Wild Cards: The Gameplay: Difference between revisions

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m (For simplicity, all stats will be out of 20. This also keeps Shooting Irons clearly at an average, allowing Cards to get much higer stats (as well they should).)
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'''Preliminary Gameplay Ideas'''
'''Dealer's Game'''


''Character Creation''
''(Rules from one of the successful Wild Cards games)''


When creating a character, each player is dealt a hand of 10 cards. The player assigns two cards to each of five stats (The S5 System):
Hard and Fast rules (for starting at lvl 1):
Rolls need either 1, 2, or 3 d6s
Players spread 7 points between 4 stats, which correspond to the suits (each suit has different stuff associated with it, like brawn, brains, charisma, luck, etc.)
End result means 7 points distributed, with no more than 3 and no less than 1 in any given stat.
Suit of player's card adds a +1 to the stat associated with its suit.


''Strength'' (physical power, equivalent to STR and CON in D&D)
Belladonna's character:
Hearts: 2 (+1 due to Gun Suit)
Spades: 2
Clubs: 1
Diamonds: 2


''Speed'' (general speed, dodging, quickdrawing, and such)
If you need to roll dice, describe what you're doing and roll the number of d6 your score is. Trying to schmooze your way out of a gunfight? Roll Hearts. Want to see if you're quick enough to run away? Roll Diamonds. Power through? Clubs. Try your luck at dodging? Roll Spades.


''Skill'' (in this case, meaning skill with a gun, both accuracy and trickshots)
Other suits can be used for inappropriate rolls or rolls where they might make some sense (intimidating with Spades, as one example), but generally you'll use whatever score is most appropriate.


''Smarts'' (the equivalent of both INT and WIS from D&D, how intelligent you are)
Combat is handled similarly.


''Savvy/Style'' (the equivalent of CHA from D&D)
The entire game is very rules-lite. As Dealer said, more Narrative/Role-playing than Rules/Roll-playing.
 
Aces are counted as a 1 when counted with a 10 or a face card, otherwise counted as 11. A stat's maximum value is 20. Each stat gives a modifier to certain 'rolls' in the same style as normal d20 games (10-11 = +0, 12-13 = +1, 14-15 = +2, etc.)
 
''Gun Creation''
 
When creating a character's gun, the player draws one card from the deck (Jokers, Aces, and Faces removed, at the Dealer's discretion). Exact details of the creation are yet to be determined, but each gun has stats as well (The PAST System):
 
''Power'' (strength of the gun)
 
''Accuracy'' (self-explanatory)
 
''Speed'' (speed of the bullets themselves and/or the draw and/or the firing, how many bullets the wielder can fire in rapid succession)
 
''Trickplay'' (Trickshots and such)
 
Each stat has a maximum value of 20.
 
For comparison, a slugtosser will generally have values of 6-8 across the board, while a Shooting Iron will have values of 9-11 across the board. Cards are a different matter, and the details thereof have yet to be worked out.
 
In battle, the only stats usually called into play are Speed (which modifies the Speed of the gun and determines how fast you can move and dodge), Skill (which modifies the Accuracy and partially the Trickplay) and Smarts (which also partially modifies the Trickplay (maybe)). Strength and Savvy generally won't play into a gunfight, but certain circumstances may call for it (say, shoving a heavy barrel over for use as cover, or talking to an opponent to try to get their guard down, or similar).
 
Exact details of battle are still being decided.
 
(Feel free to make suggestions on the 'Discussion' page)


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Back to [[Wild Cards]]
Back to [[Wild Cards]]

Revision as of 22:45, 1 March 2010

Dealer's Game

(Rules from one of the successful Wild Cards games)

Hard and Fast rules (for starting at lvl 1): Rolls need either 1, 2, or 3 d6s Players spread 7 points between 4 stats, which correspond to the suits (each suit has different stuff associated with it, like brawn, brains, charisma, luck, etc.) End result means 7 points distributed, with no more than 3 and no less than 1 in any given stat. Suit of player's card adds a +1 to the stat associated with its suit.

Belladonna's character: Hearts: 2 (+1 due to Gun Suit) Spades: 2 Clubs: 1 Diamonds: 2

If you need to roll dice, describe what you're doing and roll the number of d6 your score is. Trying to schmooze your way out of a gunfight? Roll Hearts. Want to see if you're quick enough to run away? Roll Diamonds. Power through? Clubs. Try your luck at dodging? Roll Spades.

Other suits can be used for inappropriate rolls or rolls where they might make some sense (intimidating with Spades, as one example), but generally you'll use whatever score is most appropriate.

Combat is handled similarly.

The entire game is very rules-lite. As Dealer said, more Narrative/Role-playing than Rules/Roll-playing.


Back to Wild Cards