Magic's system...for magic system

The rules should state that whenever a monster attacks a PC it does so by running sideways at it.

Every PC has exactly 20 hit points.

And starts with one acre of "basic" land.

I could go on, but perhaps this is only funny to me because I'm so tired. :p

Restraint is a valued commodity.

For the original question, I think WOTC was sure not to try this, though I think you could make a game with MTG.

But the more MTG rules you use, the sillier the RPG is going to be.

But going with Fluff and the more interesting card ideas could be quite cool. The idea of random spell selections could be interesting as well..

Maybe two tiers of spells. Those you know and can always use and the more powerful ones that come and go)

I would like to see something like this.
 

log in or register to remove this ad

What I wonder about is why they don't go the other way. Why not make a M:tG set based on D&D? They own the IP, after all, and D&D has plenty of cool monsters and spell ideas to use. Heck, even the dragon colors match. :)
 

I think an aspected magic based RPG could be really cool. Very abuseable if not done right, but cool.

Heck, if you use M:TG as the baseline, the fluff writes itself. In reams...

Figuring how to incorporate the magic system without having it completely dominate the game would be a pain tho.
 

I think 4E is trying to be too much like a tabletop strategy game as it is.

WOTC is desperately trying to find some angle where rpg customers are sucked into continuous purchasing the way Magic players and MageKnight/Heroclix players have been.

Personally, I think buying the books is plenty enough.

Now if Hasbro decided to start making DnD 4" action figures (articulated and accessorized like G.I. Joe or Star Wars), then I'd be happy to buy some. I can think of at least a hundred I would want.

But cards? Absolutely not. Not of any kind or any purpose.
 

There have been a few takes on this, put out there as PDFs. I think I have at least three of them.

I do know that one (if not others...?) was effectively "banned" by WotC. Or that's what I heard, at any rate. And it did disappear from EN World pretty quick smart. Though not from the interwebs in general... natch.

Anyway. My first thought would be to expand on the original (and still relevant?) concept of each player being a "Planeswalker", wielding powerful magics, summoning aid - including beings that could be anything from kobolds to avatars of deities; that kind of thing.

Then, it would be pretty easy to integrate, IMO.

Otherwise, something's gotta give. If you specifically want to use the cards in-game, that is.
 

Yes, some stuff would have to be excised or modified. Even if, for example, the Warrior has 3 uncolored mana, it doesn't make sense for him to be able to summon a Yotian Soldier as per the CCG. OTOH, it might make sense for him to be able to use an artifact that heals him or increases his damage.

Similarly, a Fireball wouldn't damage ALL enemies, so targeting rules would have to be altered; summoned creatures couldn't last indefinitely, either.

And since there isn't a "tapping land for mana" mechanism, figuring out mana sources would need to be worked out...as I suggested.

Character spell/gear lists would be assembled somewhat like deck building.

One DEFINITE benefit: unlike in 3.5Ed, you could have meaningful counterspelling.
 

If you're of the mind (as it seems you are) to make something like "MtGified D&D", I suggest getting hold of the Dusk Player's Guide - the, um, "banned" one if I am remembering rightly - and seeing what might be usable. Maybe the whole thing! It's quite impressive, with its detail and so on.

As I said, I'd be more inclined to turn the actual premise of MtG into a RPG, directly, as undiluted as can be. So, even more MtG-ey than Distant Horizons' entry into WotC's setting competition, IOW.

Are you pretty much stuck on "D&D with the addition of MtG"? So, standard classes, other D&D tropes and implied play style, etc.?
 

Classes, yes, and races...but in my mind's eye, I'm envisioning something simpler...almost like a version of The Fantasy Trip: In the Labyrinth, but with more flex.

As stated above, Class would determine what kind of Mana you have access to by default, as well as what kinds of spells you could cast. It would probably also determine HP. There would be leveling, which would at least add mana and spells to a PC's list of resources. I foresee multiclassing of some kind, but probably not as limited as 4Ed's, while not as wide open as 3.5's...perhaps you could only change every 5 levels, and then only into classes for which you meet the base requirements.

Race would determine a few things too- again, a small (probably one-time) bonus of some kind of Mana, possibly certain racial abilities not mimicked by spells, like IR vision, or certain immunities & resistances.

Items in the game might expand your access to mana, perhaps even converting one kind to another. Items would also be expendable and/or destroyable.

As to "implied play style", well, I can't really answer you. I can't say I recognize a single style of play within D&D. Certainly, by what I read here and elsewhere, my experiences in the hobby definitely vary from many of those out there (including those who designed 4Ed).
 

Oh. :(

Well, best of luck with it. Guess I was hoping for the other, now that the thought's taken hold.

Perhaps I'll have to just go ahead with that thing myself, and post/upload it when done. Hm.

MtG injected into D&D just... doesn't do it for me, personally. But, like I said, I hope you succeed. :)
 


Remove ads

Top