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Magic: The Gathering - A 3.5 Rules Module
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6019700" data-attributes="member: 1165"><p>There was a thread (possibly on another forum) saying MtD was nearly impossible with D&D. I personally believed it, at least if the game had Planeswalkers as standard PCs. It's nice to see someone trying to buck the trend.</p><p></p><p></p><p></p><p>I think these abilities are a little too numerical and too focused on amplifying strengths and not shoring up weaknesses. Fighters are already good at hitting and damaging things, and have higher AC scores than other PCs. In effect, this means the fighter's color means little.</p><p></p><p>Since this is a setting where fighters already have mana, I don't think it's problematic to give some magic to these abilities.</p><p></p><p>For red, I'm thinking something like fiery rage. The fighter can do more damage, perhaps with a choice of making that fire or untyped damage, at a cost of either attack bonus or AC (whichever you think is best). When a fighter uses fiery rage, it should be obvious what they're doing; they're glowing red and their weapon is bursting into flame.</p><p></p><p>Green, one of the two powers of life, could make the fighter "tougher" or "grindier". A fighter using green could seem to expand slightly in size while glowing green, and would gain temporary hit points.</p><p></p><p>These proposed abilities might need to cost more than 1 mana each, but I think that's fine. I'd rather do that than go with standard feats which just give you a +1 here and a +1 there.</p><p></p><p>For blue, I would perhaps give the PC a bonus to saving throws. A blue fighter could be a spellcaster's nightmare.</p><p></p><p>For black, I'm thinking a penalty to AC and saving throws. A dark knight working with a necromancer would be terribly frightening. Now the dark knight can hit more often, and the necromancer's Terror spell is more likely to take effect.</p><p></p><p></p><p></p><p>I much prefer these though, especially Lure, Trample and Phasing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6019700, member: 1165"] There was a thread (possibly on another forum) saying MtD was nearly impossible with D&D. I personally believed it, at least if the game had Planeswalkers as standard PCs. It's nice to see someone trying to buck the trend. I think these abilities are a little too numerical and too focused on amplifying strengths and not shoring up weaknesses. Fighters are already good at hitting and damaging things, and have higher AC scores than other PCs. In effect, this means the fighter's color means little. Since this is a setting where fighters already have mana, I don't think it's problematic to give some magic to these abilities. For red, I'm thinking something like fiery rage. The fighter can do more damage, perhaps with a choice of making that fire or untyped damage, at a cost of either attack bonus or AC (whichever you think is best). When a fighter uses fiery rage, it should be obvious what they're doing; they're glowing red and their weapon is bursting into flame. Green, one of the two powers of life, could make the fighter "tougher" or "grindier". A fighter using green could seem to expand slightly in size while glowing green, and would gain temporary hit points. These proposed abilities might need to cost more than 1 mana each, but I think that's fine. I'd rather do that than go with standard feats which just give you a +1 here and a +1 there. For blue, I would perhaps give the PC a bonus to saving throws. A blue fighter could be a spellcaster's nightmare. For black, I'm thinking a penalty to AC and saving throws. A dark knight working with a necromancer would be terribly frightening. Now the dark knight can hit more often, and the necromancer's Terror spell is more likely to take effect. I much prefer these though, especially Lure, Trample and Phasing :) [/QUOTE]
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