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rules:no-dice:gameplay:props:cards-tokens [2022/02/07 13:34] Jobrules:no-dice:gameplay:props:cards-tokens [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1
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-====== Custom Cards and Tokens ====== 
-A step up from [[rules:no-dice:gameplay:props:playing-cards|Playing Cars and Coin]] Props would be to create custom cards and tokens for NDI. At this time in the early fledglings of beginning to document and design the game, the designer envisages providing these Props as PDFs that can be printed on paper or card stock and then cut into individual pieces to facilitate a default Prop set for the game to confine Paper & Pencil record keeping to only the character sheet for Players, and greatly improve gameplay speed and a  more intuitive way to learn the game for new players.  
  
-To create custom cards, it is important that they are all one-sided and have identical backsides so that the Opponents in a [[rules:no-dice:action-system:dbc|DBC]] cannot easily guess how many points their opponent is stacking on an Action, or what kind of Stats are contributing, etc. The front-side of the cards that contain the actual play data, however, should have at least the types listed below that represent the most common Stats, Abilities, Actions, and Complications that are used in DBC's. 
-  * **Actions**-- there should be at least 2 duplicate cards for each Common Action, as well as several blank Action cards that game participants can write on the name rare Actions that they may use in addition to Common Actions that all Actors have access to. 
-  * **Stat Points** -- a collection of cards or tokens for each of the 7 Actor Stats in various denominations, like "1 Str," "3 Str," "5 Str," or "1 INT," "3 INT," "5 INT," so that the opposing player or GM cannot easily guess how much power their opponent is Bidding on an Action by just looking at the backside of a stack of tokens or cards on top of it. 
-  * **Abilities***-- because Ability points can and should also be added to Actions to boost the Action Score or Action Difficulty, at least 2 duplicate cards of each common ability from the [[rules:no-dice:actors:abilities:start|Abilities articles]] should be printed, as well as several blank Ability cards for participants to use for rare or unique abilities Actors in the game session may have. 
-  * **Complications***-- in the same way as Action and Ability cards above are printed, cards for each common Complication should printed with at least 2 duplicates so the same Complication can be applied to both Goodness and Badness simultaneously if the game circumstance calls for that during a DBC. 
-* **Equipment***-- these should be printed in the same way as Action, Ability, and Complication cards described above for the Equipment that is likely to be used in DBC's by the Actors in the game session. 
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-Once all of these card or token types have been printed and cut out into individual cards and tokens in sufficient quantity from PDF templates, you're ready to play ND1 with just these and Actor sheets left to keep track of with [[rules:no-dice:gameplay:props:pnp|Pencil & Paper]]. 
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-//**Example Combat Gameplay with Custom Cards & Tokens:** the steps below attempt to describe an Action Sequence involving Double-Blind Contests for several action phases spanning a complete Combat Round. // 
-//**Combat Round 1: Round Start**// 
-  - Players and the GM simultaneously begin to secretly decide which Actions each Actor in the Combat will take this round given whatever circumstances their Actors find themselves in. To simplify and shorten this example, only one PC Actor and one NPC Actor are described, although in practice it will be far more common for the GM to be controlling several NPC Actors or monsters, and for several PC Actors to be participating, not just one.  
-  - Once either the Player or the GM have made their decision what their Actor will do to begin Phase 1, they can being the Phase by placing a FIT or SMA Stat card or token face down in front of them on the game table to represent their Actor's expenditure of exactly 1 FIT or SMA Stat Point to allow them to take an action in this Phase.  FIT Points are used for any Physical Action the Actor intends, and SMA Points in the same way if mental Mental Actions are about to be attempted.  
-  - Once the FIT or SMA Point has been allocated to allow the Actor to take an Action in this Phase, and Action card needs to be chosen an placed on top of it.  All cards and tokens that will be in the Actor's Bid for this Phase need to be in one stack.  This is so that when there are multiple actors on each side of the conflict, the gaming table does not become disorganized and indecipherable.  
-  - Now that the Player or GM has begun their Bid in this phase by buying the right to take an Action with a FIT or SMA Point, and chosen the Action they intend to take, it is time to select the power level they intend to Bid on.  This is a crucial step that will not only determine who wins the DBC in this Phase, but also who may win the Combat Round, and maybe even the whole Combat.  This is because although too high of a bid, reflecting the power level of the Action taken, might surely win DBC in this Phase, it will also deplete the Actor's available power in not just this phase, but he rest of this Combat Round, because Stat Point Pools refil at the end of the Combat Round, and this is just the first Phase of an unknown number of Phases to come in this Combat Round, depending on which Actor has the highest FIT or SMA stat, and how they choose to spend those Point Pools to buy subsequent Actions in upcoming Phases... 
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