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Brainstorming a M:tG themed campaign...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5814517" data-attributes="member: 19675"><p>In addition, the way End Reserves work will limit the number and power of spells a PC can cast. End Reserves will do the work of Mana.</p><p></p><p>As I discussed before, each creature in the game that can use magic will have to power it via End Reserves of the proper color. Something like Disenchant costs 1W, while Shatter costs 1RR. In addition, as stated before, players will be able to design their own spells.</p><p></p><p>The part I've been puzzling over is <em>how much mana</em> of a given color a spell will cost. I toyed with some kind of level system or preset ratios, but sometimes, simpler is better.</p><p></p><p><strong>So here it is: </strong>the simple majority of a spell's mana (endurance) cost must come from an appropriately colored source. If a spell is "multicolored", the majority cost must be as evenly split between the colors as possible, and the player has the discretion as to the actual ratio.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5814517, member: 19675"] In addition, the way End Reserves work will limit the number and power of spells a PC can cast. End Reserves will do the work of Mana. As I discussed before, each creature in the game that can use magic will have to power it via End Reserves of the proper color. Something like Disenchant costs 1W, while Shatter costs 1RR. In addition, as stated before, players will be able to design their own spells. The part I've been puzzling over is [I]how much mana[/I] of a given color a spell will cost. I toyed with some kind of level system or preset ratios, but sometimes, simpler is better. [B]So here it is: [/B]the simple majority of a spell's mana (endurance) cost must come from an appropriately colored source. If a spell is "multicolored", the majority cost must be as evenly split between the colors as possible, and the player has the discretion as to the actual ratio. [/QUOTE]
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