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[DL] playing card resolution for d20, first draft
it may be hard to read(if it is, im sorry), but ill tune it up in my spare time and try it out next week. id just like a little constuctive criticism so i know which direction to go.
basics:A=1, J=11, Q=12, K=13, other cards are face value. jokers ussualy create a special effect rather than stand for a numerical value, but if i missed somethign, they're a king if little or an ace if big(i use rider back bicycle cards, the little joker is marked "garrenteed", os thast why i deside it was good while the other was bad).
character creation:
Card Stats:all stats start at 3. give the player the deck and have the player discard a card for each time he rasies ability score. if he rasies a stat above 12, make him pay double(2 cards to a point). when he gets to the bottom of the deck, he's done(essintally 54 points).
Random Stats:make 6 pulls, pull value+4 is score, jokers are 18s. put a card in each stat. 5 of the 6 cards make a hand. for each rank player gets, he adds 1 to any ability score he wants(cant rasie anything above 18).
tests:when making checks, rolls, or saves, draw five cards. draw an extra card per +2 bonus u have(rounded down). DCs and ACs are now written in hands to beat. bonuses are written in the amount of cards you draw. aces are low, except in the case of straights, they may be on top of a king or under a two, as the player wishes. contraversly, for every -5 penilty a character has, the rank they get is reduced by 1.
each rank equal 5 DC like so:
5=high card
10=pair
15=two pair
20=3 of a kind
25=strait
30=flush
35=full house
40=four of a kind
45=straight flush
50=five of a kind
inaitive tests:everybody makes a hand, starting with highest hands and going down. those refocusing go before nomral order next round. if more than 1 person refocuses the refocued character resovle in order of hands.
card damage:no more critical hits or damage rolls. each weapon does X damage per dice rolled, plus normal bonuses such as strength or +1 attached to weapon's damage. the X is desided by damage dice(d4 is 2, d6 is 3, d8 is 4, d10 is 5, d12 is 6). however, should u beat the target's AC and then some, increase damage for ever rank u beat him by.
((21-critical threat range) * X) bonus damage, per rank over.
reguardless of how bad u beat the AC, the attack can only do a maximum damage of ((critical multiplier * 2) * X)
bursts:weapons that fire bursts add an extra bullet based on the first card for the attack hand. A-7 cards mean only 1 bullet hit the target. cards 8-J add 1 extra bullet. Q, K, or little jokers add a third bullet(should the attack hit in either case).
burst radii:make a normal hand against target number. increase damage based on ranks over that.
suppresion fire:do not roll a d6 to see who is hit. if attacker makes his check(his hand means nothing except for this, ranks over it do nothing), make 1, 5 card, hand and apply it against everyone within the radius. it increase the damage based on the rank by which that hand beat the targets.
quick saves:u could make a save hand for big things, but i prefer to do it quickly. have effected character play a hand of blackjack. he can hit up to 3 times. he adds his normal save bonus to finished result(bust=0, 5-card non-bust=20, 2-card 21=30)
malfunctions and critical failures and successes:if the first card out of the deck is a black ace or big joker, its a natural 1(stop drawing the hand right now, discard the card and resovle the ugly effects). if it's a red king or little joker, its a natural 20. if u get a red king or little joker for an attack hand, double base and bonus damage and reguardless of your hand, u will hit the target. if either joker comes up in your hand(but isnt first card), it acts a wild card, regaurdless of which one it is.
for every 1 over 1 the reliability of a gizmo is, expand to black 2s, black 3s and so on. if it does malfunction, GM pulls for type:A-7 or little joker is minor, 8-J is major, king, queen, or big joker is catastrophic.
admitedly some major proplems, but its just my first run at it.