Wednesday, October 4, 2017

Card Battle RPG

Rules for an (unfinished) card battle rpg system.

The things you need for this system are a D20 and a standard deck of cards.


Everything outside of combat is handled by the players, narrative style.

Some sub rules of this narrative system would be things like:
1. To get something you must give something
2. Bargaining with the DM is fun
3. Saying something convincing is fun
4. Singing a song is an auto success (because I like it)

Combat is where the cards and the dice come in, because combat is dangerous.

Much like the Magical Girl RPG system, Health is based on Successes. Imagine the little heart health bar that Link has. Maybe it'll just be that. Different attacks deal 1/4, 1/2, and 1 or more hearts. Something like that.


When combat starts everyone draws a card. Monsters and opponents will have set abilities so they won't draw cards. The cards are for the players.

The SET your card is in determines the ability.
1. Hearts = health, healing, life
2. Clubs = pure damage
3. Diamonds = auras, wards, AOEs
4. Spades = chaos, strange magics

Then, on your turn, you roll your dice aiming to get a success (this will depend on the dice used, I'm considering using 2d12 just because they aren't used often. Success would be anything over a 10, maybe a 12. This is still to be determined).

A success means you spend the card, put it in the discard pile, and do the thing.
1. Hearts = heal one heart, or grant someone (including yourself) an additional heart
2. Clubs = deal a heart of damage
3. Diamonds = prevent the next attack on a target (including weird monster effects)
4. Spades = roll a d10 on the chaos chart

If you begin a turn with no cards in your hand, draw a card.

If you do not get a success, you fail and draw a card at the beginning of the next turn.

The card you draws adds on to the suit you drew first, compounding the effect. The effects will be based on whether you drew a numbered card or a royalty card. (this might get pushed back and maybe the second suit will determine something).

On your turn you roll. A success means you do the new effect and discard both cards.

If you do not get a success, you fail and draw a card at the beginning of the next turn.


The effects compound until you have 5 cards. If you've failed five times you'll have a FULL HAND. Full hands will be powerful if you land a success and traumatizing if you fail.

Full hand effects will show the full effect of magic.

The hands of POKER would be the most powerful effects.
Royal Flush
Straight Flush
Full House
Flush
Straight

Including things like:
Four of a kind
Three of a kind
Two Pair
Pair

Combat will be dangerous and stressful. Monsters will be tough and/or numerous.

Not sure how leveling/class will work, or if it will be present at all. Cards will be collectible. Different monsters will have different treasure, and different cards collected will have effects on combat and outside of combat.

Cards will be separated into common, uncommon, rare, ultra-rare. They'll be based around the standard card deck, but given lore-based names.

There's a lot still missing from this, but I'm thinking it might be the combat system for the magical girl system.

No comments:

Post a Comment