I was working on some rules hacks for a Weird West FitD idea before I found “A Fistful of Darkness”, which is perfect for what I wanted to GM and stopped me in my game design tracks.
My group has really enjoyed using cards (only tarot cards until now) for other games. It gets everyone gathered around a single deck and makes everything feel more personal.
That said, I think FitD dice systems are pretty awesome as they are and I want to retain as many of the dynamics created by those existing systems as possible.
These optional rules assume knowledge of the systems they augment. I am 100% sure I have missed some places that these changes might invalidate / overpower some Special Abilities. I’m also aware that these rules won’t work well on Roll 20 and other digital gaming sites.
So, here are some of the ideas. I hope they are useful or at least interesting:
Feel free to comment on them here or on Google docs.
Note: These are the rules I’m playtesting and they are subject to change. They are an amalgamation of ideas from this site and elsewhere, not my wholly original ideas.
Credit / Attribution to @monkeyEcho @ebrunsell and @Sohkrates for > inspiration