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Magic's system...for magic system
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<blockquote data-quote="RangerWickett" data-source="post: 5431223" data-attributes="member: 63"><p>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.</p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5431223, member: 63"] 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. [/QUOTE]
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