DCC playing card initiative

EVERYONE DRAWS A CARD, this is their character's initiative.

Aces are 1, Jacks are 11, Queens are 12, Kings are 13, and every other card is its same number.
Kings act first and then actions go in decreasing order, all the way to Aces, at which point the next round begins.

In the event of ties the character with the higher Agility score goes first.

If you draw a card which is equal to or less than your character's total levels add 1d6 to your character's Luck score (max. 18). This means funnel characters do not regain Luck until they at least reach 1st level, and I'm okay with that.

THE COURT & THE FOOL


If you draw a King draw a second card and add its numerical value to your character's Luck score (max. 18). If you draw multiple Kings the effects compound. You also get to go first.
If you draw a Queen you can either move twice -once on the Queen action and again at any time before the round ends- OR you can forego your move action entirely and receive an additional d20 action die!





If you draw a Jack you get two move actions, one on the Jack action and again at any time before the round ends.





If you draw a Joker reroll the character's Luck ability: 3d6, no modifiers. Draw again for actual initiative.

But what about Thieves and Halflings??
Left unchecked, the rules above would have every Thief and Halfling maxxed out at 18 Luck before very long. My solution is to simply let them burn Luck permanently.

Thieves will be able to burn Luck, roll the dice, and regenerate Luck as usual, BUT they will also have the option to burn that Luck permanently like everyone else. In that case, they choose how much to burn but instead of rolling for the bonus they get the maximum possible bonus instead. So say you spend 3 Luck and your Luck die is d5: you can either roll 3d5 and apply that as the bonus (regenerating that Luck as you rest) OR you burn it away like everyone else (no regeneration) and get a +15 bonus! Player's choice.

Halflings work similarly, but much more simply. You can burn Luck as normal (regenerates) and get a +2 bonus for each point burnt OR you can burn it permanently (no regeneration) and get +3 bonus for each point burnt.

Both classes will replenish Luck by way of the initiative draw, just like everyone else.

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