This'll probably be my last Scout class as my original goal for the custom classes was to have 5 classes of each archetype made up, with the Gambler being the 5th Scout. This one is drastically different from any other class I've made as it involves a separate mechanic that's not even included in the game, the 'Deck of Cards'. Essentially how this class works is you draw from your Deck of Cards to gain various effects. The effects are meant to be stronger than other cards with similar effects and cost, but since it's based off card draw you may not get what you want when you need it. I'm posting stuff now because I think they're good ideas but they definitely need to be fleshed out. Anyways, input is appreciated as usual.
Edit: I've got the skills to the point where I feel fine doing up cards for them so here's the link, look for Gambler:
https://www.dropbox.com/sh/ms0wzjzkxkpvs79/AAAeIH8gnS1LnE9_12d8e-1ha?dl=0
That said this is fairly different from any other class I've done so I'm going with my gut on a lot of these skills and in no way am I saying this is perfectly balanced. I feel I'll truly have a better feel for the class if I run it through a couple of quests. I'd say I'll come back to this class more than once.
Edit #2: I've revised the class to be more in line with card play and balance. I may stick with this iteration unless the community has some suggestions.
Edit #3: I've got the cards done up for the second revision, just follow the link above.
Custom Scout Class: Gambler
(1) Does this class allow you to have more than one face-up card kept in the play area? Or do you have to discard the previous face-up card (still unused) if you draw another one?
IMO, only 1 face-up card should be allowed at a time. Maybe later skills allow more. If you keep the exhaust mechanic, then maybe it's ok to have more than 1 face-up card at a time because it takes turns to "build up the hand". But I would add some number cards as "duds". Not complete duds per se, but just smaller bonuses.
(2) You can actually go pretty crazy with the rules of this class, if you're a poker lover. You can allow the entire deck of 52 cards, and rule up some sort of poker mini-game where the gambler player is trying to get a great hand which would give him awesome power-ups. LOL but that may be overdoing it; reminds me of the Mathematician in Final Fantasy Tactics.
Already made some changes.
'Draw' is now automatic at no cost. As in, at the start of each of your turns you draw a card and place it in your play area.
The card abilities (Jack, Queen, King, Ace) all now cost 1 Fatigue to use.
(1) Does this class allow you to have more than one face-up card kept in the play area? Or do you have to discard the previous face-up card (still unused) if you draw another one?
IMO, only 1 face-up card should be allowed at a time. Maybe later skills allow more. If you keep the exhaust mechanic, then maybe it's ok to have more than 1 face-up card at a time because it takes turns to "build up the hand". But I would add some number cards as "duds". Not complete duds per se, but just smaller bonuses.
(2) You can actually go pretty crazy with the rules of this class, if you're a poker lover. You can allow the entire deck of 52 cards, and rule up some sort of poker mini-game where the gambler player is trying to get a great hand which would give him awesome power-ups. LOL but that may be overdoing it; reminds me of the Mathematician in Final Fantasy Tactics.
(1) You can in fact have more than 1 card out at a time, but as of now there's only one way to do that, with the card 'Roll the Bones' which is a 3XP card. And even with that card its not guaranteed.
(2) Yeah I was debating how many cards to make the deck, but I didnt want it to get overly complicated so I settled with 4 cards. A 52 card variant with a real deck of cards is certainly possible though heh.
Changed Ace of Diamonds to the following:
Buffed Ace:
I like your card abilities, but if I think about it like a new player or as someone who wants to just relax and run a dungeon, having to constantly consult a chart and/or memorize the 16 face card's abilities is a problem in that it seems like it might cause headaches, confusion, and slow the game down.
On a thematic note, in your current iteration, your Gambler is never really risking (gambling) anything. All of the cards you've described are beneficial in some way.
Instead of separating the abilities by rank (Kings seem to be attack oriented so far etc.) why not separate them by suit?
All clubs are attack rolls, as an example, and higher ranks involve better abilities. In the case of attacks, increasing numbers of rerolls or maybe bonus dice.
It's a little more intuitive this way and you don't need to constantly check a chart.
You could get kinda ridiculous with it if you did as another poster suggested and use a full deck. King abilities could be super OP if you also constantly run the risk of drawing number cards which could have no, minimal, or even negative effects.
One possible idea, 2-5: no effect (can't be used to attack, defend, move, etc.), 6-10: standard actions, Jack-Ace: increased number of rerolls, bonus move speed, you get the picture.
Each round you draw a hand of 5 cards and those are your options for the round. Discard at the end of the round and redraw on the next round.
It's more thematically like poker and other games this way and it means you can't bank a bunch of aces and kings and totally break the game. It also adds that element of risk and reward which I feel is necessary for something called Gambler.
Special Ability: Mulligan, Take one fatigue to discard your hand and redraw at the start of your turn.
Special Ability: Read 'em and Weep, If your hand is a royal flush, loudly declare 'Read 'em and Weep', the Overlord loses.
Edited by BJZSNI like your card abilities, but if I think about it like a new player or as someone who wants to just relax and run a dungeon, having to constantly consult a chart and/or memorize the 16 face card's abilities is a problem in that it seems like it might cause headaches, confusion, and slow the game down.
On a thematic note, in your current iteration, your Gambler is never really risking (gambling) anything. All of the cards you've described are beneficial in some way.
Instead of separating the abilities by rank (Kings seem to be attack oriented so far etc.) why not separate them by suit?
All clubs are attack rolls, as an example, and higher ranks involve better abilities. In the case of attacks, increasing numbers of rerolls or maybe bonus dice.
It's a little more intuitive this way and you don't need to constantly check a chart.
You could get kinda ridiculous with it if you did as another poster suggested and use a full deck. King abilities could be super OP if you also constantly run the risk of drawing number cards which could have no, minimal, or even negative effects.
One possible idea, 2-5: no effect (can't be used to attack, defend, move, etc.), 6-10: standard actions, Jack-Ace: increased number of rerolls, bonus move speed, you get the picture.
Each round you draw a hand of 5 cards and those are your options for the round. Discard at the end of the round and redraw on the next round.
It's more thematically like poker and other games this way and it means you can't bank a bunch of aces and kings and totally break the game. It also adds that element of risk and reward which I feel is necessary for something called Gambler.
Special Ability: Mulligan, Take one fatigue to discard your hand and redraw at the start of your turn.
Special Ability: Read 'em and Weep, If your hand is a royal flush, loudly declare 'Read 'em and Weep', the Overlord loses.
Also, like the Marshal, the Gambler's power should mainly involve "interacting" with the OL rather than just having ATK/DEF bonuses. Things like betting against the OL and/or his deck in some way, and if winning, penalizing the OL's actions. Otherwise who is he "gambling" with?
Make him a real pain in the butt.
Oh, I thought this was still a WIP and that you'd eventually be using all of the face cards. I also figured you were just using standard playing cards. Whoops. I should stop reading things after 3 am.
Four is certainly simpler. But now I'm really questioning the theme. Four cards isn't much of a "deck" (though that's more of a philosophical debate than anything) and completely neuters the high risk, high reward connotations of gambling. 1 in 4 odds of drawing the card you want at that moment are pretty good odds after all. Especially since none of them are particularly deleterious. Though it does keep things within the realm of things you might find in an official character expansion. So, bonus points for authenticity?
I like Mlai's suggestion of having the cards interact with the OL, but I'm not sure it's necessary. Who is he gambling with? Lady Luck, of course. Though I'm all ears for abilities like that as it's a cool concept.
Oh, I thought this was still a WIP and that you'd eventually be using all of the face cards. I also figured you were just using standard playing cards. Whoops. I should stop reading things after 3 am.
Four is certainly simpler. But now I'm really questioning the theme. Four cards isn't much of a "deck" (though that's more of a philosophical debate than anything) and completely neuters the high risk, high reward connotations of gambling. 1 in 4 odds of drawing the card you want at that moment are pretty good odds after all. Especially since none of them are particularly deleterious. Though it does keep things within the realm of things you might find in an official character expansion. So, bonus points for authenticity?
I like Mlai's suggestion of having the cards interact with the OL, but I'm not sure it's necessary. Who is he gambling with? Lady Luck, of course. Though I'm all ears for abilities like that as it's a cool concept.
I'm definitely with you on the fact that 4 cards is hardly a deck at all. Like, imagine shuffling a deck of 4 cards (which you have to do with this class). It's a pain in the butt, especially with the size of the class cards in this game. I settled with 4 cards I guess because while the cards look strong, which they are, most encounters run on average maybe 5-8 rounds for both the heroes and overlord (just my guess). With that being the case, how often will you really see those cards? Maybe twice per encounter tops. That said I certainly agree that there's not too many negatives about the cards, which raises a concern for me. At low XP counts i.e. early campaign, is the Gambler too strong? I'm thinking probably, even with the random nature of the cards. An oversight on my part, but I tend to get the ideas I like out first, then flesh them out later. So while the main mechanic of the Gambler might not change so much I'd say I may need to nerf the starting cards.
Edited by BJZSNAs a note to anyone interested in this class, I'm revising the class to make it more thematic and balanced so you should probably hold off on any printings (unless you like it the way it is, then by all means).
Just posted the new revision above. If anyone has input on the class or even a critique, post away and I'll be sure to take a look at it.