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Friday 16 January 2015

The Counters and Cards Conundrum in Skirmyth

I like the simplicity of my current system. Each character has a number of cards equal to their speed and attack stats. For example a character with speed 3 and attack 7 will get 3 speed cards and 7 attack cards in the deck, and it works really well in play. The only problem is the mass of cards required to play the game.

The flip side of this is for each character to have 1 card with all their stats on, and when a characters card is drawn a player gets to decide which action to perform based on the stats of the character on the card.

So we have - System 1 - Each point of a stat has a card, and System 2 - Each character has a single card with all their stats on.

The question is then, is there a middle way? A way between these two extremes?

Yes, what if a character has some cards containing their stats (say speed, shooting, melee) the number of which was equal to their initiative stat. For example a character of initiative 4 would have 4 cards in the deck with their stats on. When one of their cards are drawn the player in control of them would be allowed to select an action to perform based on the stats on the card.

This may drastically change the current system I have, but it removes the need for saving cards since you would never draw a card that you couldn't use. I can also still use the standard rolls for types - Warriors hit on a 4+, Rangers 5+, Mages 6+.
Your stat earns you a number of dice equal to it, the amount of damage you deal in an attack is equal to the number of successes you roll - Warriors 4+, Rangers 5+, Mages 6+.

Further notes -
Warriors hit on a 4+ and have no ranged ability.
Rangers hit in a 5+ and have a ranged ability. Characters further than 12" away are hit on a 6+ as are characters in cover. Characters further than 12" away and in cover are hit on a 6+ and you half the number of dice you roll.
Mages hit on a 6+ and have a ranged ability, their attacks are not effected by range or cover and they can spread damage dealt among multiple targets as they desire.

A characters total points value is equal to the total of the stats on their cards, speed, shoot and melee, multiplied by their initiative (the number of cards) and finally adding their resolve (hit points).

Multiple enemies can all be controlled by the same card drawn, for example all zombies could act when a zombie card is drawn. To make things really interesting why not include counters on the board that represent enemies that have not yet been spotted (including some decoys?), that all move when an 'unseen enemies' card is drawn, and they all make a standard 3" move towards the nearest player character.

Why not include more than 1 joker, and a different card that signifies the turn end. When a joker is drawn all cards are reshuffled into the deck, but the joker drawn is placed to one side. When the turn end card is drawn the number of jokers drawn could signify something, maybe you roll on a random event table, adding the number of jokers drawn to increase the severity of the event? Or the number of jokers dictate the number row on a table you roll on...

Thanks for stopping by, and if you've read this, thanks for putting up with my ramblings!
WGP

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