One of the things I worry about while designing cards is that I just won’t have any ideas. I’ll wind up with a huge pile of cards that are all exactly the same. One of the problems goes that I’m not really that creative as a player. My character builds in Dungeons & Dragons are a combination of personal taste, lots of roleplaying, and tips I’ve gotten from the Internet. I’m just not an innovator.

All of my big discoveries happen far away from the game table, when I’m poring over books — ah, I’ve left the point I wanted to talk about. When I was writing earlier about Class Tiers, part of what I was thinking about was how to create some cards based around the concept of a working class feature. I mean, the systems are incompatible so there’s no way you can drag-and-drop abilities, but I can take cues.

Part of that, though, is understanding why the class features worked to start. I could say, “hey, this wild shape thing is pretty groovy, let’s throw that bad boy in there.” No, I don’t think it works that way. I need to understand how and why the abilities are ranked so high in usefulness, and see if there’s even anything I can do to make them work. If the powers’ effects aren’t comparable, I’ve only added dead weight to the game.

Kind of heady stuff for this early in the morn- I mean, this afternoon. I was going over class identities. What makes one class stand out and shine when compared to the others. That element of shininess is important, because every class should have a different, yet equal, shine to it. Overlap between classes should be limited to flavor and categories of mechanics like weapons, spells, and so forth.