Hi everyone my bud and I are putting together a homebrew campaign set in the Witcher-verse and are creating a simplified and quick version of Gwent for the players to enjoy in-game. We have taken all the basic card types and factions and re-purposed them with stats that affect the main aspect of the game which is rolling a d10. The way the game works so far is that there are three rounds and the players roll a d10 for each, each player has 3 cards and can use 1 per turn in order to affect the score of their roll. For example both players roll and one player scores 6 and the other scores 4, player 2 uses a card to force the other player to roll a d4 and subtract that score from their final score of that round. After subtracting the score player 1 uses a card to give themselves another d4 roll to add to their final score for that round ending on 5, they win that round. Players must have nine base "Unit/Ranged" cards and 1 "Leader" card that sets the faction for the deck (e.g. Nilfgardian, Monster etc), these cards make up the ten numbers of their roll of the d10. Below is a short list of the cards from Gwent and their function in this simplified version for use in our 5E D&D game set in the Witcher universe.
**Leader Cards** Players are required to have 1 leader card in their deck of ten that comprises all the numbers adding up to their roll of the d10 at the start of the round. These cards can have mods that give a permanent boost to the final score of each round up to a maximum of +3 which is a very rare stat to have. These cards also set the Faction for the deck and all other cards must match this Faction or be Neutral in nature or they are not allowed to be used.
**Hero Cards** Hero cards are one of the types of card that can be set in the 3 slots that players can use once per turn after their initial roll in order to give bonus dice to add to their final score for that round. Hero cards are characterised by their ability to boost the score of the players roll only, this can be in the form of the addition of a d4 to the final score during that round. Examples of Hero Card abilities:
Add a d4 roll to your final score for that round.
**Weather Cards** Weather cards are another type of card that can be placed in one of the three slots available in order to affect the score of both players roll. For example once both players have rolled a Weather card can be activated to force both players to roll another d10, both players take the lowest scoring number as their final score for this round. Alternatively other Weather cards can counteract this and other specific abilities that affect both players. Examples of Weather Card Abilities:
Both players roll with disadvantage.
Both players must roll with advantage.
**Seige Cards** Another type of card that can be placed in the three available slots, this type of card is characterised by its ability to affect only the opponents final score for that round. For example it may force the opponent to roll an additional dice (e.g. a d4) and subtract the result of that roll from their final score for that round. Other affects such as causing the opponent to roll with disadvantage among others are also possibilities. Examples of Seige Card abilities:
Opponent rolls with disadvantage and takes the lowest score.
Opponent takes a -1 to the final score on the next round.
**Unit/Ranged Cards** The final card type are Unit or Ranged cards which comprise the nine cards in their base of ten including the Leader card. These cards can grant passive abilities that are only activated when a specific requirement is met. For example should the players final score during the second round be 5 as long as they have not used an ability card this specific Unit card allows the player to reroll, in instances of more common cards this card is destroyed and during the final round the player must subtract a 1 from their final score (i.e. giving a mod of -1 to their final score.) of a Unit/Ranged card is activated no ability cards can be used by that player during that round. The purpose of posting this on the D&D subreddit is to get some feedback on the rules and potentially find some ideas for different and unique card abilities. Should anyone at all think of any suggestions please comment below, we both appreciate the assistance very much. Examples of Unit/Ranged Card abilities:
Should your final score for the second round be a 5 the opponent must reroll.
If another “Unit” card is destroyed this card will supplant that card and remove the negative mod from the rest of the final scores for this game.
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"She cut off her adulterous husbands head while he slept... then she decapitated him."
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Hi everyone my bud and I are putting together a homebrew campaign set in the Witcher-verse and are creating a simplified and quick version of Gwent for the players to enjoy in-game. We have taken all the basic card types and factions and re-purposed them with stats that affect the main aspect of the game which is rolling a d10. The way the game works so far is that there are three rounds and the players roll a d10 for each, each player has 3 cards and can use 1 per turn in order to affect the score of their roll. For example both players roll and one player scores 6 and the other scores 4, player 2 uses a card to force the other player to roll a d4 and subtract that score from their final score of that round. After subtracting the score player 1 uses a card to give themselves another d4 roll to add to their final score for that round ending on 5, they win that round. Players must have nine base "Unit/Ranged" cards and 1 "Leader" card that sets the faction for the deck (e.g. Nilfgardian, Monster etc), these cards make up the ten numbers of their roll of the d10. Below is a short list of the cards from Gwent and their function in this simplified version for use in our 5E D&D game set in the Witcher universe.
**Leader Cards**
Players are required to have 1 leader card in their deck of ten that comprises all the numbers adding up to their roll of the d10 at the start of the round. These cards can have mods that give a permanent boost to the final score of each round up to a maximum of +3 which is a very rare stat to have. These cards also set the Faction for the deck and all other cards must match this Faction or be Neutral in nature or they are not allowed to be used.
**Hero Cards**
Hero cards are one of the types of card that can be set in the 3 slots that players can use once per turn after their initial roll in order to give bonus dice to add to their final score for that round. Hero cards are characterised by their ability to boost the score of the players roll only, this can be in the form of the addition of a d4 to the final score during that round.
Examples of Hero Card abilities:
**Weather Cards**
Weather cards are another type of card that can be placed in one of the three slots available in order to affect the score of both players roll. For example once both players have rolled a Weather card can be activated to force both players to roll another d10, both players take the lowest scoring number as their final score for this round. Alternatively other Weather cards can counteract this and other specific abilities that affect both players.
Examples of Weather Card Abilities:
**Seige Cards**
Another type of card that can be placed in the three available slots, this type of card is characterised by its ability to affect only the opponents final score for that round. For example it may force the opponent to roll an additional dice (e.g. a d4) and subtract the result of that roll from their final score for that round. Other affects such as causing the opponent to roll with disadvantage among others are also possibilities.
Examples of Seige Card abilities:
**Unit/Ranged Cards**
The final card type are Unit or Ranged cards which comprise the nine cards in their base of ten including the Leader card. These cards can grant passive abilities that are only activated when a specific requirement is met. For example should the players final score during the second round be 5 as long as they have not used an ability card this specific Unit card allows the player to reroll, in instances of more common cards this card is destroyed and during the final round the player must subtract a 1 from their final score (i.e. giving a mod of -1 to their final score.) of a Unit/Ranged card is activated no ability cards can be used by that player during that round.
The purpose of posting this on the D&D subreddit is to get some feedback on the rules and potentially find some ideas for different and unique card abilities. Should anyone at all think of any suggestions please comment below, we both appreciate the assistance very much.
Examples of Unit/Ranged Card abilities:
"She cut off her adulterous husbands head while he slept... then she decapitated him."