THe most obvious examples to me are Castle Falkenstien and the SAGA rules used by TSR in Dragonlance and MArvel Super Heroes.
In all three cases, I liked the use of cards. If the rumors that Falkenstien was originally designed to be an Amber RPG are true, then card definitely would have been the way to go.
I played MArvel SAGA the most out of the three, and for the most part cards worked as agood as dice, andin some cases batter. In Marvel each power an d skill was tied to an attribute (like Strength skills, Agility skills, etc.) and the deck was broken down into suits that were tied to the attributes. If you played a card that matched the suit for the action you were attempting, it was "trump" and you got to add another card from the deck. This allowed for the longshot percentages. Also, as character got good, they could master a skill, given them more trump cards.
One thing that was nice about the SAGA system was that, much like HERO Points, players could hold an important card in their hand for reserve. And while someone was holding onto a card, the other players couldn't draw it out of the deck.
Another neat thing was that cards were used much like hit points. As you got injured you paid off the damage in cards. So if you took 5 points of damage you had to discard 5 points worth of cards. This meant that as you got hurt your had fewer cards in your hand, limiting your options and impairing your ability to act. A neat way of handling injury.
Also, more experienced characters could would have larger hand size, and there was a rule for letting them play low value point cards as a freebie.
So yeah, I like cards, when the are done right.
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