MtG the RPG

So, IF I have this right

Might sliver
Card 4G
D&D version 8GG

Uncommon = double mana cost
Rare = Triple
Mythic Rare = Quarduple?

So my Kazandu Blade Master Costs me 4 white mana to summon
My Goblin Guide Costs 3 Red mana
My Baneslayer Angel costs 12 colorless and 8 white

well good to know we will never see any multicolor cards of any rarity converted
(Fusion Elemental, Uncommon, Card: WUBRG, D&D: WWUUBBRRGG)

Also, the number of spells castable a turn,
in magic as many as you have the mana for
in this D&D: 1-3

Basing it off your ability mod is a good idea, problem is, no magic items or spells, absolute best you can have is 25 (max 3d6, +2 racial, +5 from level gain) meaning a mod of at most 7, cut in half, 3 spell per turn which wrecks combos, makes counterspelling (if it is even possible to begin with) near useless and ruins any card that counts cards played (and you would be surprised at how many there are)

There are magic items in the game that can let you increase your stats. There will also be feats that can increase the number of spells cast. But killing infinite combo decks and the more powerful combo decks in general are the exact reason for this. And at level 1 a mage will have less than 20, but at level 10 they could easily have well over 60.

You are correct in the conversion of spells,
common 1-1
uncommon 2-1
rare 3-1
mythic 4-1

A creatures health, and damage is also based on rarity. As is direct damage and tap abilites. The mana cost of activating an ability on a creature, paying the kicker is not changed. Flashback on the other hand is modified by the afore mentioned mana rules.
 

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Two points, plus a bonus point, then I am going to hibernate until the rules are at least "set in stone" since it doesn't seem like we are talking about a game at this point, just an idea.

1 - I remember when I was a kid and I received a 3-pack of card games: Old Maid, Go Fish and Crazy Eights. A couple of weeks after I got it, I realized (as do all kids) that I could play any of the games with any of the decks as long as I thought about it. So, it was cool to play Old Maid with the Crazy Eights deck. After a while, we realized that it was actually better to play Old Maid with the Old Maid deck because playing it with the Crazy Eights deck only slowed things down and there really was no point to it. So far, this feels to me like you have created a Magic variant that you are for some unknown reason jamming into a D&D crust. Wouldn't it be better just to play this game with the cards?

2 - When you are taking all the combos in the 3.5 universe and multiplying them by all the combos in the history of MTG, a 10-man playtest group is not only not impressive, it is absolutely inadequate. You have a large playtest group available right here, we just need the rules and a chance to make input BEFORE they are "set in stone." Oh well...

Bonus - Your "I'm not gonna go there... but I played with so and so whose picture is ON a Magic card" was friggin hilarious! I will give you that. I played at Neutral Ground with Finkel, OMS, Zvi, etc. before you even heard of the game. I have at least one copy of every Magic card ever printed sitting within 5 feet of me right now. I played with Richard Garfield for goodness sake. I could go on, but I don't really care who has the most MTG experience - I just find it funny that when I questioned your experience you got so defensive you went on for two posts. And you are running the company? Uh oh...
 

Kit, if you arent intrested in this project then you dont have to come here. No one is forcing you or threatening if you dont. And I would like to point out if you have nothing constructive to add then i ask that you dont post here. This is ment to be a fun project that came from a passing conversation. This isnt going to be a big tournament game nore is it soemthing that I would dare say more than 100 people will ever play, ever. And I am ok with that. But there is a few people out there who are interested in this game, and to those people I say keep the faith, its coming and soon. And as far as testing, I would rather keep my 1st round of playtesting in house. There is a million places that do this, consider it alpha testing. Once we have evertyhing worked out that we feel needs to be I have every intention of putting the rules up on this board, and taking all constructive feedback into account when making changes. Lets consider this the beta testing phase. I can understand there is some intrest in this project, and my ETA is roughly monday for the release of the Word Document with all the rules and conversion. (I make no promises but that is the best ETA I can give)
 

Discard?
Poison?
Exile? (Like Path to Exile, WW for removal and no land?)
Storm?
Nonbasic Land? (Already answered)
Card draw?
Tutor cards?
Artifact destruction? (Nature's Claim for GG to destroy your 130k Black Lotus ring?)
Replicate?
Shroud?

I though you said you would try and incorporate as many aspects as you could. But there seem to be many things you are going to be avoiding, based on the rules you have stated.

Yes, people make assumptions. People who are as knowledgeable about MtG and D&D as you are, making assumptions because they don't have all the information is a logical action, and pointing out the fact that they are making assumptions is moot since it should be apparent. What else can we do? You make this post for what purpose? To cause awareness? What does awareness accomplish if you do a horrible job of explaining it and make everyone who reads this thread NOT want to play this new system of yours?

You raise awareness, but also promote trepidation, making that "100 people who will ever play it" shrink...

In the end, I hope you are satisfied with the result of the work of a dozen people that accomplishes next to nothing. I myself would not feel anything positive with such a result, but since you have implied that you will, I can only wish for you the best of intentions.

I will be watching the progression of this thread. Hopefully it ends up good and I'll have a new system to try.

Side note, since this has come up before: Any "sarcasm" you read in my words is not there, and you are imagining it, and any intent you assume behind my words. English is not my first language, and when translating what I want to say, anything I wish to imply through specific sentence/paragraph structure, etc. is lost. Just thought I should mention that, since you seem fairly defensive, and I don't want a penalization because what I say "Could be taken as rude."
 

What does the G stand for in TCG and RPG

Just a little note till the rules come out on monday

You have a small group, this is good and bad

It is good in that you can get people on one side of an issue quickly, bad part is you will lack diversity it examining every play style for magic and trying to give each card a fair shot at being liked if not loved

Take your changing mana cost by rarity.

This indicates you and your play group really likes pauper format, why? no clue, but you either avoid rarer cards in decks or you are intentionally ignoring these facets of the game. IMO, rarity should not affect playability, only cost to find and get the spell into your book

Another example is your removal of infinite combo. Either your play group is jaded towards them, or you are again ignoring a facet of the game.

Try this when redoing cards, ask "would I play this card now in a tournament? a causal match? a for fun deck?" if the answer to any of those is no, you need to rework the card again because you lost something in the translation

lets not forget what the G stands for in TCG or RPG
 

Discard?
Poison?
Exile? (Like Path to Exile, WW for removal and no land?)
Storm?
Nonbasic Land? (Already answered)
Card draw?
Tutor cards?
Artifact destruction? (Nature's Claim for GG to destroy your 130k Black Lotus ring?)
Replicate?
Shroud?

I though you said you would try and incorporate as many aspects as you could. But there seem to be many things you are going to be avoiding, based on the rules you have stated.

Yes, people make assumptions. People who are as knowledgeable about MtG and D&D as you are, making assumptions because they don't have all the information is a logical action, and pointing out the fact that they are making assumptions is moot since it should be apparent. What else can we do? You make this post for what purpose? To cause awareness? What does awareness accomplish if you do a horrible job of explaining it and make everyone who reads this thread NOT want to play this new system of yours?

You raise awareness, but also promote trepidation, making that "100 people who will ever play it" shrink...

In the end, I hope you are satisfied with the result of the work of a dozen people that accomplishes next to nothing. I myself would not feel anything positive with such a result, but since you have implied that you will, I can only wish for you the best of intentions.

I will be watching the progression of this thread. Hopefully it ends up good and I'll have a new system to try.

Side note, since this has come up before: Any "sarcasm" you read in my words is not there, and you are imagining it, and any intent you assume behind my words. English is not my first language, and when translating what I want to say, anything I wish to imply through specific sentence/paragraph structure, etc. is lost. Just thought I should mention that, since you seem fairly defensive, and I don't want a penalization because what I say "Could be taken as rude."

Poision counters will work the same way they do in standard magic, execpt it will take 20 counters to bring the health to zero.

If a card is exiled it is just removed from the battlefield, it may return (in the case of Astral Slide) or not come back. If a spell of yours is exiled it will return when you rest or meditate to get yoru spells back for the day.

Storm goes off of every spell that was cast before it by any mage.

Card draw is going to allow you to swap a spell from your list of known to your list of prepared as long as it hasnt been cast. (Like if you have used all 4 of your prepared lightning bolt spells, you cant repace one of them with a shock if you were to draw a card)

tutor cards or more or less useless. The only exception is the Wishes (since they are tutors ish) A wish will allow you to put any spell of the given type that you have SEEN cast since your last rest in your spell book. Once you rest or meditate the spell is removed. 1 copy of the spell for each wish used.

If an artifact is "destroyed" it can be repaired for a small fee (and I do mean small) in just about any town.

If you pay the spells replicate cost it counts as 1 spell regardless of how many times you replicate it FOR THE PURPOSE of counting your spells cast for the day.

Shroud works just as it would in magic. No mage (not even its controller) can target it with any spell or ability

Hopefully that answers your questions and gives some insight how some of the abilites will function.
 

Just a little note till the rules come out on monday

You have a small group, this is good and bad

It is good in that you can get people on one side of an issue quickly, bad part is you will lack diversity it examining every play style for magic and trying to give each card a fair shot at being liked if not loved

Take your changing mana cost by rarity.

This indicates you and your play group really likes pauper format, why? no clue, but you either avoid rarer cards in decks or you are intentionally ignoring these facets of the game. IMO, rarity should not affect playability, only cost to find and get the spell into your book

Another example is your removal of infinite combo. Either your play group is jaded towards them, or you are again ignoring a facet of the game.

Try this when redoing cards, ask "would I play this card now in a tournament? a causal match? a for fun deck?" if the answer to any of those is no, you need to rework the card again because you lost something in the translation

lets not forget what the G stands for in TCG or RPG

As I said, the group i am using now is just the beginning phases of the game. They are here for quick turn around, and i trust them to give me honest feedback. All of them are different kind of magic players and D&D players. But all 10 of them have tournament level magic experience and have played 3.0 D&D and 3.5 since its launch.

As for you assesment of us not liking rares that couldnt be farther from the truth. If you look at the decks I personally have talked about playing they have tons of rares in them. The Rock runs well over 20 not counting what can be wished for out of the sideboard.

And as for the infinite combos, as a magic player I find them hilarious to see them go off, esecially in tournaments. But this RPG isnt the place for such things. its very hard to create an encounter that is both fun and challenging for the players if the DM has to worry about the players killing the monsters off before they ever get a turn.

And as of this writing the only cards we havent come up with conversions for are the lands. We of course havent looked through the entire catalog of magic cards since there is tens of thousands of them, but we have worked all the known mechanics into the game. Some of the mechanics are a bit different from their normal Magic counter parts but we spent alot (between the entire team well over 100 hours) just on reworking the keyword abilites.
 

Hopefully the rules will shed some light on what this actually is and you can actually get some constructive criticism before it is too late. These two games are precious and the combo game should be done right.

Last pre-rules question: how is it that you have obtained the right to use the names "Magic the Gathering" and "Dungeons and Dragons" in your book (they are both in the sample pages) if you expect only 100 people to play the game? Seems odd that they would license to you with those projections...

Anyway, as I have from the original post, I am hoping for the best from this project.
 


Just a quick update. Odds are looking better and better that the rule document will go online monday. The play testers are giving me fantastic feedback in some battle scenarios. Sunday afternoon (eastern US time) we will actually be running a game and putting as many of the rules as we can through their paces. Once the rules doc goes up Myself and a few of the other R&D guys will begin watching this topic much much closer and making note of all suggestions.
 

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