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View Full Version : D&D 3.x Class Card System - DNDTCGWIP - Does anyone care?



qazzquimby
2015-05-20, 06:35 PM
Sort of like an initator/spellcaster, but opens up gamist dynamics with hand size, unknown draws, deck cycling, deck building (dominion style), cards in deck/hand as health or some other stat, and cards that indirectly increase your efficiency by giving you better access to your cards rather than effecting the world.

Generic class setup.



Saves

Base Cards


Level
BAB
Bad
Good
Special
0th
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+1
Deck, Tempo
12+
27+
18-
3-





2nd
+1
+0
+3
D
9+
24+
21-
6-





3rd
+1
+1
+3

6+
21+
24-
9-





4th
+2
+1
+4
E
3+
18+
27-
12-





5th
+2
+1
+4

0+
15+
30-
15-





6th
+3
+2
+5
A
0+
12+
27+
18-
3-




7th
+3
+2
+5

0+
9+
24+
21-
6-




8th
+4
+2
+6
D
0+
6+
21+
24-
9-




9th
+4
+3
+6

0+
3+
18+
27-
12-




10th
+5
+3
+7
L
0+
0+
15+
30-
15-




11th
+5
+3
+7

0+
0+
12+
27+
18-
3-



12th
+6/+1
+4
+8
E
0+
0+
9+
24+
21-
6-



13th
+6/+1
+4
+8

0+
0+
6+
21+
24-
9-



14th
+7/+2
+4
+9
V
0+
0+
3+
18+
27-
12-



15th
+7/+2
+5
+9

0+
0+
0+
15+
30-
15-



16th
+8/+3
+5
+10
E
0+
0+
0+
12+
27+
18-
3-


17th
+8/+3
+5
+10

0+
0+
0+
9+
24+
21-
6-


18th
+9/+4
+6
+11
L
0+
0+
0+
6+
21+
24-
9-


19th
+9/+4
+6
+11

0+
0+
0+
3+
18+
27-
12-


20th
+10/+5
+6
+12
S
0+
0+
0+
0+
15+
30-
15-



With those dead levels filled with something appropriate to that class, the same way spellcasters and initators are.

Cards come in 7 Tiers, with tier 0 being utterly useless, or possibly useful with a drawback, up to tier 6 cards that are very significant even at late levels.
Cards are balanced to be slightly above what would be normal at the level they will mostly be owned at, to make up for the fact that you have limited options each turn. For example, at level 5 you will primarily have tier 2 cards. Tier 2 cards will be balanced to what would be a reasonable at will ability at level 7-8, or a reasonable limited ability (such as once per encounter) at level 5.

The Card listings on the class table shows the minimums and maximums of each kind of card you can have. If you want lots of cards below your intended power level, that's fine. As with if you want to pass on the stronger cards you are allowed. Minimum deck size would probably be 60 for the default class though.

Each turn, the player draws one card and gains 1 tempo. Tempo could either be a normal resource, or play like mtg/hearthstone that increases the cap by one and fill every turn. While the second looks more interesting, it adds another dimension to power scaling, and all cards so far have been designed to cost 1 tempo, for maximum compatibility with the two options.

You'd probably be allowed 4 of any one card in your deck by base rules.

There is also a rule in testing allowing you to increase the tempo cost to play the card multiple times. Right now it looks like a very beneficial rule, especially with the second option for tempo, but it might become some meta-card thing.

Wound
Tier: 0
Action: Free
Tempo: 1
Duration: -
This card does nothing when played.

Foolhardy Stance
Tier: 0
Action: Free
Tempo: 1
Duration: Round
You gain +2 to attack rolls and -6 to AC.

Overexertion
Tier: 0
Action: Free
Tempo: 1
Duration: Round
Each attack you make deals +1d6 damage, but you take 2d6 damage each time you hit.
Raised Guard
Tier: 1
Action: Free
Tempo: 1
Duration: Round
You gain +4 to AC

Honed Accuracy
Tier: 1
Action: Free
Tempo: 1
Duration: Round
You gain +4 to attack rolls.

Dash
Tier: 1
Action: Free
Tempo: 1
Duration: Round
You gain +20ft move speed.

Zap
Tier: 1
Action: Free? Standard?
Tempo: 1
Duration: Instant
Make a 30ft ranged touch attack for 1d6 electric damage.

"Move!"
Tier: 1
Action: Immediate
Tempo: 1
Duration: Instant
You or an ally within 30ft may move 10ft.

Animal Friend
Tier: 1
Action: Free
Tempo: 1
Duration: Instant
You summon an animal with a CR no more than 1, which is loyal to you and follows your commands. At the end of each it's turns, it takes 2 damage, which cannot be prevented in any way.

Demoralize
Tier: 1
Action: Free
Tempo: 1
Duration: Round
Target creature within 30ft takes -2 to all d20 rolls.

Obscuring Mist
Tier: 1
Action: Free
Tempo: 1
Duration: Round
A 15ft radius area within 30ft is clouded as if by the obscuring mist spell.

Opinions, please.
It would also be nice if everything could be priced in terms of tempo costs, rather than being priced as a function of tempo costs and card tier. That would probably get mathy, with tempo per turn scaling by level or something.