Wednesday, September 9, 2020
Lohwand: Aces Wild!
While re-editing my Armatura cheat sheets I am recognizing nuances I hadn't noticed before.
I am already using the D10 to represent eleven values, with the '0' representing a '10' or a '0' depending on circumstances. The "Counting Zeroes" concept.
Yesterday I realized that the Ace in a deck of cards is essentially the same, with the ability to be either the highest card or the lowest. So how can I incorporate that feature? I have some ideas.
Then, today, I recalled how a friend had good and bad events in a deck based on the two red or black suits - hearts good/diamonds bad - or whatever. So now I am thinking there is room for further variations to be added to the card activation.
Example:
One side is activating on red, the other black. If Hearts are better than Diamonds, and Spades better than Clubs what is the effect? One effect could be that if a unit is activated with a Heart or Spade it gains a +1 to the Combat Result* if it is also "Counting Zeroes".
*There will be a Combat Result table that determines how a melee is progressing.
Another option is to allow a unit that is no longer Counting Zeroes to count them for that activation - i.e. +10% to the die rolls.
A third option is to have Exceptional Leaders, as in Fire and Fury, and provide a bonus if the Exceptional Leader is present when the card is played.
Getting back to the Aces, they could function similar, but could also be linked to the "Counting Zeroes" concept. That is, if a unit is Counting Zeroes the Ace is high card; if not, then it is low card. If high card, they might have a special Command Action similar to those I already described. If low card, the suit of the Ace might still come into play as given in the examples above.
Incorporating these ideas means re-vamping my cheat sheet! I'll have to find room somewhere as they probably should go on the front page of the sheet. *sigh*
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