some thoughts from ralph
from a zoom meeting i had with a rpg game developer
- go for eloquence and clarity in writitng; sometimes being vague is better because it allows people to fill in the gaps, wordy can work against you, be broad
- nobody plays the game pure; having too many nitpicking can cheapen game, come organically and you'll understand it more
- consider having certain classes start with higher hands
- probably go back to using the suit cards for actions
- have classes with deck search skills
- one class can pick two cards from the deck/discard (d/d)
- i might need to remove cross classing now
- check out the card game “smash up” (it's on tabletop simulator) for ideas on mechanics
- some classes can drawn from the d/d (draw and keep, draw X, keep Y etc)
- some classes can search through d/d (i.e. search until you find X suit, then reshuffle)
- rogue class “steals” a card from the deck
- maybe have some classes that have multiplers / subtrations from played cards (similar to how the fool runs on 3s)
- maybe death's ability allows them to do stuff when at 0 cards