One thing I really like about Index Card RPG is that encounter Target and the fact that it can be affected by the player or GM. I like the idea you have for making the Pressure die go up and down. It's similar to IRPG in that it can reflect the the encounter is more or less dangerous due to factors the GM or PCs control. It's more fun.
That was the thing people loved most in the playtest. Combo-int with friends. One of you reduces the Pressure Die in your zone, or even switches the pressure of two different zones, then the other ally would be up against the easier die I had a mechanic in the last game which was you could use your entire action to switch the die of your zone with another as long as you were making your zone the higher die. People loved it
I think rather than taking the difference, the character whose die succeeds does their die as damage. So 6 vs 4 = 6 damage. This way enemy damage can be baked in if PCs fail. I prefer weapons to matter as tags rather than damage, since literally anything can kill if applied correctly. Attribute/skill could add to damage or grant advantage/extra roll before being compared to the pressure die.
Just an idea. Maybe the weapons may manipulate the skill die or the relation between both. Maybe the weapons may change the rules and one makes you benefit from rolling lower on the preassure die or another makes an effect when both dice roll the same number. Maybe a weapon shines when in a higher pressure zone and anothe in a lower preassure zone.
Why not an opposed combat skill roll? The winner's roll as compared to the loser's combat skill determines damage (which is either 100% poss wpn damage, 75%, 50% or 25%). Combatant A with a skill of 15 fights Combatant B with a skill of 12. Combatant A rolled a 13. Combatant B rolled a 4. 13-4=9. 9 is 75% of 12. Combatant A does 75% max wpn damage to Combatant B.
I'm definitely a fan of the fidelity of an opposed roll it will probably feel a little wargamey. Right now I'm trying with the dmg roll and hit being combined. so its more of a tug of war. but it's a card game. So combo pts?
I guess then weapons and strength would add damage. Strength for melee only but you get a generic pool equal total the difference. The spend pool to power cards? like sword parrying missile weapons.....😁
How about the pressure die is rolled at the start of each round and also the DC (or a modification for the DC)? Then the player can decide if they will try to beat this DC or switch to another zone with a lower pressure. Maybe their skills can manipulate the pressure die by rerolling it or changing it's value up or down.
For d8 vs d8: 16 = 1 15 = 1 14 = 2 13 = 2 12 = 3 11 = 3 10 = 4 9 = 4 8 = 4 7 = 4 6 = 5 5 = 5 4 = 6 3 = 6 2 = 7 1 = 7 Average 6.375 There is almost a 1 in 3 chance of getting 3 damage or less. This really does open up the top end though.
@krelraz5486 sweet. Thanks Yeah, I’ve already done all the math on different dice type resolutions, and for fun sake I’m staying away from that sort of scenario. Most of the time you will have an equal dice at least putting you at an advantage in the roll
Good stuffs!
Hell yea bro ! I might take a modified version of this. I'm working on sci fi horror rpg and pressure or stress makes perfect sense.
Thanks buddy! I’ve really enjoyed playing around with that mechanic. Can share the math with you at some point if interested
One thing I really like about Index Card RPG is that encounter Target and the fact that it can be affected by the player or GM. I like the idea you have for making the Pressure die go up and down. It's similar to IRPG in that it can reflect the the encounter is more or less dangerous due to factors the GM or PCs control. It's more fun.
That was the thing people loved most in the playtest. Combo-int with friends. One of you reduces the Pressure Die in your zone, or even switches the pressure of two different zones, then the other ally would be up against the easier die
I had a mechanic in the last game which was you could use your entire action to switch the die of your zone with another as long as you were making your zone the higher die. People loved it
Gm or pcs very interesting!
I think rather than taking the difference, the character whose die succeeds does their die as damage. So 6 vs 4 = 6 damage. This way enemy damage can be baked in if PCs fail.
I prefer weapons to matter as tags rather than damage, since literally anything can kill if applied correctly.
Attribute/skill could add to damage or grant advantage/extra roll before being compared to the pressure die.
Appreciate the notes! Good thiughts
isnt that how it is now
Just an idea. Maybe the weapons may manipulate the skill die or the relation between both. Maybe the weapons may change the rules and one makes you benefit from rolling lower on the preassure die or another makes an effect when both dice roll the same number. Maybe a weapon shines when in a higher pressure zone and anothe in a lower preassure zone.
Appreciate it!
Why not an opposed combat skill roll? The winner's roll as compared to the loser's combat skill determines damage (which is either 100% poss wpn damage, 75%, 50% or 25%). Combatant A with a skill of 15 fights Combatant B with a skill of 12. Combatant A rolled a 13. Combatant B rolled a 4. 13-4=9. 9 is 75% of 12. Combatant A does 75% max wpn damage to Combatant B.
I'm definitely a fan of the fidelity of an opposed roll it will probably feel a little wargamey. Right now I'm trying with the dmg roll and hit being combined. so its more of a tug of war. but it's a card game. So combo pts?
I guess then weapons and strength would add damage. Strength for melee only but you get a generic pool equal total the difference. The spend pool to power cards? like sword parrying missile weapons.....😁
How about the pressure die is rolled at the start of each round and also the DC (or a modification for the DC)? Then the player can decide if they will try to beat this DC or switch to another zone with a lower pressure. Maybe their skills can manipulate the pressure die by rerolling it or changing it's value up or down.
That’s an interesting idea. The changing static DC of a zone…
For d8 vs d8:
16 = 1
15 = 1
14 = 2
13 = 2
12 = 3
11 = 3
10 = 4
9 = 4
8 = 4
7 = 4
6 = 5
5 = 5
4 = 6
3 = 6
2 = 7
1 = 7
Average 6.375
There is almost a 1 in 3 chance of getting 3 damage or less. This really does open up the top end though.
Did this take into account if one is less than the other? I’d assume so looking at the numbers?
@@jfacegames7354 Yep. If A >=B, then A+B. If A
@krelraz5486 sweet. Thanks
Yeah, I’ve already done all the math on different dice type resolutions, and for fun sake I’m staying away from that sort of scenario. Most of the time you will have an equal dice at least putting you at an advantage in the roll
It would be kinda nice. For representing the horror monsters all the sudden its a bigger die !