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the, peril, combat, 2024, is, 2025, loot, of, on, enchanting, saturday, march, ttrpg, sucks, so, interesting, how, other, example, friday, october, september, in, wind, things, blog, and, card, based, cairn, pastel, dungeon, 15, why, define, does, diablo, relate, to, make, notes, descriptions, goblin, trained, human, soldier, orc, white, lion, river, devil, manticore, dragon, thursday, february, 27, basics, play, conclusion, 25, units, post, rules, explanation, monday, sun, never, sets, bocathia, was, great, zetterites, have, their, hands, everything, zetterite, empire, verge, collapse, magic, dying, alchemy, surpassing, it, second, little, war, ravaged, land, plague, again, folks, are, different, nowadays, bad, live, dark, sunday, becoming, an, enchanter, search, this, archive, labels, side, note, baldur, gate, statblocks, system, mass, making, better, truths, neurim, haustoriamancy, for, familiars, blood, ley, fire, bones, biomancy, dreams, report, abuse,

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rc plays a clubs face down until the orc next moves when a creature attacks the orc flip the card up if the card would hit them they are stunned until their next turn wyvern venom the orc plays a clubs to poison their next feather javelin attack peril 3 white lion when a lone lion survives for 9 years it is blessed with pale fur and incredible magics 9 health hearts blessed presence at the end of each round all allied creatures in the lion s zone are healed 1 health blessed claws melee 2 guardian dome the lion plays a hearts to change the initiative for all allied creatures in its zone to the cards value for the purposes of armor silvered shift the lion teleports to one of its allies peril 4 river devil horrid beasts born of the deep abyss the worst possible combination of crocodile lion and hippo 9 health spades rampage the river devil attacks all creatures in its zone at the same time including allies ravenous maw melee 3 if this kills a creature the river devil swallows it in a single bite stomp the river devil plays spades to stun all creatures with a greater initiative in its zone including allies submerge if the river devil is in a zone of water it dives down it may play another card as a minor action to rise up out of the water and make a free ravenous maw attack using that card peril 5 manticore evil and heinous with barbed tails and wicked grins 9 health diamonds flying manticores are flying barbed spray ranged 3 hits all creatures in a zone but cannot be used in the manticore s zone sting and claw melee 3 swoop the manticore plays clubs to move for free barbed shower the manticore plays diamonds to cause its next barbed spray attack to hit all zones except the one the manticore is in peril 6 dragon you know what a dragon is 12 health spades flying dragons are flying fire breath the dragon plays spades to exhale a flame breath on all other creatures in its zone those that are hit take 6 damage the dragon may only use this ability once per combat claws melee 3 tail whip the dragon plays royalty to strike a creature in its zone for 3 damage cracked scales when the dragon is first defeated its scales are cracked it gains an additional 12 health and gains the following abilities volcanic maw melee 4 the dragon draws a card eruption the dragon plays spades to cause all creatures hit by it in its zone to take 1 damage and be knocked prone at march 01 2025 no comments email this blogthis share to x share to facebook share to pinterest labels bestiary card ttrpg thursday february 27 2025 a card based system i m back on my bullshit i always am and i ve been pondering the idea of using a deck of playing cards instead of dice yes i ll admit i m inspired by his majesty the worm but i m not just copy pasting the idea for one i think i prefer a standard deck of 52 playing cards to the tarot don t get me wrong tarot are aesthetically pleasing but i think a standard deck accomplishes much of the same goals while being more attainable for the average person which is good because i ve been pondering a game where everyone uses their own deck the basics each player and the gm needs a standard deck of 52 playing cards plus a joker at the start of the game each player draws a hand of 4 cards they must play cards from their hand to perform actions the effectiveness of the action depending on the value suit or royalty of the card as determined by the gm cards are played into a discard pile value is the listed number of the card where aces are 1 jacks are 11 queens are 12 kings are 13 and jokers are 0 suit is the suit of the card jacks queens and kings are royals sometimes cards must be played to beat a check the check is succeeded if the value of the card played is equal to or greater than the value of a check with a bonus reward for hitting the value of the check exactly a player might choose to play an additional card to add or subtract the value of that card to their total a player might also choose to push their luck to do this they flip over the top card of their deck and add or subtract it from their total if this new value fails the check they receive an extra negative effect most checks have a value of 10 in addition a gm might call for a check of a suit such as a spades check to bust down a door or a check of royalty note on math any given card has a 30 chance of being 10 or greater giving you a 42 chance to have a 10 card in your first hand however this value changes over time and an important part of the game is knowing rough probabilities based on what cards are in your discard pile when all players have run out of cards or have decided to stop playing cards they discard their hand and draw 4 more cards and time passes time passing is relative to the situation but you can think of it as a round in combat or a dungeon turn when someone plays a joker they discard their hand shuffled their discard pile into their deck and draw a new set of 4 cards whatever they were attempting to do fails automatically and has an extra negative effect jokers are bad a deck is also shuffled if a player attempts to draw from an empty deck though they don t draw any cards from the newly shuffled deck they get what they get during standard play the gm does not draw or play cards but may flip the top of their card to determine things as they see fit each player plays a character which is represented by four stats spades clubs hearts and diamonds spades represents strength spades centered actions are often blunt a measure of brute force and martial might clubs represents dexterity clubs centered actions are deft and quick focusing on indirect means hearts represents faith hearts centered actions are about supporting oneself and their allies through devotion diamonds represents lore diamonds centered actions focus on knowledge and the proper application of such each character specializes in one of these four stats and can add or subtract 1 to any check made with a card of that suit combat when combat starts each player discards their hand and draws a new 4 card hand one of these cards is played as their initiative they may play cards modifying this if they see fit starting at a value of 0 the gm will count up initiative when a player s initiative is reached they take a turn on their turn they may move once for free additional moves cost a card but require no check usually and can take one major action a major action takes time and commitment such as swinging a weapon all other actions are minor actions and can be taken at any time after a creature has just made a major action opening a door taking a defensive stance or drinking a potion are all minor actions these still consume cards just not a turn combat takes place in zones roughly 30 foot circular areas divided by distance or natural features such as walls or a river within a zone movement is 100 free though movement between zones is not when a creature is attacked they become engaged with the creature that attacked them and cannot move away from that creature without playing a card with no check to disengage attacking involves making a check against that creatures initiative attacks do more damage the lower the final value is assuming they beat the initiative some actions can negatively modify your opponents initiative making it easier to hit them and thus easier to land large damage like all checks hitting the value exactly is an extra bonus in this case a critical hit unlike usual the gm also draws a hand of cards at least 4 though they draw an extra card for each point of peril the bad guys possess up to 10 note peril is a system i ve been pondering for years now it s a replacement for the concept of hit die or challenge rating roughly a mook like a goblin has a peril of 0 a more powerful creature like an orc has a peril of 1 a peril of 6 is the maximum and is reserved for things like dragons as per usual once all players and the gm are out of cards they draw new hands and time passes at the start of the round each creature may play a card to modify its initiative if they so wish but this does not replace their initiative only modify it example of play ysgor the warrior is attempting to flee down a decrepit dungeon hallway as a horde of skeletons chase after him he won t be able to beat them so he has to slow them down or speed himself up he has a hand of 4 cards the king of spades a 9 of diamonds a 4 of hearts and the joker to escape the skeleton horde he needs four successes the gm narrates ysgor coming to a massive chasm ysgor states his intention to leap accross and the gm declares this is a check of 10 or spades as ysgor can do both with his king of spades the gm grants him a boon two successes on escaping the skeletons next ysgor encounters an overgrown tunnel full of lashing vines ysgor ponders a moment before throwing caution to the wind and charging through the gm rules this is a check of 10 which ysgor can only beat by playing his 9 of diamonds and his 4 of hearts for a total of 13 a third success on escaping the skeletons ysgor next encounters an immense iron door too large to open without a feat of super heroic strength sadly all ysgor has is the joker so his attempt to open the door is both a failure and attracts unwanted attention as ysgor shuffles his deck the gm narrates a ghoul crawling out of the darkness towards him combat begins a ghoul is peril 1 so the gm draws 5 cards as ysgor draws 4 each play a card for initiative a 3 for the ghoul and an 8 for ysgor the ghoul acts first rushing towards ysgor and playing a 9 subtract 1 for an 8 a critical hit ysgor takes nearly half of his health in damage the ghoul then uses a 6 to defend itself changing its initiative to 6 on ysgor s turn he swings his mighty battle axe playing a lucky 6 to crit the ghoul back for excellent damage then as a minor action discards the 2 of diamonds to blow his horn of thunder finishing the ghoul off in a mighty blast with the ghould defeated ysgor discards his last card and draws a new set of cards he is now wounded and the skeleton horde is dangerously close but he can almost taste the freedom in the air the gm rules that opening the door is a mighty check of 15 and ysgor s new hand is miserable at best only getting him to a total of 11 when added together ysgor pushes his luck flipping over the 4 of hearts just barely managing to force the door open and get his final success to flee from the skeletons conclusion it s not a game more of a proof of concept but i think it s neat and i can t get it out of my head i ve been thinking about how different concepts translate to a card game a fighter might focus on changing the values of cards to land critical hits easier a thief might focus on getting to draw extra cards for free a mage might focus on suits rather than values needing cards of different suits to cast different spells magic items grant abilities that require the use of certain cards such as ysgor s horn of thunder requiring a diamonds card a gm could create an encounter table using both the suit and value of a card to easily determine what pops out to scare the players and the best part is you can play around the randomness perhaps it s just me but i love the concept of players pushing their luck when their decks are full of good cards and the gms deck is bereft of them and playing more cautious when the jokers are near and all is bad i think that s interesting maybe that s just me at february 27 2025 no comments email this blogthis share to x share to facebook share to pinterest labels card ttrpg gming his majesty the worm friday october 25 2024 mass combat this is a system designed for large scale combat specifically between smaller sized armies this won t emulate thousands on thousands but would emulate a few hundred to a thousand odd soldiers on each side think the black company this system likely becomes extremely unwieldy after 10 units on each side units units come in 5 types infantry ranged cavalry siege and heroes these are loose terms treants are infantry just as axmen are each unit is defined by its name its health its damage and any special abilities for example the fourth vanguard of poles infantry 8 hp 1d6 2 vs cavalry goblin rust arrows ranged 4 hp 1d4 the grain knights cavalry 12 hp 1d8 unbreakable seedmark s onagers siege 4 hp 1d6 malicrag the white dragon melee hero 12 hp 1d8 can attack anything flees at 4 hp how units are acquired is up to the gm combat before battle starts the commander of each force decides their intended actions for each form of unit according to the following rules siege units attack anything before battle but cannot fight during battle infantry must attack other infantry unless there are no opposing infantry in which case they can attack anything infantry can also defend a target taking attacks instead of it regardless of which side goes first ranged may attack infantry ranged or applicable heroes cavalry may attack anything heroes may attack anything applicable to their type afterwards combat is started in the phases of siege first round only ranged infantry cavalry during each phase each commander rolls plus their charisma or attempts a charisma check or whatever fits for the game to determine which force acts first units that are attacked are stuck in combat and cannot perform their intended actions instead attacking one of the units they are engaged with ie if you send your infantry to attack a certain unit but they are attacked first by a different unit of infantry they are stuck fighting the second infantry attacks always hit after initial engagements units alternate attacking a unit they are engaged with and ranged units firing at valid targets unless a unit is engaged with them in which case they fight in melee ranged units fight in melee with a d4 if infantry or cavalry becomes free of engagements they may engage a new enemy abiding by their regular rules when the tide of battle shifts dramatically against a side all of its units must make a morale check 2d6 attempting to beat their health units that fail are removed from combat unbreakable units never flee post combat afterwards damaged units may regain 1d4 hp up to their max at the start of combat all other damage taken is permanent units with 0 hp are fully lost though units that fled due to failed morale are allowed to return to the army and heal example the shields of wrenn led by galian savior of wrenn are a mercenary company charged with protecting a town from an aspiring necromancer and his horde of undead minions the shields have access to the following units wrennish militia infantry 4 hp 1d4 long mountain dwarves infantry 8 hp 1d6 unbreakable the rangers of elding lodge ranged 6 hp 1d8 fights in melee with a d6 galian savior of wrenn infantry hero 19 hp d8 3rd level fighter the necromancer has access to the following units zombies infantry 8 hp 1d4 unbreakable is defeated when their necromancer dies skeletal knights cavalry 8 hp 1d6 unbreakable is defeated when their necrom...
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