Adam beat me at my own game

Last night I play tested my game. I tried it with the card mechanics, and the d10. I have a few good notes. Things I liked and things I did not liked. I will post another on what I had to create characters with, a long with my goals for the game, and what I want to change.

While, I the game did not handle the way I imagined it, I am excited because its a new learning experince for me. Sometimes you have to learn 1000 ways to not make something before you make it right.

I will also look into what Citizen Joe put an idea for a card mechanic. This is different than what I used the other night. But still something to look at.

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3 Responses to “Adam beat me at my own game”

  1. Citizen Joe Says:

    I’ve been toying around with more ‘casino mechanics’. Instead of the d10, try 2d6 and roll again for doubles. That leaves an open ended result, but about half the time you end up with a 7 or less. 90% of the time it is 12 or less. Now, if you are appropriately skilled in something, you get to add your card value for the associated skill. If you’re looking for critical failures, those could come from other people playing situational cards to get narrative control, turning a regular failure into something much worse.

    So, something relatively easy, even for a total novice may require a 6. Meanwhile, something moderately difficult may need an 11. Possible as an unskilled person, but a real pro (with an appropriate king) would find it child’s play.

  2. admin Says:

    So would it be 2d6+skill + card?

  3. Citizen Joe Says:

    My suggestion is that the card represents the skill. So it would be 2d6+card (where you get to reroll doubles). You may also have something special if the dice result is the same as the card. Likewise, there might be a situational card that may be incorporated into the test.

    For example: Bob is a computer tech person. He’s very good at it, as represented by his 8 of diamonds in tech skills. He encounters a numeric combination lock which would be exceedingly difficult to crack. This would normally require something like a 32 result to guess the right combination (that is about 4 doubles, or 3 doubles plus his tech card 8D). Fortunately, he happens to have a decryption device (8 of Spades). At this point he’s got a pair of 8’s, but he still needs like 16 on his 2d6 (at least one double). But if he hits an 8 off the bat, then he’s got 3 of a kind which should work despite it only totaling 24.

    Situational cards should probably be expended upon use, but skill/ability cards would remain. So in that case, maybe the decrypting device really just burns out the circuitry on the lock or something. Or maybe it wasn’t a decrypter (8D) maybe it was the passcard Bob snuck out of the receptionist’s purse earlier (8H).

    Its all about how you implement your particular hand of cards.

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