Design Notes

From Deck System
Revision as of 19:47, 12 October 2023 by Michael.oconnell (talk | contribs) (Added initial notes.)


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)