So, a while ago I posted the first prototype of this project. It's been a bit busy, but I wanted to post an update. And here we are: the first set of cards is here! BUT BEFORE, a few comments (Links below) . OBJECTIVE I started doing this for my home campaign, to help me DM and help my fellow player familiarize with the new system. I've designed these cards with that in mind. This is the best way I've find to remember (or keep in hand) some of the rules my players and I usually forget. What works fine with our group, may be different with yours. This is why, in the future, I would probably post some kind of template if you like the design but are interested in customizing the content of the cards to suit your games. WORK IN PROGRESS This first set of cards reference some of the actions from the Chapter 4: Skill section in the Core Rulebook. but there are some missing: Exploration actions. I think this are best kept together apart from the rest, probably not in card form (as they tend to be quite extensive, like Crafting) Social actions (like Request and Perform). I think the rules from the book are guidelines for roleplay and, for my group, I feel there is no need to remember the specifics. Other actions (like "Conceal an object", "Palm an object"...). I may include them in the second part (?). The rules are kind of vague, and have simple binary results (you either succeed or not) that are easy to remember and for us not really worth a reference card. As they are small-sized cards, space is a limitation. That's why I've rephrased some of the rules, omitted some of the flavor text or summarize them a bit. Please, let me know if you find something incorrect, but remember that the objective with these cards is to quickly remember rules in sessions, not learn them from scratch. Comments about some of the design decisions: I'm aware that some of the colors, specially with the dice symbols, can cause some confusion for some people with different levels of colorblindness. I'm planning to release in the future an alternate color version, and maybe a printer-friendly version (this last one may take a while). The "T" and "U" symbols at the upper left corner of the cards represent if a character can use the action if Trained or Untrained. I thought that was essential information and easy to forget. Skills and DCs. Some cards do not list DCs. That's because they are for GM discretion. I may, in the future, design extra cards listing the DC charts found in the book for each skill. Others list save or skills DCs that refer to the target (like Disarm or Grapple). TL,DR: Cards ready to print here! And cards as images here. CONTENT WILL BE FREE BUT IT MAY TAKE A WHILE. IF YOU HAVE MORE SUGGESTIONS, PLEASE BE SURE TO LEAVE A COMMENT! ENJOY YOUR GAMES AND LOVE EACH OTHER.
I don't know if you are only asking about Golarion-based campaigns, but my group and I have been playing in the universe of the Pillars of Eternity games. We are now sailing through the Deadfire Archipelago. I had to do a bit of homebrewery for ancestries and the gods, but we are enjoying the system so far.
MaxAstro wrote:
You are right! Changed (and more desgins added)
Since PF2 design is all about feats and actions, I've been toying with the idea of having different rules cards as aid when GMing or playing the game. Idk, I've always liked Magic The Gathering and similar games, and I like having a deck of cards to reference spells and character abilities instead of a page with all of them cramped together. So, this is my prototype. I must admit that there's a lot going on there, but i didn't want just plain text inside a black textbox. Little things I already noticed: - Not printer friendly (kind of obvious). - I'm not totally satisfied with the color choices. - Important information not well highlighted? My idea is to extend this design to class feats, ancestry feats, skill feats, class features, basic actions, etc. What do you think needs to change or disappear to be clearer or more intuitive? Comment and critique appreciated. |