[Design] Why random rolls?

Curufea curufea at yahoo.com
Tue Oct 11 01:16:38 UTC 2005


I'm wondering about cards.

The advantages of cards are -  
a) you can weight a deck according to the situation.
b) players can store cards for later use.

The types of cards would be -
1) Minor success for very proficient skill levels
2) Minor success for proficient (or better) skill levels
3) Minor success for average (or better) skill levels
4) Major success for very proficient skill levels
5) Major success for proficient (or better) skill levels
6) Major success for average (or better) skill levels

Playing a success for a skill level you don't have in that area,
means it fails.  Either a minor or a major failure. Not playing a
card is a critical failure/fumble.

You could also break it down into scene-specific importance.  
ie - This is a Climax, two minor successes can be played as a major.

Or you could break down the cards into skill areas-
Cards for physical skills, mental, or magical skills.

Or even allow a certain amount of swapping of cards.

Like Perversity Points in Paranoia XP, unused cards could be traded
for experience points/character development at the end of the game.

--- Carl Brown <catodon at whale-mail.com> wrote:

> with a 1-10 range how would you handle expert systems that are
> actually more skilled (less mistakes) than the experts used to
> program them. Of coarse a pre-computing game wont have this
> specific problem but what of dieties or such. Again this is a
> matter of 'graininess' and basing mechanics on the human range and
> again this is no problem if all of the key characters in your
> narative are human or very nearly so.
> 
> 
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Peter Cobcroft
curufea at yahoo.com
Main: http://www.curufea.com/


		
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