Monday, December 24, 2012

Fantasy Core RPG--With a Deck of Cards, Part 1

Once again, I don't know what I was thinking.  I just suddenly had this idea and wrote it out.  These rules will likely fail in practice, so they definitely need some play-testing.  This isn't under the Open Gaming License, mostly because it doesn't really have anything to do with it (or Fantasy Core for that matter).


Card Based Fantasy Core RPG
(c) 2012 Jerry Harris

This set of rules is meant to replace dice in D&D with an ordinary set of playing cards. This change hopefully makes for a more fast-paced game. Parts of the game have been simplified, but there has been a strategic element added to the randomization. While these rules could be used for a continuing game and any situation, they lack character means for customization and advancement. They may probably be best used for short campaigns or even a single session.

Card Deck:
A normal set of playing cards complete with a Joker.

Card Rank:
Joker, Ace, Numbers, then by suit-Heart, Diamond, Club, Spade.

Character Creation:
Players choose between four classes, each having different abilities. Then a single card is Drawn. The value (Number = #, Face = 11, Ace/Joker = 12) can be added to increase certain stats up to the maximum or placed in the Fate stat. Reshuffle the Deck for each character. For any succeeding sessions (assuming the Characters are starting out from a place where they have taken an extended Rest), this Draw is performed again to add to the stats. (Fate can not be used change this Draw.)

Fighter
5 Heart, may be increased to 8
May use Armor
Takes two Draws in melee combat
May use Fate on Combat Stunts

Wizard
5 Heart, may not be increased
5 Magic (Utility, Non-lethal, and Lethal spells), may be increased to 8
Knowledge Skill

Cleric
5 Heart, may be increased to 7
May use Armor
Takes two Draws vs. Undead or Demons (including on a Turn attempt)
1 Turn (Causes Undead and Demons to flee), may be increased to 2
2 Magic (Limited to Utility and Non-lethal spells vs. a single opponent), may be increased to 5
1 Resurrect (Brings dead characters back to life), may be increased to 3

Thief
5 Heart, may not be increased
Takes 2 Draws for Ranged Attacks
1 Backstab (Bypasses Armor to Heart damage, 2 Hearts to non-armored), may be increased to 3
Thief Skills: Stealth (sneaking and hiding), Climbing Sheer Surfaces, Detecting/Disarming Traps,
   Picking  Locks, Picking Pockets
May use Fate for Non-combat Stunts

Heart:
This represents the Character's health. At 0, the Character is dead (though possibly not forever). Lost Heart is fully restored with a Rest period.

Fate:
This is simply an additional Draw on the Deck to try and better the result. Where Fate cannot be used is noted in individual situations. More can be earned during the game.

Other Character Abilities:
Used Magic, Turn, and Backstabs are fully restored with a Rest period. The number of Resurrects, however, are for the entire game session, not the game day.

Inventory:
Standard Gear-Bedroll, Backpack, Torch, Tinder and Flint, Rations, Waterskin, 1 Melee Weapon, 3 Wealth.

Fighter: Add Armor and one additional Weapon (melee or ranged)
Wizard: Add Spellbook, Parchment, Quill and Ink
Cleric: Add Armor and Holy Symbol
Thief: Add Ranged Weapon, Thief Tools

(Note: This game does not deal with encumbrance or nitpicky resource consumption. Simply use common sense judgement.)

Situational Item Draw:
If something specific is needed for a situation, the group can make one Draw on the Suit Table to see if they have it among them. Fate may not be used. If successful, the item is added to a Character's Inventory. (Again, use common sense in application.)

Money:
Generally, Wealth is coin that the Characters are carrying, up to 10. Common items are usually 1 Wealth up to 5 for more expensive items.

A Hoard is a large amount of treasure, such as in a treasure chest, an expensive jewel, or a dragon's lair. It will require addition means in order to be transported and/or be difficult to convert to Wealth. This can be used for very expensive items and investments, such as magical items, magic research, and building a castle.

Part 2
Part 3

Off for Christmas.  I'll be back Wednesday.

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