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authortradam <git.tradam.fyi>2021-08-26 04:41:14 -0400
committertradam <git.tradam.fyi>2021-08-26 04:41:14 -0400
commit961c4f33fea870bc834b8a61e7a6ac3e033bac52 (patch)
tree79bb6dca121c14709e10738a2406e6327cbc4169 /src
parentf1bbef15ed2839d2bd99c9650ff7f10d62fff475 (diff)
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# Resolving Checks
-
Generally we have 3 different numbers that we could use:
- Card Draw
- Stats
@@ -8,19 +7,19 @@ Generally we have 3 different numbers that we could use:
Here are some ways we can do that:
### Stat into card into dice
-
Stat is how many cards you draw, the highest card number you draw is how many dice your roll.
This system seems too multi-stepped and complex.
### Stat into cards diceless variant 2
-
Stat is how many cards you draw. You can choose which card you want to use for your chosen ability.
Could be an interesting idea, you can have something buffed by an odd number for example so if you can draw something odd then it will be strengthened.
### Hand of cards
-
Players have some amount of cards in their hand. They can then play these cards toward abilities.
Gives interesting implications for users building the deck, making descisions between what abilities are better.
Issues:
- would need to determine how to resolve card draw and hand size.
- need to determine how stats play a role
+
+### Determine Difficulty
+DM dynamically determines difficulty by adding a point for each 'hurdle'. For example if you had to swing a weapon(+1 difficulty) in a tight corridor(+1 difficulty) agaisnt a shielded enemy(+1 difficulty) then the check would have a +3 difficulty. I was thinking to then subtract your relevant stat of the difficulty and then use that result(minimum 0) for resolving.