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Old 09-16-2019, 02:31 PM   #26
the1weasel
 
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Join Date: Dec 2017
Location: Louisville, KY
Default Re: Outdoor adventure cards?

I have been working on such a deck for months now. Draw-n-delve I call it. It's in third revision and I started it based on the random 3d and 2d tables. I boiled some of the 216 possible results down by combining and rounding. I abstracted treasure from the base table which allowed me to combine beasts with treasure and beast categories. I figured the ratio of results with treasure and without treasure to get a proper frequency of how often a drawn treasure card should result in a treasure vs. nothing. Same with checking that treasure for traps. Then I created a test deck with the simple concept of a bandit base.

When I started testing is where I found the impracticality factors based on those strict ratios from the table. It's not practical or fun to have a deck of (for example) 100 cards where the ratio is 1:100 leaving you with a single card that gives a result and 99 or 100 cards that give a result of "nothing". Plus, if the table says you can have the possibility of 10 different treasures, and the ratio is 1:100 you need hundreds of cards just to give the proper ratio and some randomization of the positive results.

So I ended up revising my concept to be based on the random stocking tables. This newest revision I've been able to condense into three decks. One is the room deck which tells you what, if anything, is contained in the room. If there is an opponent, such as bandits, there will be a treasure score and an XP amount. The treasure score is the number on 2 dice you must roll at or below to allow a draw from the treasure deck. The rule with treasures is that you must draw from the trap deck. Results can be negative (no trap), or positive, resulting in a trap. I've determined rules for such things as parlaying with some opponents using Diplomacy, or using Detect Traps to avoid a trap.

It can be played using a map, or mapless scenario. With a map, the players may choose when they've had enough and can turn around at any point and leave. With mapless, difficulty can be controlled by how many exit cards are included in the room deck when you begin. In this scenario, your characters are considered trapped in the dungeon until they turn over an exit card and find their way out. A melee hex map/megahex tiles are still used in mapless mode to run the combats.

There are a number of other features or concepts that I am still working on currently. Some give variations and make the adventure either more or less challenging which allows for a range of character quantity (but usually between 2 and 6) and difficulty. It's been fun so far but more testing is required. Right now I'm working on testing a concept where some cards cause a reshuffle of that particular deck, while some cards are one-time use only and are removed from the deck for that particular game. This allows for one time rarities such as a boss opponent, and some magic item treasure that's a bit more powerful.
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Last edited by the1weasel; 09-16-2019 at 02:37 PM.
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