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Re: #27: Too Clever By Half
I quite agree with you that complexity in mechanisms must serve a purpose over just being "cool" (and I said as much in my "Roll the bones" column).
As for cards, I have seen several clever uses. One is for character creation: The cards are dealt to the players and each suit represents a particular attribute (or group of attributes). This means that not all characters can have maximum strength (as there is only one card that gives maximum). This way, you ensure a balanced party. The game I refer to (the Saga version of Dragonlance) used 8 suits + a "bad" suit and allowed substitution with another suit at a penalty, but you can do something similar with a normal deck of cards.
You can also during play tie suits to attributes, so when you draw a card of the same suit as the attribute you use in the task, you get a bonus. For example, you can draw cards as long as they match the used attribute.
These two mechanisms exploits the two key properties of cards as opposed to dice: There are suits, and the results are not independent (until you shuffle the deck).
But I don't really like the idea of giving players a hand of cards to choose from. This adds too much meta gaming and gives incentive to "blow" low cards on unimportant actions. If you need a mechanism where you can save extra oomph for the big baddies, hero points or something similar is, IMO, better.
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