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<blockquote data-quote="MtGtheRPGDM" data-source="post: 5562794" data-attributes="member: 6676550"><p>I want people who have played D&D to feel at home, and I want those poeple who have played magic to look at a spell and go "yeah, I know how that works! I understand what this spell does because iv played the card in MtG before!" There is a blurring of the lines between MtG and D&D, but it leans far far more D&D than MtG. As stated before I kept absolutley as many rules alone as I possibly could. In the beginning we were talking about doing stuff like this</p><p> </p><p>Sorcery=Standard action</p><p>Instant=move action.</p><p> </p><p>But as we got to the first play tests we found that things felt so sluggish and the classes didnt feel like they should. There was no different between a red mage and a green mage to us. And blue was totall under powered. Counterspells were totally useless unless the blue player went 1st, and even then after a few turns the blue mage was always over run as it often had no way to protect its creatures. It wasnt balanced. So we had to change the spell casting rules. And I would like to point out this isnt the 1st time that D&D's casting rules have had a rule variant. And with the execption of the way spells are cast you could take a character from my bookk and put it in any D&D 3.5 and they would fit like a glove.</p></blockquote><p></p>
[QUOTE="MtGtheRPGDM, post: 5562794, member: 6676550"] I want people who have played D&D to feel at home, and I want those poeple who have played magic to look at a spell and go "yeah, I know how that works! I understand what this spell does because iv played the card in MtG before!" There is a blurring of the lines between MtG and D&D, but it leans far far more D&D than MtG. As stated before I kept absolutley as many rules alone as I possibly could. In the beginning we were talking about doing stuff like this Sorcery=Standard action Instant=move action. But as we got to the first play tests we found that things felt so sluggish and the classes didnt feel like they should. There was no different between a red mage and a green mage to us. And blue was totall under powered. Counterspells were totally useless unless the blue player went 1st, and even then after a few turns the blue mage was always over run as it often had no way to protect its creatures. It wasnt balanced. So we had to change the spell casting rules. And I would like to point out this isnt the 1st time that D&D's casting rules have had a rule variant. And with the execption of the way spells are cast you could take a character from my bookk and put it in any D&D 3.5 and they would fit like a glove. [/QUOTE]
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