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Topic: Card resolution mechanics (split from older thread)
Started by: cfc
Started on: 8/12/2004
Board: RPG Theory


On 8/12/2004 at 8:39am, cfc wrote:
Card resolution mechanics (split from older thread)

In terms of minimizing the benefit of blowing low cards on trivial tasks, has anyone tried a draw-under mechanic with blackjack degree-of-success? I'm thinking that to succeed you have to play a card from your hand that's lower than the difficulty number for the task, but the higher your card is, the better your success is. So low cards are useful because they make success more likely (depending on the details of the system, an Ace might actually be a guaranteed success), while high cards are riskier, but provide the opportunity for better successes.

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On 8/15/2004 at 1:35pm, Chris_Fougere wrote:
RE: Card resolution mechanics (split from older thread)

Maybe its just me, but has no one else used the Unisystem from Eden Studios (Witchcraft, All Flesh Must Be Eaten).

While it is a dice based system, they present a card using option for their task/test resolutions. What's more it gives you two options; simply drawing a random card or starting play with a hand and thus choosing which card you use at which task. What I really like is that you don't draw new cards until you've played your whole hand, thus encouraging a modicum of strategy as to when to use your good cards and when to risk failure.

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On 8/15/2004 at 3:22pm, Ron Edwards wrote:
RE: Card resolution mechanics (split from older thread)

Hello,

The above two posts were split from What are some RPGs which use playing cards?

Gentlemen, welcome to the Forge, and I'm sure your posts will draw some discussion in this thread.

Also, please take a minute to review the Site Etiquette sticky post at the top of the Site Discussion forum, which will let you know some of the odd details of posting here, and why your posts are now starting a new thread. If you have any questions about them, let me know.

Best,
Ron

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