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<blockquote data-quote="MtGtheRPGDM" data-source="post: 5561798" data-attributes="member: 6676550"><p>This will be a full blown RPG. Characters will have skills (from the players hand book with a few custom ones built for this game) buy their spells from other wizards. And do pretty much everything that you and your DM can come up with.</p><p> </p><p></p><p> </p><p>The main plane will be a custom one of my own creation (using a few famous names thrown around). My R&D team is currently working (and by currently I mean as I type this, im taking a few minutes to answer everyone) on doing a few of the more famous planes and adding them to the end of the book.</p><p> </p><p></p><p> </p><p>Thank you for the good wishes, as I stated this is becoming a much larger project than I had originally envision (hence the reason i set up a team of a few friends for some help). I suppose a straight MtG to D&D is a bit of a misnomer on my own part. Its going to be a D20 game with alot of rules from D&D to run things with a few custom changes to make everything function. I will use the example that you used if I may about tapping mana.</p><p> </p><p>In MtG the RPG the word tapped is replaced with "exhasuted". Each turn (imagine magic where each turn starts with Untap Upkeep Draw" Well in MtG the RPG There will be a global "mana" phase. Where each "mage" on the field will roll to get the amount of mana they will be able to use during that turn to cast spells. each Mage has a maximum amount of mana they may never go over (to prevent infinite mana combos), and any mana not used in one turn does carry over, but again they may never excede their Max. Here is a gameplay example (Note how each mage determines their mana will be explaned in the book)</p><p> </p><p>Example: A red mage (RM) stumbles upon a blue mage (BM) out in the wilderness, neither of them are willing to let the other leave so they engage in combat. Initative is rolled. RM's total initative is 10 after his roll, BM's is 11 after his roll. Now we enter the mana up phae. RM has a 10 BM has a 8. Rm will roll a d10, whatever he rolls is how much mana he has for the turn. BM will roll a d8, and again how much he rolls is the mana for the turn. </p><p> </p><p>The rolling for mana helps keep a bit of the randomness of Magic. So a mage isnt "tapping" land to cast a spell, they are just exhausting some of the available mana they have for the turn.</p></blockquote><p></p>
[QUOTE="MtGtheRPGDM, post: 5561798, member: 6676550"] This will be a full blown RPG. Characters will have skills (from the players hand book with a few custom ones built for this game) buy their spells from other wizards. And do pretty much everything that you and your DM can come up with. The main plane will be a custom one of my own creation (using a few famous names thrown around). My R&D team is currently working (and by currently I mean as I type this, im taking a few minutes to answer everyone) on doing a few of the more famous planes and adding them to the end of the book. Thank you for the good wishes, as I stated this is becoming a much larger project than I had originally envision (hence the reason i set up a team of a few friends for some help). I suppose a straight MtG to D&D is a bit of a misnomer on my own part. Its going to be a D20 game with alot of rules from D&D to run things with a few custom changes to make everything function. I will use the example that you used if I may about tapping mana. In MtG the RPG the word tapped is replaced with "exhasuted". Each turn (imagine magic where each turn starts with Untap Upkeep Draw" Well in MtG the RPG There will be a global "mana" phase. Where each "mage" on the field will roll to get the amount of mana they will be able to use during that turn to cast spells. each Mage has a maximum amount of mana they may never go over (to prevent infinite mana combos), and any mana not used in one turn does carry over, but again they may never excede their Max. Here is a gameplay example (Note how each mage determines their mana will be explaned in the book) Example: A red mage (RM) stumbles upon a blue mage (BM) out in the wilderness, neither of them are willing to let the other leave so they engage in combat. Initative is rolled. RM's total initative is 10 after his roll, BM's is 11 after his roll. Now we enter the mana up phae. RM has a 10 BM has a 8. Rm will roll a d10, whatever he rolls is how much mana he has for the turn. BM will roll a d8, and again how much he rolls is the mana for the turn. The rolling for mana helps keep a bit of the randomness of Magic. So a mage isnt "tapping" land to cast a spell, they are just exhausting some of the available mana they have for the turn. [/QUOTE]
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