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Magic's system...for magic system
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5429912" data-attributes="member: 19675"><p>and</p><p></p><p></p><p></p><p>Mana sources will me streamlined: so far, Race, Class and possibly certain items or spells themselves (like <a href="http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Burnt%20Offering&sn=Ice%20Age" target="_blank">Burnt Offering)</a>.</p><p></p><p>Mana from land- the actual environment- is not currently "approved" but could be worked into the game if I can find a good way to do it. One option: such mana is dependent upon the DM, who will determine what kind of land the encounter is in, and such mana as it provides would be available to each character. Essentially, land becomes a "global enchantment".</p><p></p><p>Still thinking about critters. Currently, my mindset is summoned creatures may only survive an encounter, they are not real. Meanwhile manufactured magic items- including artifact creatures- stick around as long as you tie up your mana in them. They may be broken, requiring repair, or scrapped, freeing up a PC's mana for other devices.</p><p></p><p>Special abilities of PCs are innate, not directly linked to spells, but may be enhanced or affected by them.</p><p></p><p></p><p>I've been in some big, multiplayer M:tG tournaments in which, for instance, a single spell got Forked 7 times, so I know what you're warning about.</p><p></p><p>I'm thinking about several options: a SPEED attribute similar to HERO's or war-games like SFB; a "stack" limit of a single spell (which has implications for counterspelling) or 2 max; simply letting available mana be the deciding factor.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5429912, member: 19675"] and Mana sources will me streamlined: so far, Race, Class and possibly certain items or spells themselves (like [URL="http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Burnt%20Offering&sn=Ice%20Age"]Burnt Offering)[/URL]. Mana from land- the actual environment- is not currently "approved" but could be worked into the game if I can find a good way to do it. One option: such mana is dependent upon the DM, who will determine what kind of land the encounter is in, and such mana as it provides would be available to each character. Essentially, land becomes a "global enchantment". Still thinking about critters. Currently, my mindset is summoned creatures may only survive an encounter, they are not real. Meanwhile manufactured magic items- including artifact creatures- stick around as long as you tie up your mana in them. They may be broken, requiring repair, or scrapped, freeing up a PC's mana for other devices. Special abilities of PCs are innate, not directly linked to spells, but may be enhanced or affected by them. I've been in some big, multiplayer M:tG tournaments in which, for instance, a single spell got Forked 7 times, so I know what you're warning about. I'm thinking about several options: a SPEED attribute similar to HERO's or war-games like SFB; a "stack" limit of a single spell (which has implications for counterspelling) or 2 max; simply letting available mana be the deciding factor. [/QUOTE]
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