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[[Category:Meta]] | [[Category:Meta]] | ||
== System Overview == | |||
* Cards dictate all mechanical action | |||
* Three main encounter types | |||
** [[Turn Based]]: Most often corresponds to combat | |||
** [[Group Turns]]: Most often corresponds to exploration | |||
** [[Free Flow]]: Most often corresponds to social interaction | |||
* Cards have either generic, or specific costs | |||
* Classes provide unique 'fuels' which allow the play of class specific cards | |||
* Some class specific cards allow the character to gain limited access to the fuel of a different class | |||
** For example, a [[Mage]] might have a card that allows them to cast a spell called "invigorate" which grants them some amount of [[Fighter#Stamina|Stamina]] | |||
** As an additional example, a [[Fighter]] may have a card which allows them to spend their turn focusing on their future strikes to gain a [[Mystic#Spirit|Spirit Point]] for each successful hit on the next turn | |||
* Players build up to 3 decks (one for each pillar: Social Interaction, Exploration, Combat); at the beginning of an encounter, players can substitute up to three cards in their deck on alternate cards which they posess | |||
* Players can build/reorganize their decks to a greater degree only under specific circumstances (Only while in town? Every long rest? Just takes X amount of time?) | |||
* Action economy tied to the number of dice you roll on your turn | |||
* Cards contain both guarunteed effects, as well as rolled bonus/detriment effects | |||
* Choose the number of dice you roll, and roll them at the beginning of your turn; any unsued dice come with a negative consequence (maybe you regain that many fewer fuel on the next turn) | |||
Revision as of 19:47, 12 October 2023
System Overview
- Cards dictate all mechanical action
- Three main encounter types
- Turn Based: Most often corresponds to combat
- Group Turns: Most often corresponds to exploration
- Free Flow: Most often corresponds to social interaction
- Cards have either generic, or specific costs
- Classes provide unique 'fuels' which allow the play of class specific cards
- Some class specific cards allow the character to gain limited access to the fuel of a different class
- For example, a Mage might have a card that allows them to cast a spell called "invigorate" which grants them some amount of Stamina
- As an additional example, a Fighter may have a card which allows them to spend their turn focusing on their future strikes to gain a Spirit Point for each successful hit on the next turn
- Players build up to 3 decks (one for each pillar: Social Interaction, Exploration, Combat); at the beginning of an encounter, players can substitute up to three cards in their deck on alternate cards which they posess
- Players can build/reorganize their decks to a greater degree only under specific circumstances (Only while in town? Every long rest? Just takes X amount of time?)
- Action economy tied to the number of dice you roll on your turn
- Cards contain both guarunteed effects, as well as rolled bonus/detriment effects
- Choose the number of dice you roll, and roll them at the beginning of your turn; any unsued dice come with a negative consequence (maybe you regain that many fewer fuel on the next turn)