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They are (often) tremendously awkward to implement in actual gaming, particularly in online gaming.(Of course, it shouldn't be long before someone develops a simple software solution to this for online games, such as we have for dice, but today it's still a bit of a barrier.)Perhaps this will change if it becomes more common - gamers will start showing up to games with tokens/beads/dice and a bag or a hat!For now, drawing from a small set of cards can be used as a substitute.
Interesting!Is it possible to deal out "hands" of cards, pass them from player to player, arrange them on the "table", and other similar typical-card-game things?
Is it possible to deal out "hands" of cards, pass them from player to player, arrange them on the "table", and other similar typical-card-game things?
...looking at how the probability changes between one pull and multiple pulls if they are permanently removed instead of added back each time. That also theoretically imposes a natural cap on how many pulls are needed before you will eventually succeed, which I feel like someone-who-is-better-at-math-than-I-am could come up with a justification for that being a good thing.
There's a few games out there that rely on picking at random from a predetermined pool of possible results, like picking a stone out of a bag. What do people think about this mechanic? Fun? Annoying? Both?
A more sophisticated, quite complex take on the same is found in Paul Czege's The Clay That Woke, where about a dozen different kinds of tokens exist (some common, some unique) representing both aspects of the character and their situation, and a sequence of 1-4 draws is to be "read" as a unit of meaning to discern an outcome, complication or development. It thus moves a step further away from randomizing a binary outcome (pass/fail) and toward the traditional arts of divination.