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Magic: The Gathering - A 3.5 Rules Module
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<blockquote data-quote="Michael Morris" data-source="post: 6025151" data-attributes="member: 87"><p>Dusk 3 is essentially a D&D / MtG hybrid. I'm planning out its 4th edition which will finally become a ruleset of it's own in this thread</p><p></p><p><a href="http://www.enworld.org/forum/tabletop-gaming/328570-dusk-hit-points.html" target="_blank">http://www.enworld.org/forum/tabletop-gaming/328570-dusk-hit-points.html</a></p><p></p><p>Meanwhile, by googling for "Carthasana" you might be able to find the Player's Guide. It was briefly here at ENWorld until WotC issued a C&D, and somehow someone got a copy and put it up online. I personally don't care about that (now that I have had some time to think on it) but neither am I going to link directly to it because if the guy posting it gets in hot water with WotC legal I don't want any part of it.</p><p></p><p>I've glanced over what you've written and I can't help but notice you are completely missing the point of and power within the chromatic alignment system. That point is this - color alignments are inclusive. If a character does something consistent to the red alignment he picks up that color - he does not lose whatever color(s) he has. We see this in the card game in the form of gold and hybrid spells.</p><p></p><p>A 1st level character may have only 1 color and that's fine - the story has just begun and the motivations of the character aren't clear. But past that point the gaining of color(s) becomes important.</p><p></p><p>In Dusk's 3e writeup only the paladin was alignment restricted - and he had to pick a color to champion and an enemy of that color to oppose. Monks had to be white but could branch out from there. Bards and Barbarians had to start red, druids and rangers start green, but all four of them could mix and match.</p><p></p><p>As you propose doing the <em>Dusk</em> setting sorts out the spell lists into the 5 colors and adds on the order of 390 some spells to flesh out the colors, particularly with effects that currently don't exist in D&D. Spells like <em>counterspell</em>, <em>duress</em>, <em>honor the fallen</em>, <em>twincast</em>, <em>radiate</em> and <em>avalanche of squirrels</em> populate the list. Eight years of play have proven them out to be relatively balanced, though in the right situation some of them are outright backbreaking (<em>back to basics</em>, <em>limited resources</em> and <em>flaring pain</em> all come to mind here).</p><p></p><p>If nothing else it's a starting point.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6025151, member: 87"] Dusk 3 is essentially a D&D / MtG hybrid. I'm planning out its 4th edition which will finally become a ruleset of it's own in this thread [url]http://www.enworld.org/forum/tabletop-gaming/328570-dusk-hit-points.html[/url] Meanwhile, by googling for "Carthasana" you might be able to find the Player's Guide. It was briefly here at ENWorld until WotC issued a C&D, and somehow someone got a copy and put it up online. I personally don't care about that (now that I have had some time to think on it) but neither am I going to link directly to it because if the guy posting it gets in hot water with WotC legal I don't want any part of it. I've glanced over what you've written and I can't help but notice you are completely missing the point of and power within the chromatic alignment system. That point is this - color alignments are inclusive. If a character does something consistent to the red alignment he picks up that color - he does not lose whatever color(s) he has. We see this in the card game in the form of gold and hybrid spells. A 1st level character may have only 1 color and that's fine - the story has just begun and the motivations of the character aren't clear. But past that point the gaining of color(s) becomes important. In Dusk's 3e writeup only the paladin was alignment restricted - and he had to pick a color to champion and an enemy of that color to oppose. Monks had to be white but could branch out from there. Bards and Barbarians had to start red, druids and rangers start green, but all four of them could mix and match. As you propose doing the [i]Dusk[/i] setting sorts out the spell lists into the 5 colors and adds on the order of 390 some spells to flesh out the colors, particularly with effects that currently don't exist in D&D. Spells like [i]counterspell[/i], [i]duress[/i], [i]honor the fallen[/i], [i]twincast[/i], [i]radiate[/i] and [i]avalanche of squirrels[/i] populate the list. Eight years of play have proven them out to be relatively balanced, though in the right situation some of them are outright backbreaking ([i]back to basics[/i], [i]limited resources[/i] and [i]flaring pain[/i] all come to mind here). If nothing else it's a starting point. [/QUOTE]
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