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Magic: The Gathering - A 3.5 Rules Module
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 6026840" data-attributes="member: 4129"><p>Cleric, Druid, Wizard, Sorcerer all have different mechanics for spell access (all spells, spellbook, innate knowledge), hit points, weapons, and armor. If spell access is not an issue, Cleric seems like the obvious class to take (good armor, BAB, weapon selection). </p><p></p><p>I originally had the idea of making Mana Effects for each class, but scrapped that idea. However, I find the idea of Talents very interesting (but question if feats are still not the correct way to handle it).</p><p></p><p></p><p></p><p>Since Mana is the currency of the Magic, I really want to find a way to represent it in the game itself. I've shifted Mana from the currency of the Planeswalker (Magic Player) to the Adventurer (Player-Character) in order to keep the flavor of Magic. Thus, the Player is still in control of the mana, Player's position in the world has just changed slightly.</p><p></p><p>Obviously, some concepts in Magic would be hard to duplicate; card drawing, discard, graveyard manipulation, blocking, effects like Buyback, Phasing, or Affinity, land destruction, etc. Mana is something I feel like I can translate directly, using it to power Feats, Spells, Special Abilities, and Artifacts. </p><p></p><p></p><p></p><p>That's an interesting idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Love the feedback and the ideas <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 6026840, member: 4129"] Cleric, Druid, Wizard, Sorcerer all have different mechanics for spell access (all spells, spellbook, innate knowledge), hit points, weapons, and armor. If spell access is not an issue, Cleric seems like the obvious class to take (good armor, BAB, weapon selection). I originally had the idea of making Mana Effects for each class, but scrapped that idea. However, I find the idea of Talents very interesting (but question if feats are still not the correct way to handle it). Since Mana is the currency of the Magic, I really want to find a way to represent it in the game itself. I've shifted Mana from the currency of the Planeswalker (Magic Player) to the Adventurer (Player-Character) in order to keep the flavor of Magic. Thus, the Player is still in control of the mana, Player's position in the world has just changed slightly. Obviously, some concepts in Magic would be hard to duplicate; card drawing, discard, graveyard manipulation, blocking, effects like Buyback, Phasing, or Affinity, land destruction, etc. Mana is something I feel like I can translate directly, using it to power Feats, Spells, Special Abilities, and Artifacts. That's an interesting idea :D Love the feedback and the ideas :D [/QUOTE]
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