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D&D Magic the Gathering alternate magic system
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<blockquote data-quote="Aelryinth" data-source="post: 8289354" data-attributes="member: 10515"><p>The problem here is mechanics vs reality.</p><p>One of the early books had 'lands' represented by tokens taken from places people had visited, representing what they could draw on. You could kill someone and take their tokens, and thus access to their Lands.</p><p>In game terms, you could simply do this, with more valuable tokens linking to lands rarer/more expensive, and you limit the number of lands by a combination of Stats and Levels.</p><p>This in turn naturally limits the amount of mana you can draw on, and the cap the maximum you can draw on at one time. Artifacts that increase mana, creatures, etc, increase this cap.</p><p>As for 'playing land', it would have to start with how many lands you can bring into play, and how fast you can do so. It means that ALL fights would start with small spells, so they can't be avoided, and move rapidly to larger ones the longer the battle goes. This is actually thematic, as the winds of magic get stronger as conflicts brew... but it means casters start weak and finish strong, which can be lethal when facing monsters.</p><p></p><p>You also have to have iron rules on when the 'lands' vanish, because you certainly can't leave access to all lands all the time... or maybe you can?</p><p></p><p>Maybe that instant of two mages conflicting severs land connections, and you have to reset your magic, and OUTSIDE of conflict, given time, you have contact with all your lands, if they take a little longer to cast.</p><p></p><p>Then start connecting lands one at a time. Now, randomizing or putting an order to that would probably require you to actually have the cards to shuffle and play... but that's a different issue.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 8289354, member: 10515"] The problem here is mechanics vs reality. One of the early books had 'lands' represented by tokens taken from places people had visited, representing what they could draw on. You could kill someone and take their tokens, and thus access to their Lands. In game terms, you could simply do this, with more valuable tokens linking to lands rarer/more expensive, and you limit the number of lands by a combination of Stats and Levels. This in turn naturally limits the amount of mana you can draw on, and the cap the maximum you can draw on at one time. Artifacts that increase mana, creatures, etc, increase this cap. As for 'playing land', it would have to start with how many lands you can bring into play, and how fast you can do so. It means that ALL fights would start with small spells, so they can't be avoided, and move rapidly to larger ones the longer the battle goes. This is actually thematic, as the winds of magic get stronger as conflicts brew... but it means casters start weak and finish strong, which can be lethal when facing monsters. You also have to have iron rules on when the 'lands' vanish, because you certainly can't leave access to all lands all the time... or maybe you can? Maybe that instant of two mages conflicting severs land connections, and you have to reset your magic, and OUTSIDE of conflict, given time, you have contact with all your lands, if they take a little longer to cast. Then start connecting lands one at a time. Now, randomizing or putting an order to that would probably require you to actually have the cards to shuffle and play... but that's a different issue. [/QUOTE]
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