M:TG meets D&D

Feh.

D&D doesn't need magic to make its combat system better, and Magic doesn't need an rpg to make its game better.

To me roleplaying is about the story and this would cerrtainly slow that development down. Magic is about a quick fix of fantasy, or the complexity of interesting deck creation, roleplaying it just slows it down.

I don't mean to be negative here, even though this post is coming off that way. This concept just seems to backwash the reasons I play either game.
 

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azmodean said:
As stated it's a bit too "Yuu-gi-oh" for my tastes, you're basically saying that the characters are "card masters", not DnD characters. I can see it being done, but it requires more suspension of disbelief than even a normal RPG.
Not really; the characters are D&D characters. They are casting fireballs and swinging swords, not flipping cards. What changes is the mechanical representation of themselves and their actions, which is more abstract.
 

Wow.

Some great ideas and posters. Please don't hate, though. I'm interested to hear if you HAVE tried it, or find it interesting, and if so, what about it is appealing.

Really, azmodean has nailed it. Picture it not as magic, per se, but if WoTC were to convert all of the DnD iconic components into a good and effective card/tabletop/rpg game.

Much of it exists as is... white looks like clerics, green looks like fighters, red looks like sorcerers, and black looks like rogues. Blue kind of sits out there somewhere between rogue and wizard. Change the names of cards to protect the innocent. A couple of tweaks to the rules about "team play" vs. solo play, and you could make DnD MUCH more approachable, and gain the sales benefits of a M:TG game. I would see this as more of a transition game, however, where the elements of roleplaying are introduced into the game (perhaps even costing resources between encounters). The miniatures and maps from the figs lines could be used in conjunction with a game like this to further enhance the "tabletop" feel. And dare I say it, this simpler game, with random elements detailed more in the card drawing, may prove superior to the myriad of possibilities presented by an open game mechanic like d20.

azmodean makes the case further, by pointing out, we're already very close to something like this to simplify our own games at home.

PS - love a good card game, too! Bring on the Texas Hold 'em

PPS - Talisman? Oh no, my friend. The joy of having your friend roll a random is far superior to any card flopping triviality! Also, critical to differentiate between story/no-story and team vs. DM to everyman for themselves.
 

I have tried what you are thinking. Many years ago I had found a M:tg rpg version online. It had its own classes and such. I was very excited to play it, and our group did so for a while but found it to be very broken with the right creatures in your deck.

We played not only against other wizards, but I put in random monsters "cards" for the players to fight as well. One simple Albatross was all it would take to kill anything. Again, the whole system was broken, but had potential.
 



kigmatzomat said:
Wasn't that SAGA? I never played it but heard it described as "Dragonlance:The Card Game"

No. It was DragonLance: The Mistake

That said, most of the reference books that came with the Saga poducts are quite handy for fluff and background, though they tend to be all post Chaos War focussed and therefore, dreck ab initio

The cards were horrible.
 

I've taken many of the concepts of Magic: The Gathering - story and philosophy elements, and added them to my game; but I'd never bring in the cards themselves. I *once* sat down and tried to figure out how to use the cards as a way to resolve spell duels. but even that was too much of a pain to be worth it.
 

Meh, don't like the idea. It sounds too much to me like you're trying to trick someone who wants to play dnd into playing MtG.

Now, turning magic cards into spells, creatures and magic items- that is all to the good imho. I would do that in a second.

The only use I've actually gotten from MtG in my dnd game was a riddle I stole from a card years ago.
 

I like it. Just don't call it D&D; make it into an entirely new roleplaying game that used MTG cards. (At least half of the complaints in this thread would become irrelevant if you made that change, I think.)

Most roleplaying campaigns I run use a dice pool system, and I've switched over to normal playing cards instead of d10's. There's something visceral about shuffling, dealing, and flipping over cards to see who's come out on top. It's fun.

I don't see colorful MTG cards as any more breaking immersion than miniatures. :)
 

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