Wednesday, November 19, 2014

Playing Card Randomizer

This is a clip of an experiment in diceless randomizer engagement that I've been toying around with. It's vaguely inspired by MET, but was more strongly driven by my search for a randomizer which is capable of some very specific qualities. This one is... Very close to what I'm looking for.

It uses a standard deck of playing cards, including the jokers. When a check or save needs to be done, simply shuffle and draw. If you draw a face card, you must redraw, but the results use the original face card's suits. I have not decided what the Ace of Clubs should do.

1-10 = Numeric Result

Colour Suit = Determines roll polarity.
Red = Positive Value
Black = Negative Value

Court Suit  = Can invert polarity under the given condition
Hearts = Negative when used for acts of evil or cruelty, such as murder
Diamonds = Negative when used for acts of good or kindness, such as charity
Spades = Positive when used for acts of an intellectual nature
Clubs = Positive when used for acts of a physical nature.

Face Cards = Redraw to find actual value; use the face card's colour and court suits
Jacks = Double Result
Queens = Best of Two
Kings = Two Combined

Jokers = Indicate a critical result
Harlequin = Fluke
Mime = Flunk

Aces = Grant the player group points against you when drawn
Hearts = +1 Destiny Point
Diamonds  = +1 Fortune Point
Spades = +1 Karma Point
Clubs = ???

* Typically produces results between -10 and +10, but can easily exceed those bounds.
* Can generate criticals independent of natural rolls
* Far more interesting randomization implementation
* Integrates well into gameplay themes

Best Possible Result: King of the most beneficial suit combination, followed by two Kings, resulting in a draw of  all four Jacks, which resulted in a draw of all four tens, giving a final score of 80.

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