a list of how many of each card type they have in their deck. The different kinds of cards are weapons, armor, items, spells, allies, and blessings (benefits that anyone can pitch to add a die to any other players' check). Over the course of an adventure you can add whatever cards you find, but between adventures, you need to build back to match the numbers of your character's deck list. Levelling up happens after every couple adventures. It can be an addition to your deck size, your hand size, or an increase to your attributes or abilities.[/TD] [/TR] [/TABLE] All that being said, although I really enjoy deck builders, I think that a system like this would need to be SO robust to not just be a combat system with role playing elements tacked on to it, that it would be way too much work. I'd be much more a fan of something closer to the card driven resolution system of Burning Wheel, where card interpretations are far more broad, ie. Attack, Defend, Feint, Maneuver. My current philosophy of design is far more focused towards small and simple over having to make a million cards for every single item, ability, and edge case. [/QUOTE]
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