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The game needs more armor options. or better yet: More gear

Discuss card making and cards you have made.

Re: The gameneeds more armor options.

Postby mitchiemasha » July 26th, 2015, 2:32 pm

Don't like the idea of drawing cards for equipment. Surely you'd have a choice and of made that choice before hand. It's not like Zombicide where you'd of grabbed what was available.

Equipment in a draw deck would only work for me if searching, not in prep.


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Re: The gameneeds more armor options.

Postby cynthialee » July 26th, 2015, 3:13 pm

The players are encouraged to take some time and trade equipment and artifacts. I like the random of drawing cards. Feels more board game like.
Also they have the option to sell stuff and buy some regular gear.
Why did the warrior have a staff? IDK...maybe he took it off his dead buddies corpse last dungeon. maybe the armorer is insane and doesn't know up from down...

It gives the players a chance to bargain and bond. Also it helps them get to know each others equipment and abilities.

We will be playing a short run of 2-3 games in a crew of die hard, been there done that adventurers who don't currently have characters. Making them start from scratch would stink. Just giving them a pile of gold and letting them play store will eat up too much time. If I shuffle the deck and give them a D4+2 Equipment cards each, then they can play what has been drawn and it takes me all of a minute to get equipment in their hands.

They also get given artifacts at random.

After all gear has been drawn, they are allowed about 5-10 minutes for trades, deals and pacts.

With the players I have coming they will want to play a hard game that isn't basic. But I don't care to spend a day just outfitting the heroes. Which it would become with my bestie. This dude will take all the time in the world agonizing over minutia if I allow it.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The game needs more armor options. or better yet: More g

Postby cynthialee » July 26th, 2015, 4:26 pm

not armor, but I am pleased with this card:
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So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The game needs more armor options. or better yet: More g

Postby cynthialee » July 26th, 2015, 9:01 pm

Ever in the pursuit of giggles and belly laughs in game, I present this card for your enjoyment:
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So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The game needs more armor options. or better yet: More g

Postby Gold Bearer » September 9th, 2015, 4:48 am

cynthialee wrote:After printing off a bunch of weapon and armor cards and the counting the results I have come to the conclusion that there needs to be more armor options. So any ideas?

Elvens can't use dwarven armour. Dwarvens can't use elven armour. Humans -1 movement when using either.

Buckler: 20GP +1D against ranged attacks, cannot be used with a two handed weapon.
Helm: 20GP +1D from falling objects.

Cloth Armour: 50GP D1.
Padded Armour: 100GP D2. Max movement = two dice. Light Armour.
Studded Armour: 150GP D2. Max movement = highest two of three dice. Light Armour.
Leather Armour: 200GP D2. Max movement = three dice. Light Armour.
Splint Mail: 250GP D3. Max movement = one dice.
Banded Mail: 350GP D3. Max movement = lowest two of three dice.
Chain Mail 450GP D3. Max movement = two dice.
Scale Mail: 550GP D3. Max movement = highest two of three dice.
Ring Mail: 650GP D3. Max movement = three dice.
Suit Of Armour: 750GP D5. Max movement = lowest one of two dice, lowest one of three dice for elvens. Heavy Armour.
Plate Mail: 850GP D4. Max movement = one dice. Heavy Armour.

Elven Splint Mail: 300GP D3. Max movement = lowest two of three dice.
Elven Banded Mail: 400GP D3. Max movement = two dice.
Elven Chain Mail 500GP D3. Max movement = highest two of three dice.
Elven Scale Mail: 600GP D3. Max movement = three dice.
Elven Ring Mail: 700GP D3. Max movement = three dice. Light Armour.
Elven Plate Mail: 1000GP D4. Max movement = lowest two of three dice.

Dwarven Splint Mail: 800GP D4. Max movement = one dice.
Dwarven Banded Mail: 1000GP D4. Max movement = lowest two of three dice.
Dwarven Chain Mail 1200GP D4. Max movement = two dice.
Dwarven Scale Mail: 1400GP D4. Max movement = highest two of three dice.
Dwarven Ring Mail: 1600GP D4. Max movement = three dice.
Dwarven Plate Mail: 2000GP D5. Max movement = one dice. Heavy Armour.

Dragon Scale Armour: 1100GP D4. Max movement = lowest two of three dice. Half damage rounding down against fire, ice and lightning.
Elven Dragon Scale Armour: 1300GP D4. Max movement = two dice. Half damage rounding down against fire, ice and lightning.
Dwarven Dragon Scale Armour: 2500GP D5. Max movement = lowest two of three dice. Half damage rounding down against fire, ice and lightning. Heavy Armour.
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Re: The game needs more armor options. or better yet: More g

Postby Goblin-King » September 9th, 2015, 11:30 am

An abandoned game I was working on had a pretty massive deck of equipment.
The deck was basically all combinations of 1-3 modifiers which could be composed of +stats (str, int, def, hp etc.) and special effects (magic, fire, poison etc.)
Between each dungeon the party sought out the nearest settlement and could visit the store.
The "store" would be an amount of random drawn cards which represented what was available in this particular town. Take it or leave it.
There's a sword with +2 Str and +1 Int. I pay quite a bit extra for a stat I barely use, but when am I gonna find a weapon with +2 Str again?

It worked pretty good


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Re: The game needs more armor options. or better yet: More g

Postby cynthialee » September 9th, 2015, 1:40 pm

Gold Bearer wrote:
cynthialee wrote:After printing off a bunch of weapon and armor cards and the counting the results I have come to the conclusion that there needs to be more armor options. So any ideas?

Elvens can't use dwarven armour. Dwarvens can't use elven armour. Humans -1 movement when using either.

Buckler: 20GP +1D against ranged attacks, cannot be used with a two handed weapon.
Helm: 20GP +1D from falling objects.

Cloth Armour: 50GP D1.
Padded Armour: 100GP D2. Max movement = two dice. Light Armour.
Studded Armour: 150GP D2. Max movement = highest two of three dice. Light Armour.
Leather Armour: 200GP D2. Max movement = three dice. Light Armour.
Splint Mail: 250GP D3. Max movement = one dice.
Banded Mail: 350GP D3. Max movement = lowest two of three dice.
Chain Mail 450GP D3. Max movement = two dice.
Scale Mail: 550GP D3. Max movement = highest two of three dice.
Ring Mail: 650GP D3. Max movement = three dice.
Suit Of Armour: 750GP D5. Max movement = lowest one of two dice, lowest one of three dice for elvens. Heavy Armour.
Plate Mail: 850GP D4. Max movement = one dice. Heavy Armour.

Elven Splint Mail: 300GP D3. Max movement = lowest two of three dice.
Elven Banded Mail: 400GP D3. Max movement = two dice.
Elven Chain Mail 500GP D3. Max movement = highest two of three dice.
Elven Scale Mail: 600GP D3. Max movement = three dice.
Elven Ring Mail: 700GP D3. Max movement = three dice. Light Armour.
Elven Plate Mail: 1000GP D4. Max movement = lowest two of three dice.

Dwarven Splint Mail: 800GP D4. Max movement = one dice.
Dwarven Banded Mail: 1000GP D4. Max movement = lowest two of three dice.
Dwarven Chain Mail 1200GP D4. Max movement = two dice.
Dwarven Scale Mail: 1400GP D4. Max movement = highest two of three dice.
Dwarven Ring Mail: 1600GP D4. Max movement = three dice.
Dwarven Plate Mail: 2000GP D5. Max movement = one dice. Heavy Armour.

Dragon Scale Armour: 1100GP D4. Max movement = lowest two of three dice. Half damage rounding down against fire, ice and lightning.
Elven Dragon Scale Armour: 1300GP D4. Max movement = two dice. Half damage rounding down against fire, ice and lightning.
Dwarven Dragon Scale Armour: 2500GP D5. Max movement = lowest two of three dice. Half damage rounding down against fire, ice and lightning. Heavy Armour.

Wow, this is what I am talking about! {Except I would take away the movement modifiers for the most part.}
Now we just need cards for all these options. :D
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The game needs more armor options. or better yet: More g

Postby cornixt » September 9th, 2015, 2:33 pm

With so many options, what is the benefit of using cards over just writing it down on the character sheet? Do you use cards for money too?

I thought the point of cards was that you could limit the number of available options, but with so many you aren't really limiting it at all. Unless you are going for a cards-only game, where you don't write anything down and just use cards and tokens to keep track of character inventory, it just seems like more stuff.


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Re: The game needs more armor options. or better yet: More g

Postby cynthialee » September 9th, 2015, 6:59 pm

I like cards because of the feeling of possession and ownership it gives and when you use the rust spell on a hero and they have to give up a card it is more real than just erasing.
Also cards make it so I can have the players draw random equipment cards when ancient armories are found, and the occasional usable weapon find.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Created a Hot Topic.
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Re: The game needs more armor options. or better yet: More g

Postby Patroclus » September 10th, 2015, 2:17 pm

In RPGs there are the common items and the magical items. I believe the basic set of armors and weapons are ok. No one spends a lot of time to buy items. But I add many magical weapons and armors as treasures.
The difference is that I prefer to use charges on my magical items. For example, a staff of healing with 3 charges per quest (of 1d3 per heal maybe). The good about charges is that even if you do something wrong and the item is powerful you can remove one charge, or you can add one charge if it's too weak.
Also there is something that I call "binding" for some weapons, because he may choose to have a main weapon and use the staff of healing only for the spell (the heal) like he has a scroll and then return to his main weapon. With "binding", when you use the item you keep it until the end of the quest. I choose to put binding on a weapon only if I don't like the way they use it.


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