Friday, November 25, 2011

Attitudes

So I was writing a paper for a psychology class on "attitudes" and I came to realize something. Character have attitudes, not just people in real life. Far too often characters will unrealistically change their attitudes on a given subject. As you read this, think about how a character might change their attitudes based on stimuli.

-Scott

The reading this week was on attitudes. It seems to be the basis for a lot of psychological thought and when it’s all said and done a very important topic to understand intimately. I’ll endeavor to relate what was taught to me by the reading. The most important topic discussed was the topic of definitions.

The psychological definition of what an attitude is a topic of debate within the psychological community. The most agreed upon one reads, “attitudes are evaluations of various object that are stored in memory”. Further, attitudes have three components. The first is an affect or a feeling. The next is the cognition or more simply put- a thought. The last is a behavior or action that relates to the attitude (the attitude is the stimuli for the behavior).

Simply using that definition would be far from adequate. One school of thought suggests that attitudes are simply evaluations of things. Attitudes are acquired dispositions and teach us to respond in certain fashion (positively or negatively) to a given stimuli. Another school of thought suggests that attitudes are mnemonically related. An attitude to the “attitudes as memory” camp is a set of interrelated memories about a particular thing. This chain of memories is triggered when the correct (or at least a similar) stimuli is presented to the person with those memories. The final school of thought is something of a merger of the previous two. It’s referred to as the “ABC tripartite model”. It’s from this school of thought that we get the three components (affect, behavior, and cognition) of an attitude. Personally the ABC tripartite model seems closer to what I’ve experienced, though there are valid points in each of the schools of thoughts. Attitudes are certainty related to a chain of memories and evaluations play a big role in it as well.

Like a lot of things, attitudes in the extreme are rare. There are many attitudes that we take for granted. It’s only when someone has an extreme attitude that we notice it and mark it (consciously or subconsciously) as a deviant behavior. We all have attitudes about things we’ve experienced, even if we are not aware of it. Many hot button issues have deeply rooted attitudes associated with them and may provoke an extreme behavioral response in people.

When we are born it is generally assumed that we don’t have attitudes towards things until we start to experience stimuli. A stimulus helps to generate attitudes. Information is a common form of stimuli that will influence someone’s attitude. That information can come from a wide verity of sources including (but not limited too) the media, people in your life, and material you read. Likewise reinforcement, negative or positive, can influence your attitude (“that sucks!” or “good job” for example). A negative experience can negatively influence your attitude towards the stimuli. It has been suggested that genetic factors may play a role in attitudes. If you are predisposed to be active you may also predisposed to like a particular sport more. Role can also influence a person’s attitude. When in a role a person may be expected to perform in a certain fashion and that may solicit a different attitude.

Sunday, August 28, 2011

Static AC Progressions vs AC Progression Based on a Character Statistics

The title is a bit of a mouthful but all it means is that I have my concerns about "Dex tanks" and "Armor tanks" in Pathfinder/D&D. I was working with characters beyond 20th level (for a top secret project) when I began to have my concerns about the progression of AC. See, "dodge tanks" that gain the majority of their AC from their dexterity modifier have what we call a "soft cap" while a character that relies on heavy armor has a "hard cap". A soft cap is generally a limitation on a game mechanic that doesn't have an exact cap on its maximum. (An example is something like "You can do this a number of times per day equal to the number of times you critical." or something to that effect.) A hard cap is an exact cap. ("You can do this three times per day".) The POTENTIAL with a soft cap is that it's unlimited.

Because your Dexterity modifier can fluctuate, you need to consider the potential for an unlimited increase. Armor has a set maximum value. Last night Caleb Aylsworth and I worked though the maximum AC possible with each at 30th level. We did not include things that could be utilized by both types of characters (Amulets of natural armor, rings of protection, small size, shields, class features, feats, etc.) We ascertained that at 30th level a Dexterity-style tank could potentially have about 5 more AC than someone who relies on armor.

From a mechanics standpoint, it is difficult to make up that gap beyond 20th level. We didn't want to do the cop-out and add a level 20+ type of armor ("full full plate!") or just give them a flat "bonus to armor when wearing it beyond 20th level" so we had to brainstorm for a while. The result should be out by about Xmas. :D


While I'm up here on this pulpit I want to voice something. I have a background in historical combat. I've done a few years in just about everything. I've done a mixture of martial arts styles for a few years when I was younger. I've done okinawan staff, some sword (mostly bokken) work in aikido, collegiate fencing (3 years), rapier (6 months), a little German longsword, English longsword, and I'm currently a newbie hardsuit fighter in the SCA. (http://www.youtube.com/watch?v=UOMWhb8bTZ0) I've done the armor thing (SCA) and I've done the dodge/parry road of things (fencing). While dodge/parry is nice- holy shit armor just kicks its ass. If you can combine the two- you’re a total badass (I've seen some very fast armor fighters). I got this feeling that if someone who approached me wearing nothing but a doublet would be in for some real pain if they tried to play the dancy game with me. I once fought in a grand melee with my fencing friends while in armor. (Lorica segmentata w/heavy chainmail) I was able to barrel into/though them, especially when I had a shield. I get the fantasy/game balance side of things but it just doesn't work in my experience. I'm a pretty spry guy but give me armor anytime!

Thursday, August 25, 2011

Intresting Idea: Blind MMO Character















Just a quick thought.
May pen & paper systems have the attribute/detriment systems. (GURPS, Savage Worlds, etc)
What if an MMO (like world of Warcraft) had a detriment were your character could chose to be blind?
I started to think about this the other day. In an unamed WoW clone I am beta testing for, I noticed that during big fights I found myself simply watching the skill cool downs/HP/resource (energy/mana/etc... if I told you the resource I feel like I'd be violating my NDA) bar. As pretty as the graphics are- what if I traded seeing them for something more sureal.

To avoid gimping the character TO much, enemies within a certian distance NPCs/Players could be listed within a certian distance using only their names. (So you could click on them and w/e) Same thing with interactable objects and whatnot.

This obviously wouldn't be a "newbie friendly" mechanic and might play better with someone looking for a more intresting way to play the game. (I'm SURE designers could go nuts with what to do with that!)

Ragnarok Online has an intresting take on this. The skill "Demon of the Sun, Moon, and Stars" (or "Solar, Lunar, and Stellar Shadow" in iRO) actually limits your range of vision to give you statistic upgrades. (Pictured above)


There are plenty of blind characters/mythos that one could use to intergrate into a game. Even Pathfinder has jumped onto this recently (well somewhat recently) with their Oracle class in the Advanced Players Guide. (They take crippling faults to gain mysterious powers)


Just a thought. I know there is the whole "artistic" side of thing and the number of unutalized art assets that cost time and money to create.


Just imagine the design possibilities though!




Monday, July 25, 2011

Indy Game Company/LLC Formation

I had a comment made on a forum asking about how to start up an indy game company. I shared my experience with the lad. You lot might find it useful:

There are a few things you'll need before you can do a start up company. You'll need about 3k (give or take a few hundred).

-File for an LLC or S-Corporation
This can be a few hundred ($256-$400+ depending on the state you incorporate in). Make sure you get a TIN (tax identification number) as well. There are a number of online services that can take care of all of this for you for a bit of cash. (The "corporation company" http://www.incorporate.com/ was useful to me.)

-Purchase Licenses
You NEED a license for everything you use or you can have your pants sued off. That includes photoshop and the adobe suite, microsoft office, whatever programing tools you are using, and 3D tools like Max or Maya. Most of the time you'll need a business version of the license. It may be more expensive, but you generally need a copy for everyone who uses it. (So 3 copies of "student versions" of adobe or 1 business version for 3 artists) To make sure nothing happens to your licensed copies, it's best to put them on a "company PC".

There are some free or cheap alternatives to programs. Open office can replace Microsoft office. I hear there are some free 3D ones if you are working in 3D. There are some alternatives to 2D programs too. Licensees are probable gonna be your most expensive expenditure.

-Sign Contracts
Contractually speaking, I've found that having the other people work for you as contractors works out well for game projects. You can assign residual income or commission as payment and it avoid things like mandatory hourly wage for employees. (Even if they get paid the same for a completed project. It's just very tasking on your bank account.)

-Storage/Management
You can use things like a flashdrive or your company PC for storage, but it's easier for all parties involved to use something like assembla or box.net.

If your not familiar with assembla- it's an AWESOME project management tool Professor Wessman showed me a while back. They have a free version- but be warred that it's searchable by external sources. The pro version will run you about $100 per year but it's TOTALLY worth it if you get familar with it. (Especially if you end up on multiple projects)

-Keep Business and Pleasure Separate
Once you get your LLC or S-Corp filed and approved by the state (and your TIN) you can get a business credit/debit card from your local bank. Its easy and quick to do.



If this doesn't sound awesome- I'd suggest finding a business/project manager person to take the bullet for you.


Hope you guys find this useful!

Tuesday, May 24, 2011

Pathfinder: % Chance to Hit Based on BAB

So I was working out mechanics for a character class and I came to an impasse when I was assigning it a BAB Progression. I wasn't sure, but it was POSSIBLE I had made a class that was able to be an effective melee combatant with Low* BAB Progression. I started to think... "Well then... I want to give it Medium* BAB Progression... but it might hit to often.... shit. What if I did low? No... I don't think it would EVER hit!"

*Low BAB Progression is that of a Wizard. (Ending in +10)
Medium BAB Progression is that of a Rogue. (Ending in +15)
Full BAB Progression is that of a Fighter. (Ending in +20)



So I set out to find the % chance to hit based on a character's BAB.
First I had to find AC to compare it to. I broke out my bestiary and averaged the AC at levels 1,5,10,15,and 20. It looks something like this:

Level Highest AC Avg AC Lowest AC
1 17 15 13
5 21 18 15
10 27 23 18
15 37 31 28
20 39 37 36

Then I jotted down the BAB progressions at levels 1,5,10,15, and 20.

Level Full BAB Med. BAB Low BAB
1 1 0 0
5 5 3 2
10 10 7 5
15 15 11 7
20 20 15 10


Encounters are balanced with SOME equipment and stats in mind so I decided to assign some bonuses (a LITTLE lowball.) at given levels based on my experience as a GM and Player.

Assuming
Total Bonus
1 +2 In Hit Stat 2
5
2
10 +3 In Hit Stat 3
15 +1 Weapon 4
20 +2 Weapon 5

That meant the following adjustments to my BAB Progression tables:

Level Full BAB Med. BAB Low BAB
1 3 2 2
5 7 5 4
10 13 10 8
15 19 15 11
20 25 20 15


So then I factored in dice rolls. I later used the Highest and Lowest Hits to calculate the percent chances to hit:



Full BAB
Level Highest Hit Avg Hit Lowest Hit
1 23 13 4
5 27 17 8
10 33 23 14
15 39 29 20
20 45 35 26



Med BAB
Level Highest Hit Avg Hit Lowest Hit
1 22 12 3
5 25 15 6
10 30 20 11
15 35 25 16
20 40 30 21



Low BAB
Level Highest Hit Avg Hit Lowest Hit
1 22 12 3
5 24 14 5
10 28 18 9
15 31 21 12
20 35 25 16

Though some math magic, I found the solutions.
(Basically the range of numbers that represented a successful hit over the total data range provided at a given BAB, represented as a percent)

This was the result:

Chance To Hit
Level Full BAB Med. BAB Low BAB
1 47.00% 42.00% 42.00%
5 52.00% 42.00% 36.00%
10 57.00% 42.00% 31.00%
15 47.00% 26.00% 5.00%
20 47.00% 21.00% --
Avg 50.00% 35.00% 23.00%

Notes:
-Full BAB is really a beast. It pretty much remains at a static 50% chance to hit the entire way to 20. I wouldn't expect to find any variance in the level gaps.

-Medium BAB is really pretty badass starting out... until JUST after level 10- then shit hits the fan. That's an ugly 21% at closing, so if you are GM with a melee Medium BAB character in your group (like a Rogue), remember to give them opportunities to hit things. Try presenting them with targets that play to their strengths so they don't feel left out.

-JEEZ! Even with a +2 weapon and +3 in Strength (or dex if using weapon finesse), a low BAB character CAN NOT (without a natural 20) hit a L20 creature. The lowest AC in the Pathfinder Bestiary is 6 and it's HIGHEST roll possible is a 35)

-I know characters at 15th level and above might have more than a +3 in a stat. I know they might have more than a +2 enchantment bonus from their weapon. Some skills give bonuses. I was just using a baseline for the entire party. A melee character might have a better to hit, but that was just my baseline.



Hope you guys enjoy!
(Credit me if you use this)

OOG Elements in Game

So I've always been about integrating narrative elements into my mechanics. What if we took the archetypal behavior of our character classes and made them into OOG rewards?

The idea would be that players fight over a set amount of bonus EXP per session. At the start of each session everyone has an equal share of 100% bonus exp. (4 players = 25% bonus exp per person) At the end of the session, the GM could award an amount of extra exp to the party. (Or designate a set percent of exp he would have given as bonus exp)


Examples:

-Playing a Rogue means you are allowed to cheat. Go ahead! Lie about your dice roll! If anyone calls you out on your cheating- your dice roll automatically fails! The GM must ALWAYS strive to catch the rogue cheating! For other players... it's just a suggestion. (And your out of game bribe of chips and mutual aid could help them...)

-Paladins have to watch the other players. If any players they attempts to cheat at all or use a rule incorrectly to their advantage and the paladin's player calls them out on it, they get 50% of their remaining bonus exp. (At the GMs discretion) They do not have to CORRECT the rule, just call them out on the fact that they are in error.

-Wizards need to be Rule Nazis. If they correctly correct another player on a rule works (using a book as a reference) they get 50% of their remaining bonus exp. (At the GMs discretion)

-Rangers are guides. If the table descends into OOG chatter for more than 5 minutes and the ranger alerts the GM, the Ranger gets 25% of ALL players remaining bonus EXP.


*shrug*


Just an idea.

Tuesday, April 5, 2011

Card Game D&D Style

Going along the same vein as the last post, I did a system a while back that would blend a table top game like D&D with a card game like Magic The Gathering. (Mostly to see how it would look/act... and to see how it would be done...) I need to work/polish the enemy system before I could do anything with it. (I was talking with a fellow designer friend about just using a "general" enemy deck and "real" decks for BBEGs and other iconic baddies)


General

Players have a deck of 50 cards.

A player may never have more than 3 copies of a card in a deck. (Unless otherwise noted)

Cards represent actions

They require you to have certain prerequisites (Class, race, equipment)

Everyone has “basic actions” they can take on their turn. (Move, make a weapon attack)

A player may only move once (4 squares normally) on their turn.

At the start of combat, players shuffle their decks and draw 5 cards. (This is their hand)

At the start of a players turn, they draw one card.

At the end of their turn they may not have more than 5 cards in their hand. If they have more than 5 cards in their hand, they must discard it to their discard pile.

The GM has a deck called the “environment” deck.

On a player's turn they can generally play several cards.

Players may have less than 50 cards in their deck.

A player may never have less than 25 cards in their deck

If a player has no deck, they shuffle their graveyard into their deck.

Turn order is determined by the number of cards in your deck. The lowest numbers go first. Then it is a roll-off. (It is also a roll-off in the case of ties)



Descriptors

-Cards that have the “Attack” descriptor may only be used on your turn. You may only play one attack card on your turn.

-Cards that have the “Reaction” descriptor may be played at any point that the card allows.

-Cards that have the “Prepared” descriptor may be played on your turn. You can play as many prepared cards as you want. Play them face-down on the ground in front of you. (They are generally reaction cards)

-Cards that have the “Common” descriptor may have up to 10 copies.

-Cards that have the “Heroic” descriptor may only have one copy in the deck. A heroic card is not placed into the discard pile- it is removed from play.

-Cards that have the “Magic” descriptor may only be cast by characters who's class or race allows them to cast magic.

-Cards that have the “Divine” descriptor may only be cast by characters who's class or race allows them to cast divine magics.

-Cards with the “stealth” descriptor must be played face down. You tell the opponent what the card is. You may lie. They card you “claim” it to be MUST be another stealth card. An opponent may accuse you of bluffing. If they are correct- the stealth card is automatically negated. If they are incorrect (and it really is the card you say it it), the card you played may not be reacted to by that player. If they do not call you out on it- the card counts as the card you say it is. You must have physical copy of the card with you for rule verification. This card may not be a proxy.


Classes

Fighter

Spells: No

Divine: No

HP: 8 x Level

Armor: Heavy

Equipment: Martial

Special:

-At 1st level, ignore equipment requirements for weapons so long as you have a weapon in your hands.

-At 10th level, opponents may not use melee reaction cards against cards you play with the martial descriptor unless they are higher than your level.

-At 20th level, treat all cards that have both the the melee and attack descriptors as being “common” unless they are heroic. If they are heroic, they loose that descriptor.



Skirmisher

Spells: No

Divine: No

HP: 6 x Level

Armor: Medium

Equipment: Martial

Special:

-At 1st level, treat all cards that have both the the melee and reaction descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, treat all cards that have the stealth descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 20th level, you may always play the top card on your discard pile as if it where in your hand if it is a card with the melee descriptor. If you play a card in this fashion, it is removed from play.


Blade Dancer

Spells: No

Divine: No

HP: 6 x Level

Armor: None

Equipment: Martial

Special:

-At 1st level, you may double the number of movement squares you may make on a turn.

-At 10th level, you double the number of attack cards you can play on a turn. The extra attack card played must have the melee descriptor.

-At 20th level, you may equip medium armor.


Mage Hunter

Spells: Yes

Divine: No

HP: 6 x Level

Armor: Medium

Equipment: Martial

Special:

-At 1st level, treat all cards that have both the the magic and reaction descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, any card with the magic descriptor that you successfully play a reaction card on that would normally go to the graveyard is instead removed from play.

-At 20th level, you may equip heavy armor.


Council Mage

Spells: Yes

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, treat all cards with the magic descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-At 10th level, you may always play the top card on your discard pile as if it where in your hand if it is a card with the magic descriptor. If you play a card in this fashion, it is removed from play.

-At 20th level, discard a card with the magic descriptor from you hand. You may search your deck for any card with the magic descriptor and place it in you hand. Shuffle the deck afterward. You can only do this once per turn.


Necromancer

Spells: Yes

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, any time a card would go to the discard pile you may instead elect to shuffle it back into your deck at the end of your turn. (They go to your discard pile in the meantime)

-At 10th level, you may increase the number of cards you draw per turn by one for every player or creature that is currently dead. Dead targets must be within 10 squares of you. The creature must have been killed as a result of combat within the last 10 min.

-At 20th level, you are healed 5 hp every time a card is removed from play.


Exorcist

Spells: No

Divine: Yes

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, enemies with the demonic or evil descriptors can not use reaction cards against cards you play with the divine descriptor if they are not higher level than you.

-At 10th level, treat all cards that have the divine descriptor as being “common” cards unless they are heroic. If they are heroic, they loose that descriptor.

-20th


Paladin

Spells: No

Divine: No

HP: 6 x Level

Armor: Heavy

Equipment: Martial

Special:

-At 1st level, enemies with the demonic or evil descriptors can not use reaction cards against cards you play with the martial descriptor.

-At 10th level, you may use cards with the divine descriptor.

-At 20th level, treat all cards that have both the the melee and attack descriptors as being “common” unless they are heroic. If they are heroic, they loose that descriptor.


Oracle

Spells: No

Divine: Yes

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, you must order the cards in your hand at the start of combat. That is the order they MUST be played in. When you receive new cards, you may only place them in the order. You may not edit the order of any other cards. You may always elect to discard cards on top of your order to the graveyard. (To get to the card you need)

-At 10th level, you may ask your opponent to show you their hand at any point. On your turn you may elect to draw a card from another player's hand instead of your deck.

-At 20th level, you may discard your hand to cause a target to discard their hand. You then both draw five new cards. You may only do this once per turn.


Shaman

Spells: No

Divine: No

HP: 4 x Level

Armor: None

Equipment: Simple

Special:

-At 1st level, select magic or divine. You may play cards with that descriptor.

-At 10th level, select magic or divine. You may play cards with that descriptor.

-At 20th level, you may chose to play attack cards with the divine descriptor as if they had the descriptor “magic” instead. (Or vice versa)


Races

Elf

Special: If an elf picks a class that can not use cards with the magic descriptor, they may. If they already have that capacity or gain that capacity as the result of leveling up , then magic cards do not count against their hand size.


Orc

Special: If an orc picks a class that can not is not able to use martial weapons and does not gain that capacity as the result of leveling up, they may. If they already have that capacity, then melee cards do not count against their hand size.


Human

Special: Humans have no hand size limit. (They still only draw 5 cards to start) In addition, a human draws 2 cards on their turn instead of one.


Angel

Special: If an angel picks a class that can not is not able to use cards with the divine descriptor, they may. If they already have that capacity or gain that capacity as the result of leveling up, then divine cards do not count against their hand size.


Equipment


Simple Weapons

Light Bladed 1d2

Light Blunt 1d2

Medium Blades 1d4

Medium Blunt 1d4

Great Bladed 1d8

Great Blunt 1d8

Ranged 1d4 (rage of 6 squares)


Martial Weapons

Light Bladed 1d4

Light Blunt 1d4

Medium Blades 1d6

Medium Blunt 1d6

Great Bladed 1d8

Great Blunt 1d8

Ranged 1d6 (rage of 8 squares)


*Great & ranged weapons require 2 hands to use.


No Armor

N/A (-0 squares of movement)

Light Armor

Padded Armor (-0 squares of movement)

Buckler

Medium Armor

Chain mail (-1 squares of movement)

Shield

Heavy Armor

Full Plate (-2 squares of movement)

Tower Shield


Base Cards


Spell Surge

Descriptors: Magic, Attack

Designate a target within 8 squares. You deal 1d6 x your level in damage to that target.


Push

Descriptors: Magic, Attack

Designate a target within 8 squares. You may move them 1d6 + 3 squares in a strait line.


Pacifism

Descriptors: Magic, Attack

Designate a target within 8 squares. That target may not play attack cards on their next 1d6 turns.


Bind

Descriptors: Magic, Attack

Designate a target within 8 squares. That target may move from the square they are in for the next 1d6 turns.


Death Drinker

Descriptors: Magic, Reaction, Prepared

Whenever a target gets reduced to zero hp within 8 squares of you, you may active this card. You are restored 1d6 hp for every level they had.


Enchant

Descriptors: Magic, Attack

Designate a target within 8 squares. That target deals an additional 1d6 damage with attack cards with the melee descriptor for rounds equal to your level.


Hex

Descriptors: Magic, Attack

Designate a target within 8 squares. That target receives a penalty to their damage. The penalty is 1d6 (rolled after the attack) and it can reduce damage to a minimum of zero. This effect lasts for rounds equal to your level.


Counter-Spell

Descriptors: Magic, Reaction, Prepared

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may re-designate the target of the spell.


Dispel

Descriptors: Magic, Reaction, Attack

Select one ongoing effect created by a card with the magic descriptor, it is negated.


Ward

Descriptors: Magic, Reaction, Prepared

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may negate the card. The target of the spell must be you or include you. If a card is negated in this fashion, it is not sent to the discard pile but rather it is removed from play.


Spell Echo

Descriptors: Magic, Attack

If you successfully played a reaction card to negate or otherwise redirect a card with the magic descriptor- you may search your opponent's graveyard and use it for your attack.


Reduce

Descriptors: Magic, Reaction

When any target within 4 squares attempts to use a card with the descriptor “Magic” on it, you may reduce any damage or duration the spell designates by half. (You may chose not to reduce certain aspects)


Enlarge Spell

Descriptors: Magic, Reaction

Whenever you use a card with the descriptor “Magic” on it, you may increase any damage or duration the spell designates by half. (You may chose not to increase certain aspects)


Overhead Strike

Requirements: Any Great Bladed Weapon

Descriptors: Melee, Attack

Select an adjacent target and deal twice your normal weapon's damage to them!


Serpent Strike

Requirements: Any Martial Light Weapon

Descriptors: Melee, Attack

A quick strike renders the opponent unable to react to this card.


Warding Blow

Requirements: Any Martial Great Weapon

Descriptors: Melee, Reaction, Prepared

When an opponent moved adjacent to you, even as part of a movement, you may deal you weapon's damage to them.


Charge

Requirements: Any Martial Weapon

Descriptors: Melee, Attack

You may move at twice your normal movement speed in a strait line so long as you end your movement adjacent to your target. If you end your turn adjacent to them, they take your weapon's damage.


Knockdown

Requirements: Martial Blunt Weapon

Descriptors: Melee, Attack

An adjacent target takes your weapon's damage and, if they do not negate this card, can not use reaction cards until the start of their next turn. On their next turn- they may not move.


Disarm

Requirements: Martial Bladed Weapon

Descriptors: Melee, Attack

An adjacent target takes your weapon's damage and, if they do not negate this card, has their weapon unequipped until the start of their next turn. They can not use reaction cards until the start of their next turn. On their next turn- they may not use attack cards.


Parry

Requirements: Any Martial Weapon

Descriptors: Melee, Reaction

When any adjacent target attempts to attack you with a card with the descriptor “Melee” on it, you may negate it as a reaction.

Block

Requirements: Buckler, Shield, or Tower Shield

Descriptors: Melee, Reaction

When any adjacent target attempts to attack you with a a card with the descriptor “Melee” on it, you may negate it as a reaction.


Dodge

Descriptors: Melee, Reaction, Common

When any adjacent target attempts to attack you with a card with the descriptor “Melee” on it, you may negate it as a reaction.


Shield Bash

Requirements: Shield or Tower Shield

Descriptors: Melee, Reaction

If you just played the card “Block”, you may immediately move the opponent who attacked you away from you one square.


Shield Wall

Requirements: Tower Shield

Descriptors: Melee, Reaction

When an opponent makes a standard weapon attack against you, flip a coin. If it comes up heads, the attack is negated. If it comes up tails, continue as normal.


Riposte

Requirements: Any Bladed Martial Weapon

Descriptors: Melee, Reaction

If you just played the card “Parry”, you may immediately deal your weapon damage to the target who attempted to attack you.


Close Call

Requirements: Light Armor or heavier

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut by a 1/4th.


Glancing Blow

Requirements: Medium Armor or heavier

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut in half.


Soak the Blow

Requirements: Heavy Armor

Descriptors: Melee, Reaction

Play this card as a reaction when you take damage as the result of a melee attack. That damage is cut in by 3/4th.


Fight Though the Pain

Requirements: Heavy Armor

Descriptors: Melee, Reaction, Heroic

Play this card as a reaction when you take damage as the result of a melee attack. That damage is completely negated.


Hubris

Descriptors: Attack

Pick a target who is adjacent to you. Both players discard cards, the player who discards less cards takes the difference in damage. The damage they suffer is 2d6 x the difference in cards discarded.


Call to Action

Descriptors: Reaction, Heroic

This card can be played at the end of your turn. You may immediately take another turn.


Pilfer

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, has their weapon unequipped until the start of their next turn. They can not use reaction cards until the start of their next turn. On their next turn- they may not use attack cards.


Sneak Attack

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, they take 1d6 damage times your level.


Set-Up

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. Lie about what this card is. If the target accuses you of lying, they may take no reactions until the start of their next turn.


Switch

Descriptors: Stealth, Attack

Pick an adjacent target and declare an attack with this card face down. Lie about what this card is. If the target accuses you of lying, you and them switch places. (This does not count as your movement)


Assassinate

Descriptors: Stealth, Attack, Heroic

Pick an adjacent target and declare an attack with this card face down. If you target does not react to this, they are reduced to zero hit points.


Holy Light

Descriptors: Divine, Attack, Common

All targets adjacent to you take 1d6 x your level in holy damage. You may omit characters if you wish.


Heal

Descriptors: Divine, Common

One target adjacent to you heals 1d6 x your level in hp.


Veil of Light

Descriptors: Divine, Reaction, Prepared

When you take damage, roll 1d6 and multiple the result by your level. If the amount is greater than the damage dealt to you, it is negated. If it is not greater, nothing happens and this card is discarded.


Humility

Descriptors: Divine, Reaction, Prepared

When you discard cards from you hand as the result of another card with the divine descriptor, this card restores you 1d6 hp to you for each card discarded. After this card is activated, it is discarded.


Penance

Descriptors: Divine, Reaction

When an ally takes damage, discard any number of cards from you hand. You negate 1d6 damage for every card you discard in this fashion.


Resurrect

Descriptors: Divine, Heroic

Revive a dead target at hp equal to 1d6 x your level.


Orcish Rage

Requirements: Orc

Descriptors: Reaction, Common

You may play this in response to you taking damage. You add +2 to all damage you deal and -2 to all damage you take (to a minimum of 1) until the end of your next turn. This comes into effect AFTER you take damage.


Orcish Rage

Requirements: Orc

Descriptors: Reaction, Common

You may play this in response to you taking damage. You add +2 to all damage you deal and -2 to all damage you take (to a minimum of 1) until the end of your next turn. This comes into effect AFTER you take damage.


Keen Ears

Requirements: Elf

Descriptors: Reaction

You may play this in response to a stealth card being played on you. It is immediately negated. If the “Night Fighting” environment card is in play, double your visual range.


Elven Lithe

Requirements: Elf

Descriptors: Reaction

You may play this card any time the “Uneven Terrain” environment card is in play. Negate the effects of that card.


Base Environment Cards


Night Fighting

The area you fight in is shrouded in darkness. Movement speed is reduced by half. Players are limited to 1d6 +2 squares of vision. Check this after every attack is made to see if they can see the target. If they can not see their target, the attack is wasted.


Uneven Terrain

The area you fight in has terrain no mortal man could traverse without some difficulty. Cut your movement speed in half.


Mana Surge Field

The area you fight in has a highly potent field of magical energy. Cards played with the


terrain no mortal man could traverse without some difficulty. Cut your movement speed in half.



Base Enemy Cards


Imp

Descriptors: Demonic

Class: Mage Hunter

Level: 5

Monomyth Card Game

The only thing I love more than historical combat is narrative structure! After working on a rather extensive system that related to Joseph Campbell "Hero with a Thousand Faces" I couldn't resist giving it a shot as a card game :D

(This is not free for your own personal use. This is copyright Scott Gladstein 2011)


Monomyth Card Game


Set up starts with each player drawing randomly to see what role they are. They can chose to reveal this or not.

After that each player selects a archetype.

Every player is dealt 5 cards.

At the end of your turn you draw until you have 5 cards in you hand.

The hero goes first.

Continue in a clockwise fashion.

On your turn you may play one card.

Continue until the game ends.


Every time you cause a shift in pacing (in either direction), you get an equal number of victory points. The character with the most victory points at the end of the story wins.

Every card has a “Pacing” value. This adjusts the current scene's pacing. When you reach the required amount (indicated below) you move onto the next phase.

Phases

1. Call to Arms

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


2. The Road of Trials

(Characters play trials that result in a gain/loss of trial points. Trials tend to be little games. Passing earns the hero trial points. Loosing looses them. Need 10 trial points to get to the “Grand Trial”)


3. Death & Rebirth

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)

(The hero gain second archetype ability after.)


4. Atonement

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


5. The Return

(Take turns playing cards until the pacing gets to 10. Each time a phase ends it resets to zero.)


6. The Final Showdown

(A final trial card is played by the player next in order. The hero automatically passes this and gets the reward.)


Card Types

Trial Cards (Meta events the hero has to follow. Can be played only during the challenges phases. The hero is rewarded with a number of “Challenge” points.)


Event Cards (Raises/lowers pacing & has general effects. Can be played at any time.)

- “Refusal of the Call” (Hero refuses the call to arms. -1 pacing)

- “Supernatural Aid” (If you are a mentor, you may provide a talisman of your choice to the hero. May only play during the “Call to Arms” phase. +2 pacing. If you are not a mentor, pacing +3. )

- “Coming Into Your Own” (The mentor is killed. The mentor may give the hero 1 talisman or 1 character trait from his own archetype. +5 pacing. If this is not played by the mentor, the mentor gets killed and additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Self Sacrifice” (A companion gives his life for the hero. Negate any card played or negate one card that is IN play. +5 pacing. If this is not played by a companion on themselves, a selected companion is killed but gets additional +5 victory points. Regardless, they may draw a new role and select a new archetype. They keep their current victory points.)

- “Betrayal” (An event card just played gives its benefit to a different player. This is at the discretion of the player who played this card. If it can not be given to the new target, the event card played is negated.)

- “Leaving the Nest” (The hero leaves his comfort zone. This may be physical, mental, or geographical even. Pacing -3. This may only be played during the “Call to Arms” or “Return” phases.)

- “Atonement With the Father” (The hero is confronted and initiated by whoever holds the ultimate power in his life. Pacing +3.)

- “Refusal to Return” (The hero is reluctant to return to his normal, old, ordinary life. Pacing -5. This may only be played in the “Return” phase.)

- “Twist!” (This card does one of several things. You may A) Exchange roles with any one character. (Excluding the hero). B) Pick a new archetype. C) Force someone else to pick a new archetype. D) Search the deck and discard pile for any one card and play it immediately. )

- “The Unexpected Challenge” (You may play a challenge card regardless of the phase.)


Talisman Cards (Aids in trials. Gives additional class features.)

-Loved One (The mentor who gifts the hero with this can select one companion. That companion may take the place of the hero in any one trail. If played multiple times, it applies to a different companion.)

-The Sword of Fire (The hero automatically overcomes one trail but no trial points are awarded.)

-The Mystic Force (A hero may chose to reveres the turn order at the end of his turn once.)



Character Traits

Role: (Hero, Mentor, Antagonist, Companion)

Archetype: (Like a class.)



Roles

Hero

(Your the center of attention. There can only be one)


Antagonist

(Gets victory points any time they institute a change in challenge points)


Companion

(Coming in a full release)


Mentor

(Can play talisman cards)



Archetypes

(Coming in a full release. Would include things like "The Tragic Hero", "The Fem Fatal", "The Greek Hero", "The Wise Old Man", "The Trickster" ect)