Action Cards - looking for suggestions


Homebrew and House Rules


I recently started a new game as the DM of a 1-player game.

This time, we decided to make it a rogue game because that would be a good opportunity to play a sneak-around game without bothering other players. In other words, a good old-fashion thief game.

Long story made short; I'm looking for a way to assist the player in small ways, so I recycled my old action card system that I used before in other games.

This time, the player will receive 1 card each time he gains a level, and one for every natural "1" rolled during the game. since it's a solo game, I don't have to deal with the "who rolls the most dice and therefore have the most chance to gain cards" issue. We also play that all natural "1" result in "something bad" although not necessarily a failure.

I have a few classic effects already, such as:

- +1 bonus on any roll, usable even after result has been determined.
- +5 bonus on AC or Reflex save vs traps, spells, dragon breath and whatnot.
- Roll d20 at beginning of the game. Use this result for you or an enemy at any point during the game.
- Gain +10 bonus on a single knowledge check, or allow a knowledge to be used untrained.

Since conditions can be a killer in a solo game, I've thought of effects such as:

- gain expeditious retreat if frightened
- Re-roll a failed save causing restriction of movement or freedom of will.

I'm also looking for plot-driving elements, such as :

- meet a person that will assist you
- get out of jail for free card
- summon Deus ex Machina...

If you have any ideas, I'm open to all suggestions

'findel


Caper-Several other criminals cut you in to rob a merchant's country estate. (Having him take out the hell hound with the intelligent holy sword, and it thereafter tries to get him to give it to a paladin would be fun).


Goth Guru wrote:
Caper-Several other criminals cut you in to rob a merchant's country estate. (Having him take out the hell hound with the intelligent holy sword, and it thereafter tries to get him to give it to a paladin would be fun).

?


I may have misunderstood what you were looking for.


Read it late and was tired. Makes perfect sense in the morning...

The action is a bit too specific however, and does not benefit the player.

I should have mentioned that I mean to use these cards as an alternative to Unearthed Arcana's action points or Pathfinder's hero points as a collection of specific effects that the player can gather, hold and spends as he/she wishes.


Less specific, a caper is where several people join in a crime or other adventure, split the wealth, and part ways. In other words most convention modules.

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