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** [[Group Turns]]: Most often corresponds to exploration | ** [[Group Turns]]: Most often corresponds to exploration | ||
** [[Free Flow]]: Most often corresponds to social interaction | ** [[Free Flow]]: Most often corresponds to social interaction | ||
* Cards have either generic, or specific costs | * Cards have either generic, or specific fuel costs | ||
** E.g. a card could simply cost "3 Points" or specifically "3 Rapport Points" or "3 Stamina Points" | |||
* Classes provide unique 'fuels' which allow the play of class specific cards | * 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 | * 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]] | ** 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 | ** 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 | * 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 possess | ||
* 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?) | * 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 | * Action economy tied to the number of dice you roll on your turn | ||
* Cards contain both | * Cards contain both guaranteed 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) | * 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) | ||
== Classes == | |||
* Bard (Rapport Points) | |||
** Social based class | |||
** | |||
* Brute (Fortitude Points) | |||
** High damage class | |||
** | |||
* Cleric (Light Points) | |||
** Healing/support class | |||
** | |||
* Fighter (Stamina Points) | |||
** Consistent damage class | |||
** | |||
* Mage (Mana Points) | |||
** Utility class | |||
** | |||
* Mystic (Spirit Points) | |||
** Coordination class | |||
** | |||
* Psychic (Will Points) | |||
** Control class | |||
** | |||
* Ranger (Breath Points) | |||
** Ranged combat class | |||
** | |||
* Rogue (Sneak Points) | |||
** Skill monkey class | |||
** | |||
Latest revision as of 23:14, 9 November 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 fuel costs
- E.g. a card could simply cost "3 Points" or specifically "3 Rapport Points" or "3 Stamina Points"
- 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 possess
- 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 guaranteed 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)
Classes
- Bard (Rapport Points)
- Social based class
- Brute (Fortitude Points)
- High damage class
- Cleric (Light Points)
- Healing/support class
- Fighter (Stamina Points)
- Consistent damage class
- Mage (Mana Points)
- Utility class
- Mystic (Spirit Points)
- Coordination class
- Psychic (Will Points)
- Control class
- Ranger (Breath Points)
- Ranged combat class
- Rogue (Sneak Points)
- Skill monkey class