GM’s Guide to Deck of Adventures¶
Introduction¶
As the Game Master (GM), your task is to bring together a group of Players and guide them through an Adventure. An Adventure can last for a single 2-3 hour session, or it can unfold over the course of weeks, months, or even years in a continuous narrative. You can bring together close friends in person, or find new friends virtually through the Discord.
If you’ve been a GM elsewhere and are hoping to learn about what’s different about being a Deck of Adventures Game Master, you can skip right to Being a Deck of Adventures Game Master.
For everyone else, or those GMs who want a refresher, we will dive into what being a GM is all about in Getting Started as a Game Master.
If you or your players have questions or need a helping hand, please reach out to the team on Discord or via GitHub issues.
Getting Started as a Game Master¶
Game Masters (GMs) play referee and narrator in a Tabletop RPG like Deck of Adventures (DofA). You are both the arbiter of the rules, and the actor/playwright who brings the various scenes of the story to life and voices the majority of the characters who populate the world. You control when certain characters come and go, scene changes, and the narration between scenes. You build the world, populate it with characters and history, and then the Players walk through that world and experience it first-hand.
GMs are responsible for preparing ahead of sessions and guiding a group of Players through a collaborative narrative Adventure. You bring the game to life with any type of story you can imagine. There are so many possibilities as Game Master, and this guide is intended to help GMs develop and hone their skills running Adventures.
There are many different approaches GMs take to this role, focusing on their unique strengths and talents. Don't compare yourself to others, especially those with years of experience. This craft takes years to hone, and decades to master, but you can be a great GM within your first few sessions by following some of the advice in this guide. The DofA Community also is available to respond to questions and offer advice, drawing from years of collective experience.
You should be an impartial force in the world, controlling both allies and enemies neutrally. The best sessions feel like everyone is working together to complete an objective, even the GM, rather than competition between Players and GM. This is a delicate balance, and GMs should ask for Players' feedback. It's also a GM's responsibility to provide feedback to the Players at the table when necessary, especially if one's play style may be a distraction to others at the table.
Making Checks¶
As the GM, you decide when characters should make a Check when attempting an action during an Adventure. Some actions just happen, like a character opening an unlocked door. Other actions might require the character to attempt a Skill Check to see if they are successful. Incorporating luck makes Adventures feel more dynamic and exciting.
When characters make a Check, they are drawing from their expertise (or inexperience) with a specific Skill to see how they perform. Their Modifier (Mod) indicates their character's expertise with a specific Skill. Characters with high Strength would be more likely to succeed on an Athletics Check than Characters with low Strength, though by incorporating luck a low Strength character still has a chance to succeed on a Strength Check.
You determine when a Check should be made, what Skill should be used, and set the Difficulty. A Player might ask if a specific Skill could be used instead, and it is your decision whether to allow it in the circumstance. Stepping over a crack in the floor should not require a Check, but leaping ten feet across a chasm would. Attempting to sneak past a sleeping guard still requires a Stealth Check, but it should be less difficult than sneaking past the same guard who is on high alert.
Flow state is achieved when we are at the peak of our ability and met with the exact level of challenge to fit our skills. To keep Players engaged, dial in the difficulty to where they're feeling challenged in a way that suits their play style, without worrying about what resources they have left.
GM Preparation¶
As a GM, you will need to spend time outside of normal session hours working on your Adventure. You will be the primary resource for information about the world. Players will ask questions, and it's up to you to provide details, even if it's improvised. It's also OK to say you don't know something, or that you'll need to get back to them after the session. You should be open to Player questions and ideas, and work with them to tell the story as much as possible. Improvisation and spontaneity are two vital ingredients to a great session, but having key moments mapped out is important to shaping the Players' experience.
What you prepare may not pan out perfectly, and that's part of the fun. The Players bring their own creative agency to the table, and that can be unpredictable. It's important not to force the Players back into a prescribed narrative. If the Players logically lead the the session in a different direction, go with it. The Players also may not know when story beats are improvised, and these moments can make for the most organic and memorable Adventures.
During a session, GMs keep some information hidden from the Players. This can be a physical or virtual GM screen that separates the information that's available to the GM and not the players. Behind the GM screen also serves as a metaphor for what players can and can't see. As the GM, you choose what to share and under what circumstances, as a result of a Check or just part of the narrative. Every GM has their own style of maintaining this division of what is hidden and what is revealed.
Being a Deck of Adventures Game Master¶
As a Deck of Adventures (DofA) Game Master (GM) you are controlling the flow of card draws on both sides of the table. Try to balance card draws between Players and NPCs throughout a session, and make sure all Players are involved.
Game Master Resources¶
Game Masters (GMs) should have at least two decks of cards available during a session to represent allies and enemies. More decks may be useful to represent different groups in combat. If you only have one deck available, split it into two 26-card decks and shuffle regularly.
One deck of cards should be designated the NPC Deck and one designated the World Deck. Different color card backs will help distinguish the two throughout play. The NPC Deck is used to draw Target Cards for NPCs, for their Actions, and when applying negative Status Conditions. The World Deck is used to make social checks, and to draw Target Cards representing items and objects in the world. Reshuffle the NPC Deck before each Combat. Reshuffle the World Deck empty.
Most NPCs won't stick around long enough to use a deck completely, and therefore won't shuffle prematurely, which would invoke Lower Hand on Checks. For the exceptional NPC, such as a Dealer or a Boss, try assigning them a deck, if available. If unavailable, you can decide when to invoke Lower Hand behind the GM screen.
Managing Player Resources¶
Adventures can also be designed to test different aspects of the Players and characters. Each Player holds a single deck of 52 cards, with two Fate Cards reserved at the beginning of play. Each character has statistics that include total Health Points (HP), Power Points (PP), and Armor Points (AP). Your focus during a session will be balancing the expenditure of all of these resources.
Absolute values are low in Deck of Adventures to promote speed of play and simplicity of calculations. With that in mind, Player controlled Dealer HP starts at 5, but scales with level and Vitality modifier. The theoretical maximum is 21 HP, at level 10 with a +6 Vitality modifier. Armor Points are similarly small, with a maximum of 3. Maximum Power Points may be larger at higher levels of play, the enemies that players face should require higher level Powers that balance out this scaling. Players will leverage all of their resources to survive and succeed in Adventures. As the GM, it is up to you to make those resources feel strained and tested.
Cards¶
Think of the Players' decks as their characters' stamina. They should get progressively more tired throughout the day as cards are drawn for Checks and Powers. If a Player runs out of cards between Rests, they are Fatigued and reshuffle their deck. They then make all checks at Lower Hand until they complete a Rest. At lower levels, Players may not reach the end of their decks between Rests to incur Lower Hand penalties. As Players level up, both the Powers they use and the Encounters they face may require more draws, bringing them closer to running out. Some Players will go through cards more quickly than others. Keep this in mind when developing Encounters to challenge different Players.
Resting¶
Health and Power Points are also balanced by Rests. Players can take a Quick Rest using 30 minutes of in-game time, or a Full Rest using 8 hours. Depending on the Encounters they face and the resources expended, Players may try to Rest more often. While Resting, the Players will regain their HP and PP, and expending Rest Cards. Keep these resources in mind when planning Encounters that deal damage. Try to keep Players motivated to press on, even without full resources.
To Rest, Players will consult with the GM about whether it may be feasible to secure an uninterrupted break. Players can only use Rest Cards after a Rest has been successfully completed. If a situation is tense, it may not always be possible to gain the benefits of a Rest. In the event that a Rest is interrupted, it can be resumed based on the remaining time left and extended as necessary.
For example, a Full Rest would be easy to secure at a comfortable inn in a major city. A temporary hiding spot in an enemy bandit camp would me much more risky. You could use (a) a Player Stealth Check (b) an enemy Detection Check, or (c) an Epic Event to see if the Rest is interrupted. As the GM, you have the ultimate authority in the successful completion of a Rest. Encourage players to work with each other to make the best decision given circumstances.
Character Vulnerabilities¶
Each character can have one or more Vulnerabilities, which may have mechanical and/or roleplay implications. GMs are highly encouraged to keep these Vulnerabilities in mind when designing Adventures. For Players, these are narrative seeds that can be cultivated into truly meaningful moments for the Players.
For Player Vulnerabilities with more severe mechanical consequences, or those that could lead to dangerous situations, GMs should avoid planning too much around this weakness. The Players should feel like their Vulnerabilities add to the richness of the story, and that are ultimately rewarded for taking on the added challenge. A Vulnerability should feel both like an added difficulty and the source of heroism despite the odds. At its best, Vulnerabilities will inspire characters that develop over time, intertwining with a broader narrative.
For NPCs, Vulnerabilities can add depth to an otherwise flat archetype of merchant or farmer. Are there Vulnerabilities that can work to challenge the values of Players? What foils can help Players flesh out their character by disagreeing with another character. Seeing a corruptible guard might really activate a character focused on justice. Enemy NPC Vulnerabilities also give Players something to exploit, through deeper analysis of the world. Yes, one Player can do consistent damage by continuing to attack, but another could spend a turn studying movements to learn that their adversary has an injury and can't defend against specific attacks. Perhaps an enemy has specific values or beliefs that could be used to turn them into an ally.
Running a Session with Deck of Adventures¶
The Target Card System¶
As a Game Master (GM), you will set up various challenges wherein you or a Player will draw a Target Card (TC), and the other draws against that card to make a Check. The level of difficulty of a Check is set by the Difficulty Range (DR), which is the distance between pip values that will still count as a success. When thinking about the Target Card System, it may be helpful to consider a bullseye, where the TC is the center and the DR is the number of circles away from the center you can hit and still be successful.
One of the initial barriers a new GM must overcome is helping the Players understand this target system. As Players get more familiar with the system, speed of play increases, and it is then easier for them to understand more complex mechanics. Using the Circular TC-DR Tool is a helpful visual aid.
The Target Card System is circular, so an Ace is only 1 away from both a King and a 2. If you were aiming a Check against a Target Card of an Ace, you could consult the below table to understand which cards would be successful within the set DR.
DR | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Card | 8 | 9 | 10 | J | Q | K | A | 2 | 3 | 4 | 5 | 6 | 7 |
Successes and Failures¶
-
Successes happen when the drawn card is within the DR. The character making the Check is able to accomplish what they intended, within reason.
-
Misses happen when the drawn card is outside the DR. The character making the Check is not able to accomplish what they intended.
-
Critical Successes happen when the drawn card exactly matches the TC in pip value and suit. At 2% chance, they should feel amazing for the Player. Make an effort to reward these exact matches whenever possible with additional effects or bonuses.
-
Major Successes happen when the drawn card matches the TC in pip value At 6% chance, this should feel pretty good. In Combat, a Major Success increases the damage of the attack by 1. Out of combat, some smaller bonus should happen whenever possible.
-
Color and Suited Successes happen when the drawn card is within the DR and matches the TC in color or suit.
-
Fate Cards permit a Dealer (Player character or significant NPC) to redraw. If this changes the success state, the first draw should be ignored.
Difficulty Chart¶
As the GM, you set the Difficulty for all Checks made during a session. Setting the Difficulty Range (DR) is the GM's way of establishing how difficult something is to accomplish. The chart below shows probability of success for the most frequent draws at each Difficulty Range (DR). To further dial in the difficulty, you might say that a specific check requires a Color or Suited Success. Note that Color or Suit make success half or a quarter as likely. Some mechanics or GM rulings can call for Checks to be made at Upper or Lower Hand, potentially drawing additional cards, and taking the more or less beneficial result. The final row notes the difference caused by drawing 2 cards. At DR 0 or 6, there's little difference, but it can be as much as 25% for a DR 3 check.
DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|---|
Normal Draw | 8% | 23% | 38% | 54% | 69% | 85% | 100% |
Color Draw | 4% | 12% | 19% | 27% | 35% | 42% | 50% |
Suit Draw | 2% | 6% | 10% | 13% | 17% | 21% | 25% |
Lower Hand 2 | 1% | 5% | 15% | 29% | 48% | 72% | 100% |
Upper Hand 2 | 15% | 41% | 62% | 79% | 91% | 98% | 100% |
Difference | 7% | 18% | 24% | 25% | 21% | 13% | NA |
Keep this table as a handy reference for setting DRs throughout a session. Do you want something to feel extremely difficult? Maybe make it a DR 1. Should a Player feel like something is less challenging for their character in a moment where the odds are in their favor? Make it a DR 3 with Upper Hand. You decide what makes the most sense given a specific situation.
Player Skill Mods and DR Reporting¶
Players will have Modifiers (Mods) on their Character Sheet that allow them to reduce the difficulty of Checks made in the relevant domain. A Modifier widens the DR, making it more likely their draw will be successful. In some circumstances, having a +1 Mod may be the difference between success and failure.
Referencing the table above, it's clear to see the difference an additional DR +1 can make. As you progress Players through an Adventure, keep these Modifiers in mind when balancing Encounters and challenges. A Player with a +3 Mod facing a DR 3 Check is an automatic success on a Normal Draw. Scale difficulties up or down accordingly, but never punish a Player for having a high Modifier. If it is likely their character would be able to easily succeed on something, allow it rather than changing the Difficulty on the spot.
Fate Cards¶
Players start with 2 Jokers as Fate Cards and will randomly gain more as they draw their Aces. As the GM, you also reserve Fate Cards when controlling Dealers during a session. Fate Cards are opportunities for Players and Dealers to manipulate fate by allowing for a re-draw or avoiding damage. You can ask if a Player would like to use a Fate Card when they Miss or when they take damage. You can encourage Players to use these more often by giving additional Fate Cards to reward key moments of play. This can be a great tool for encouraging great roleplay or working together.
Skills Breakdown¶
Players will want to make Checks based on their characters' strengths. Their approach to a situation should determine the nature of a Check. As the GM, you have the final say as to which Skill applies. Attributes are meant to be more responsive/reactive, and are often used for Contested Checks. Skills are intended to be more active for character-initiated events.
The list below provides of general information about the Attributes and Skills (see Full Player's Guide for more info).
-
AGL Agility: Dodging Contested Checks, boosts Unarmored AC.
- Finesse: Performing difficult physical actions with ease. Primary Skill for Martial role.
- Stealth: Moving quietly, undetected.
-
CON Conviction: Strength of character to resist harmful mental effects.
- Bluffing: Convincing others, either truthfully or deceptively.
- Performance: Acting under scrutiny, potentially in front of audiences.
-
GUT Intuition: Gut feelings about the state of the world (e.g., truthfulness, supernatural knowledge)
- Detection: Observing the world using all senses.
- Craft: Practicing a honed trade (i.e., Medicine, Pottery, Piety). Primary Skill for Support role.
-
INT Intelligence: Reactive critical thinking or recalling recalling explicit information.
- Knowledge: Recalling and amassing knowledge at leisure. Primary Skill for Casters.
- Investigation: Seeking the answer to a question or piecing together information.
-
STR Strength: Physical limits and boundaries (e.g,. resisting a push).
- Athletics: Exerting oneself in physical sustained challenge.
- Brute: Burst force or single lifts. Primary Skill for Defenders.
-
VIT Vitality: Resisting bodily harm. Determines max HP.
Contested Checks¶
Contested Checks are initiated when two characters attempt to accomplish opposite goals, or one character attempts to overcome the resistance of another (see Full Player Guide for more info).
The list below features a few examples of Contested Checks, but, as the GM, it's up to you to decide what a situation calls for if it is not explicitly described in the guide or in a Power mechanic.
-
Tackle Target: Initiator Finesse vs. Target Athletics
-
Convince Target, truthfully or deceptively: Initiator Bluffing vs. Target Detection or (if possessing relevant knowledge) Knowledge
-
Sneaking past Target: Initiator Stealth vs. Target Detection
-
Arm wrestle: Brute vs. Brute
-
Impersonation: Initiator Performance vs. Target Detection or (if suspecting) Investigation
Saves¶
Saves occur when a character is attempting to resist or shrug off a negative effect (see Full Player Guide.
When calling for a Save, choose the Attribute that is most relevant to the initiating effect. A character cannot choose to use a different Attribute.
Because characters draw against their own TC, Saves will never be a Critical Success. You can choose to add an additional effect to a Major Success.
While all saves will have effects for failure, some may still have effects on success, such as half damage. Refer to the specific wording of the initiating effect.
If an environmental effect initiates a Save, you determine the DR and Attribute as the GM. If an effect would cause a character to attempt to resist it to avoid damage or a Status Condition, that character should make a Save.
Epic Events¶
Epic Events are unique, time-gated scenarios that can occur throughout an Adventure. As the Game Master (GM), you determine when an Epic Event will happen, set the Difficulty, and decide the stakes.
Epic Events invoke a specific set of rules for determining the outcome, which is different than traditional combat, social interaction, or exploration. These are typically very draining on Player stamina (remaining decks), and could be a tool to engage resource management. This is also is a good way to engage all Players in faster-paced, more free-form roleplaying. Since Players can't make a Check two times in a row, it requires active dialogue, planning, and participation from every Player.
As the GM, you are actively drawing against the Players on a TC during the Epic Event. The odds are skewed in the Players' favor by allowing them to draw using Skill Modifiers while you draw with a +0 Mod. Your ability to modify the challenge of an Epic Event comes from setting the Difficulty.
For more information on Epic Events, visit the Full Player's Guide
How to Identify an Epic Event¶
Epic Events often occur within a limited time frame, typically less than a minute, and typically no more than twice per session. This could be a fleeing event under some thread of harm (e.g., a crumbling dungeon or an erupting volcano), or an unexpected smaller scenario (e.g., preventing an uncontrolled vehicle from crashing). It can cover a small scope (e.g, a moment of surprise that begins a larger battlefield), something larger (e.g., replace an entire combat), or even be used to shrink longer periods of time into manageable pieces (e.g., dealing with the storms and resource management of travel across a sea). As GM, you will get a feel for what makes for a good Epic Event, and how to place it in your narrative to keep the session feeling fresh and lively for all of your Players.
Setting an Epic Event's Difficulty¶
The GM sets the difficulty ahead by announcing how many Successes will be needed before 3 Failures. Setting a difficulty of 4 means that the Players need to make 4 successful Checks before reaching 3 failures.
Deciding the Stakes¶
Going into an Epic Event, there is no guarantee of Success, even at lower Difficulties. Try to balance the outcomes based on the scope of the Epic Event. Not all Epic Events are life-or-death scenarios, and consequences can vary depending on the number of success before 3 failures.
If Players get 3 Failures trying to escape a collapsing dungeon, they may take a little damage, discard some cards, or lose a precious object in the fray. Likewise, if the Players are successful without any failures, the reward for their success can be balanced accordingly.
An Example of an Epic Event¶
The Players hear screaming ~ 100 ft away, and rush to investigate. They see a group of townsfolk being attacked by a group of monsters. Each of the townsfolk is engaged with a different monster. The difficulty is set to 3, and 5 target cards are drawn. The Players then declare which skill they will use to save one of the townsfolk, and must make a suited hit before the GM does to succeed on each TC.
-
The Defender chooses Brute, and intends to ram into a monster while the townsperson gets away. The GM decides a corresponding DR of 3 on a 9 of Hearts Target Card (TC). The Defender draws a 6 of Hearts and, with the Defender's +2 to Brute, this is a Suited Success and a success on the first Epic Event challenge.
-
The Support wants to protect a townsperson using their magic via Craft, with a +1 modifier. The GM rules this more difficult, with a DR 2 on a 7 of Clubs TC. The Support draws a 3 of Diamonds, which is a miss. The GM then draws, without a modifier, against this same TC. They draw a 6 of Spades; also a miss. Support and GM each take turns drawing until until the Support draws a 5 of Clubs, which is a success.
-
The Martial wants to sneak up to a monster and help the townsperson escape, using Stealth. The GM sets a DR 2 on the Jack of Spades TC. The Martial draws first, and misses. The GM draws a King of Spades. As the GM got a Suited Success, this is the first failure for the Players.
-
The Caster and Support both go for the fourth TC together, each with their primary skill modifier. The DR is set to a 3, and they each draw first, missing the TC. The GM draws, and misses. The Caster misses again, but uses a Fate Card to re-draw and draws a suited hit. This marks a 3rd success for the Players, which ends the Epic Event.
The Players watch as the monsters retreat, having saved the majority of the townsfolk. Due to the one failure, one of the townsfolk has been gravely injured and was dragged away with the monsters as they retreated. The Players can choose to follow after the monsters or regroup with the townsfolk they saved. This might result in a reward from the local government for saving lives, or kick off a new Adventure that involves seeking out the monsters.
Combat¶
Deck of Adventures (DofA) combat is meant to be fast-paced, collaborative, and accessible. It is designed around a simple core, while allowing for a lot of player freedom based on how they built their character. To run combat in DofA successfully, you should plan encounters thoughtfully and be able to adapt on the fly when Players make unexpected strategic decisions.
Some sessions may be very focused on combat, with 3-4 combat encounters between Full Rests, while others will be more roleplay-oriented. As the Game Master (GM), you decide what mix is best for your table. Some Players may be more interested in combat, while others get excited and engaged with good social roleplay, and it is up to you as the GM to balance the interests of the Players at the table.
Initiating Combat¶
You choose when to declare the beginning of Combat, and this triggers the start of Combat Turn Order. The start depends entirely on the scenario. It might begin when the Players decide to attack an enemy, or when an enemy decides to attack the Players.
To determine Turn Order, every Player will draw a Target Card for themselves. As the GM, you will draw a TC for each Minion and Dealer involved in the Encounter, including any new enemies that appear throughout Combat. To simplify, a group of Minions might have a single TC, but a Dealer must always have their own TC.
Strengths and Weaknesses¶
There are ways to build encounters that allow the Players to highlight their character's strengths or Vulnerabilities. If a Player recently took a new Power, you might build an encounter to give them a chance to shine. A new area of effect Power would be feel great to deploy on a swarm of smaller enemies. If a Player has the Wanted Vulnerability, you might introduce the faction hunting them, who might approach the Players as hostile. Can the Players talk their way out of the situation, or will they choose to fight?
Setting up Combat Encounters¶
You decide what types of Combat Encounters you want to run during a session. Players could be matched against a single strong foe. Many smaller enemies might have the players torn in different directions. A single Dealer with supporting Minions might have interesting interaction effects, where one gains benefits in the presence of the other.
GMs should try to include a mix of roleplay and combat in an Adventure, when possible. Storming an enemy fortress may result in several Combat Encounters back to back. Investigating a crime in a major city may have more social investigation-based with relatively little combat.
Moving in space¶
Deck of Adventures is designed to be playable using either imperial or metric units, on either a square grid or hex map. For units, treat 1 space as either 5 feet or 1 meter. You choice of map can impact diagonal movement and area of effect. Following the Player Guide , moving diagonally on a grid is assumed to be the same as moving horizontally. You could alternatively decide that players are limited to 2 diagonal moves per round of combat, or that a diagonal move is worth 1.5 speed.
To measure area of effect (AOE), refer to the images provided in Visual Tools. Powers will define an AOE by it's shape and size (e.g., Cone 3). Here, we us N to define each shape at any size.
-
Line: Pick an edge of the space of the character or object causing this effect. Draw a straight line perpendicular to this edge N spaces long. Any space touched by this line is affected.
-
Aura: Unless otherwise specified, the point of origin is assumed to be the character or object causing the effect. A circle is drawn around this point. Any space caught overlapping with this circle is affected.
- On a grid map, the radius of this circle is at the far edge of the Nth space away from the point of origin.
- On a hex map, the radius of this circle is at the far edge of the line segment pointing in the direction of the point of origin.
-
Cone: Pick an edge of the space of the character or object causing this effect. The radius is measured from the center point of this edge, with additional lines drawn to endpoints of the arc. Any space caught overlapping with this arc is affected.
- On a grid map, the radius extends N squares away from the origin, with lines drawn to the corners of the squares included in a perpendicular line N squares long.
- On a hex map, the radius extends N minus .5 hex away from this origin, with lines drawn to the far-most corners of the hex touched by a straight line N hex long, perpendicular to the radius.
Character Types¶
-
Minions are enemies that are weaker than the Players. They often have lower HP, and cannot take Powers or Vulnerabilities. They do not have access to Fate Cards, and draw from a single GM deck.
-
Dealers are just as powerful as, or more powerful than, the Players. They have a name, and experience that would lend them power. GMs might draw from a separate deck of cards for each Dealer. Each starts with one Fate Card, and reserves Aces when drawn. Dealers can also take Powers and Vulnerabilities, and may possess items. See below for how to turn a Dealer into a Boss.
-
Bystanders are allied or neutral characters that exist throughout the world, as anything from a store owner to noble ambassador. These characters are typically on par in power with Minions, and may be persuaded to join Players in combat as Companions or GM controlled Dealers.
-
Companions are Player-controlled creatures who can be commanded with an Action. Players can invest in Powers to make their Companion more powerful. A GM might also grant a temporary Companion as part of an Adventure, potentially as a result of a Check, or an exchange for other money or items.
-
Bosses are even more powerful than Dealers, and gain the following benefits: Adversary Actions, House Actions, and Phases.
Creating a Boss Encounter¶
Boss Encounters are best saved for the end of Adventures, as a culmination of the the story thus far. As the GM, you choose what Actions they have access to.
Adversary Actions¶
An Adversary Action is a Boss ability that takes place outside their turn during Combat to help balance encounters where a single Boss might be facing up to 6 Players. This helps Players feel a sense of danger from a single enemy. Adversary Actions may be related to resource replenishment, like allowing a Boss to recover a small amount of HP or gain Power Points. They may allow for an additional attack, or an environmental effect involving a Check for the Players. Players who fail might take damage or receive a Status Condition like Entangled.
For example, a poisonous monster would have the following Adversary Action: Acid Splash. A cloud of acid appears in a 4 space cube. Any creature inside the cube at the start of their turn makes a DR 3 Agility Check or take 2 damage. On a success, 1 damage.
House Actions¶
House Actions take place when a Boss is in their home or base of operations. Once initiated, they happen at the beginning of every round of combat. This is a great way to add in dynamic elements to an encounter, such as new enemies appearing or the environment becoming more dangerous.
Boss Phases¶
Dealers often have < 10 HP. For balance, Boss Encounters can have multiple Phases. After running out of HP, they replenish and changes their approach. Every time a Boss enters a new Phase, draw a new TC for them. The following list features a number of examples that might be triggered by a new Phase:
- Boss escapes to another location
- Boss summons Minions
- Boss alters the environment to make certain areas
- cause damage (e.g., erupting flame)
- require a check (e.g,. Agility check to stay standing on ice)
- Boss disappears, and reappears
- when Minions have been defeated
- after a set number of rounds
- after an environmental effect dissipates
- Boss changes features like
- core stats
- higher or lower AR
- drawing with Upper Hand (e.g., putting in more effort)
- drawing with Lower Hand (e.g., getting angry/sloppy)
Example Combat Encounter designed for 4 Players at Level 2¶
In a longer campaign, mix up the types of encounters to see how Players react and interact with each other. This will keep things fresh so combat keeps Players engaged over time. Here, the context is kept purposefully blank to fill in with your setting.
Location. Start with a wide open space for the Players and enemies to move around in, between 10-20 spaces across to allow for movement and let the range influence Player tactics.
Setup. Add 4 Minions close to the entrance and 1 Dealer farther away. 2 Minions are melee guards and 2 are shooters 3-5 spaces away, to force the Players to choose their targets and allow space between each enemy. The Players will need to deal with the Minions first in order to reach the Dealer, allowing the Dealer to use their abilities in the first 2+ rounds.
Stat Blocks¶
Every creature has a set of statistics that govern their actions in the game. Consult their stat block in the Bestiary to learn their strengths and weaknesses, and what actions they can take in combat.
Items¶
Standard Currency¶
Every setting may have its own currency and economy, but in Deck of Adventures the standard recommendation is to use a system based on rare metals or minerals. Diamond, Gold, Silver, and Copper Pieces are useful breakdowns, and can be modified as needed to fit your setting.
By default, currencies are at a 1:10 ratio with the next-most valuable counterpart: 1 Diamond Piece (dp) = 10 Gold Pieces(gp), 1 Gold Piece = 10 Silver Pieces (sp), and 1 Silver Piece = 10 Copper Pieces (cp). When creating your own currency, use the below tables as a reference for adapting these items to your setting.
The GM can grant currency as a reward for completing an Adventure, defeating an Encounter, and general exploration and adventuring. You can show your Players the tables below, or encourage them to seek out merchants to acquire new items using the currency they've earned. Leverage the Player's desire to continue to strengthen their character by offering them opportunities to earn more currency during their Adventures, and reward strong roleplay, barter skills, and careful exploration and examination with additional currency.
Starting Items¶
All characters start with a basic set of items, depending on choices made at Character Creation. This may be setting dependent. A high fantasy campaign may start characters with a Magic Item, while others may simply start the characters with a Standard Weapon and Light Armor. Determine what makes the most sense for your world.
The general starting items in Deck of Adventures include a standard weapon, simple armor, an Adventuring Pack, a Trinket and 50 gp.
Adventuring Pack contains the following:
- 1 Bedroll
- 1 Rations Kit (contains 10 meals)
- 5 Torches
- 1 Flint & Tinder
- 1 Flask
Trinkets are simple items, low in monetary value, that are meaningful to the character and may be a part of their backstory. Examples include:
- a small statue
- a bauble from childhood
- a broken dagger
- a worn painting or image
- an old letter
Work with your Players during Character Creation to generate a list of Starting Items that make sense for their character. Take their Vulnerabilities into account as well. Would an Outsider carry something significant to their people? Maybe a character with the Frail Vulnerability would carry a cane with them of some significance.
Weapons¶
Weapons are one way to damage in combat. The quality of that weapon determines how much damage.
Weapon Quality Table
Damage | Descriptor | Average Cost |
---|---|---|
1 | Standard | 15 sp |
2 | Improved | 25 gp |
3 | Heroic | 25 dp |
4 | Legendary | 100 dp |
Characters with high quality weapons are able to deal damage quickly, so keep this in mind when balancing Encounters or granting Players loot as they Level Up. The average costs are meant to guide you as to when Players can expect to afford each, but these can be given as rewards or made available at any price.
Armor¶
Armor and Agility Modifiers are the only way for characters to alter their base Armor Range (AR). For characters with low Agility, wearing Armor will help them avoid attacks in combat.
Base AR for an unarmored character is 3. Wearing Armor reduces this AR depending on Type. Some have Strength Requirements in order to wear. A character who ignores this requirement may only use their movement speed and must make all Agility, Finesse, and Stealth Checks at Lower Hand.
Armor Type Table
AR | Armor Type | AP | Prerequisite | Average Cost |
---|---|---|---|---|
3 | Unarmored | 0 | - | - |
3 | Light | 0 | - | 5 sp |
2 | Medium | 0 | - | 20 sp |
2 | Fortified | 1 | Strength ≥ 0 | 15 gp |
1 | Heavy | 2 | Strength ≥ 1 | 50 gp |
1 | Massive | 3 | Strength ≥ 2 | 20 dp |
1 | Gleaming | 2 | Agility ≥ 3 | 100 dp |
Characters may start with Light Armor at Level 1, but must acquire other armor over the course of their Adventures, either through purchase or reward.
Some armor and items also grant Armor Points (AP). Items like Shields can provide AP when readied using an Action, while other types of Armor may have magical effects that provide AP (see Magic Items). Shields can be purchased and can be found in varying quality.
Shield Quality Table
AP | Descriptor | Average Cost |
---|---|---|
1 | Standard | 5 sp |
2 | Hardened | 10 gp |
3 | Impervious | 25 dp |
General Items¶
When Players venture into a town or city, they will expect to find a store available that will sell them General Goods. The items they find here are up to the GM's discretion, but below is a list of items and their general costs.
General Items Table
Item Name | Cost |
---|---|
Hammer | 5 cp |
Backpack | 8 cp |
Empty Vial | 2 cp |
Canvas Pouch | 2 cp |
Tent | 1 sp |
Torches | 5 cp |
Flint & Tinder | 5 cp |
Bedroll | 8 cp |
Rations Kit | 5 cp |
Flask | 1 sp |
Lantern | 2 sp |
Mirror | 1 sp |
Crowbar | 1 sp |
Tools¶
Tools are useful items that a character can use to perform certain Checks more easily. A character who uses a Tool to perform a Check may draw with the Upper Hand. General domains and trade skills will use a specific tool to make a Check. These are listed below.
Tools Table
Various professions in the world require tools for their craft. To attempt a Check in a relevant profession, you must be in possession of that profession's tools or you make your Check at the Lower Hand. These tools can often be found in a General Store, though in some settings some professions' tools may be harder to find.
Profession Name | Cost |
---|---|
Blacksmith | 1 gp |
Locksmith | 1 gp |
Chef | 5 sp |
Carpenter | 5 sp |
Sailor | 2 sp |
Leatherworker | 5 sp |
Clothier | 1 gp |
Navigator | 2 sp |
Alchemist | 3 sp |
Herbalist | 2 sp |
Mountaineer | 3 sp |
Jeweler | 1 gp |
Cartographer | 1 gp |
Consumables¶
Consumables are one-time use items that grant a specific effect, usually during a set duration of time. These can include Potions, Charms, Meals, and Ammunition. See below for how to use these Consumables in game.
Consumable Type | Use Time | General Properties |
---|---|---|
Potions | Minor Action | Short term effects, usually a single effect. |
Charms | Major Action | Medium-term effects, more complex effects. |
Meals | 10 minutes | Long-term effects, enough to last most of a day. |
These items may vary in supply and cost depending on where the Players are looking. In a desolate town that only has a trader pass through once every year, these items might be in short supply. In a wealthy merchant district of a major city, they would be easy to find.
It is up to the GM which Consumables to make available, and when. The reason to grant access to Consumables over Magical Items is to allow the Players to feel like they've gotten something valuable and powerful, but they need to be strategic in when to use it. These can create memorable moments of an Adventure without permanently altering the balance of power.
The Consumables listed below draw from a selection of possible Consumables and their Effects that you can add to your game. Feel free to create your own Consumables and ask the Community for help as needed.
Consumable Name | Cost | Effect | Duration |
---|---|---|---|
Potion of Healing | 2 gp | Regain 1 HP immediately | |
Potion of Water Breath | 5 gp | You are immune to the Suffocating Status Condition | 1 hour |
Potion of Extended Breath | 2 gp | Your ability to hold your breath is extended by 60 minutes | 1 hour |
Potion of Strength | 15 gp | Gain +1 to all Strength-based Checks | 1 min |
Potion of Agility | 15 gp | Gain +1 to all Agility-based Checks | 1 min |
Potion of Conviction | 15 gp | Gain +1 to all Conviction-based Checks | 1 min |
Potion of Intelligence | 15 gp | Gain +1 to all Intelligence-based Checks | 1 min |
Potion of Intuition | 15 gp | Gain +1 to all Intuition-based Checks | 1 min |
Potion of Vitality | 2 dp | Gain +1 Maximum HP and +1 to all Vitality-based Checks | 1 min |
Charm of Efficiency | 6 dp | You cannot draw with Upper or Lower Hand | 1 hour |
Charm of True Aim | 4 dp | All Attacks are made with Upper Hand | 1 hour |
Charm of Amplification | 5 dp | All Upper Hand and Lower Hand effects are doubled | 1 hour |
Charm of Wounding | 3 dp | When dealing damage with an Attack or Power, add +1 damage to the total | 1 hour |
Hearty Stew | 1 dp | Gain +1 HP and +1 to your Maximum HP | 8 hours |
Focusing Beverage | 1 dp | Gain +1 HP and +1 to your Maximum PP | 8 hours |
Fortifying Feast | 1 dp | Gain +3 AP immediately. For the duration, if you end your turn with 0 AP, return to 1 AP | 8 hours |
Magic Items¶
Some items can have additional effects granted while wielding them, such as modifying damage on a Suited Hit or granting additional effects on a Major Success.
Upgrading Items¶
Some items can be upgraded with the proper materials. A Standard Weapon or Light Armor can be modified to higher quality levels, and they can also be outfitted with magical upgrade materials as well. These materials are an optional addition to any GM's setting, and they are very straightforward ways to reward your Players during an Adventure with clear upgrades to existing items so they don't have to replace items often. For example, a gemstone attached a weapon causes an additional 1 damage. Attached to armor, the same gemstone might grants +1 Max PP or HP.