Magic's system...for magic system

I like the idea, but perhaps a little further.

Advancements are handled like D&D currently.

Magic spells are handled like Magic cards.

The cards are actually assigned a level...such as 1-5 (maybe change it to rank so people don't have the entire older edition confusion between character level, caster level, and spell level) with casters gaining the ability to cast a new spell rank every 4 levels.

So a first level caster could only have 1st rank cards. A 5th rank caster could finally have 2nd rank cards.

The number of cards you can have in your hand and the amount of life (we'll call it health/spell points...but not to be confused with HP instead) you have are determined by your caster's level.

You have to lay down lands...errr...we'll say spell components which are in your hands much like lands/mana are in magic...in order to actually cast the spells.


to make it so fighters and melee classes don't feel to left out, maybe a slight tilt to them where they can also have "maneuvers" but these will be more limited...such as no need to have lands to use them...but they are limited to 1 card at first level and once it's spent...it's spent...2 cards at 2nd...and once they spend it...it's spent...etc. Also drawn from a random deck of things they know.

I like the idea...but it could be expensive...

It could also be a risky idea...kids will spend money on Magic...but will they spend it on an RPG using the same dynamics. Further more...each deck won't sell as much as a Magic set since each class will have different decks...and there may be more classes then current Magic colors (though I suppose we could simply separate them out by Melee, Divine, and arcane...or perhaps by Defender, Striker, Controller, and Leader).

Edit: Also, I think Fireball COULD BE USED to target EVERYONE one...or at least a certain amount of the enemy. Perhaps even 1 per level...though the PC would still have to specify which ones he targeted. Make a 20th level wizard's fireball once more something to be truly feared by his enemies. Of course, the catch is...Fireball is a 2nd rank spell and he's going to need at least 2 spell components/lands/mana (probably flamable...or red) to cast it...and since he can only lay one spell component down a round...it's going to take at least two rounds to be able to cast it if he even has it in his hand...let's hope the fighter can keep the enemy busy until then....
 
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Re: Gold cards

I don't think the colored mana cost will be an issue, seeing as how folded mana will be available from a variety of sources. The REAL issue will be the same as for the other cards- targeting, what the cards actually do, etc.

I'm more concerned about whether I'll have to make certain spells be able to use other colors than they do as printed. For example, if, as I proposed upthread, Wizards as a class simply don't get white mana, then Disenchant is off their list until/unless they get said mana from another source.
 

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 a D&D-based Magic expansion would actually be kind of boring. They've already done traditional D&D-style fantasy in the original set way back when. Sure, they didn't have Drizzt as a legend, or half-orc creatures, but it was pretty much based on the same aesthetic.

Modern magic sets delve into much more interesting fantasy realms. I'd actually love if WotC could produce a Magic-based RPG, and each year release an expansion book for the game, covering whatever new world they've released. It would be a nice crossover product for folks who would otherwise never buy magic cards. And the art is mostly already done.



As for how to make Magic into an RPG, bear in mind that the world of Magic has tons of 'normal folks' who are, like, low-level characters. Then a few prominent characters who'd probably be paragon-level. And then there are the Planeswalkers, who are epic level. You might only have 5 or so of these guys on a given world at any time, and they're powerful enough to take on armies by themselves.

If we were to try to make a Magic-themed add-on to D&D 4e, I'd set up a new mechanic that lets you bind yourself to places of magical power -- basically, you go on adventures to find lands, and you attune yourself to them. Each land would grant you a power that's equivalent to a minor magic item, and there'd be epic destinies that would let you use those lands to power awesome spells.

Creating a new game from scratch, though. I dunno. In Magic canon, not all planeswalkers are really spellcasters. I mean, paladins in 3e could summon mounts; some planeswalkers have bonded beasts that they summon, but otherwise don't cast any spells. So characters shouldn't be forced to be mages.
 


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