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<blockquote data-quote="MtGtheRPGDM" data-source="post: 5565499" data-attributes="member: 6676550"><p>Im not going to get into a whos played magic longer, or whos better. Because iv sat down and talked to and played with some of the best magic players who have ever played the game. Buddah, Finkle, Long. All of them have their faces ON magic cards. And all of them iv sat down and talked to at great length.</p><p></p><p>But the *&^%^ing contest aside this forum post was to announce the project, im posting things as I have time. Sure there hasnt been much but I have been doing my best to answer any questions that people have without giving away everything. This project is still in its somewhat early stages. Some of the rules are evolving on a daily basis. A lot of things are set in stone, but a few things are still changing based on feedback from my play testers. So im not going to post something here that isnt set in stone, have it change a bit down the road and then people be like "but on this topic you said X wtf" Here is what I can say. Artifacts do not function like normal spells. They are in fact objects that the mage will carry around with them. A mox for instance might be a necklace, the black lotus a ring. (What slot they will fill is still being worked out) But here are some things that are set in stone</p><p></p><p>There are 5 core classes. Red Mage, White Mage, Black Mage, Green Mage, and Blue Mage. At level one of each class it gives you 1 additional color of mana of its color (1 red for red, 1 blue for blue etc etc) Each color also has one of the 6 main stats associated with it that will determine a few factors. Wisdom is not used for any of them and is associated with the use and activation of artifacts. The number of spells one can cast in a given turn is based upon their available mana and 1/2 of their classes most important stat. Example a level 1 red mage's most important stat is dex. The red mage has a 18 Dex which is a +4 mod. Each turn he would have a maximum mana of 6 (1 for the level 4 for the mod rounded up to the nearest even number) he would be allowed to cast 2 spells in a given turn (4 dex mod halved) Now as he has 2 spells a turn he can use them to cast any combination of instants, sorceries, creatures or triggering an artifact. Spells may only be taken on YOUR initiative unless its an instant, and you may ONLY play instants outside of your initiative if it is in response to an opponent (or ally) casting a spell, triggering an artifact or ordering a creature to attack.</p><p></p><p>Example: Red Mage A has prepared a lightning bolt, the spell costs 1 red mana and does 3d4 damage to a creature or mage, and has 2 red mana in his mana pool. On his turn he does nothing. He does not summon, he does not cast the lightning bolt. Red Mage B (his opponent) begins his initative. He casts a raging goblin from his spell book. At this point Red mage A MAY cast his lightning bolt at the mage. He chooses not to. Since raging goblin has haste he is allowed to charge at red mage A. (creatures without haste cannot attack until their controllers next initiative) The goblin has 1d4 health and does 1d4 damage. Its BaB is that equal to its controller, its AC is 11. Red mage B orders the raging goblin to attack. Again Red mage A MAY play the lightning bolt from his spell book. He now chooses to do so. he rolls his 3d4, it deals enough damage to kill the raging goblin, the creature vanishes from the battle field. The lightning bolt goes to Red Mage's mana trail, and the Raging Goblin goes to Red Mage B's mana trail.</p></blockquote><p></p>
[QUOTE="MtGtheRPGDM, post: 5565499, member: 6676550"] Im not going to get into a whos played magic longer, or whos better. Because iv sat down and talked to and played with some of the best magic players who have ever played the game. Buddah, Finkle, Long. All of them have their faces ON magic cards. And all of them iv sat down and talked to at great length. But the *&^%^ing contest aside this forum post was to announce the project, im posting things as I have time. Sure there hasnt been much but I have been doing my best to answer any questions that people have without giving away everything. This project is still in its somewhat early stages. Some of the rules are evolving on a daily basis. A lot of things are set in stone, but a few things are still changing based on feedback from my play testers. So im not going to post something here that isnt set in stone, have it change a bit down the road and then people be like "but on this topic you said X wtf" Here is what I can say. Artifacts do not function like normal spells. They are in fact objects that the mage will carry around with them. A mox for instance might be a necklace, the black lotus a ring. (What slot they will fill is still being worked out) But here are some things that are set in stone There are 5 core classes. Red Mage, White Mage, Black Mage, Green Mage, and Blue Mage. At level one of each class it gives you 1 additional color of mana of its color (1 red for red, 1 blue for blue etc etc) Each color also has one of the 6 main stats associated with it that will determine a few factors. Wisdom is not used for any of them and is associated with the use and activation of artifacts. The number of spells one can cast in a given turn is based upon their available mana and 1/2 of their classes most important stat. Example a level 1 red mage's most important stat is dex. The red mage has a 18 Dex which is a +4 mod. Each turn he would have a maximum mana of 6 (1 for the level 4 for the mod rounded up to the nearest even number) he would be allowed to cast 2 spells in a given turn (4 dex mod halved) Now as he has 2 spells a turn he can use them to cast any combination of instants, sorceries, creatures or triggering an artifact. Spells may only be taken on YOUR initiative unless its an instant, and you may ONLY play instants outside of your initiative if it is in response to an opponent (or ally) casting a spell, triggering an artifact or ordering a creature to attack. Example: Red Mage A has prepared a lightning bolt, the spell costs 1 red mana and does 3d4 damage to a creature or mage, and has 2 red mana in his mana pool. On his turn he does nothing. He does not summon, he does not cast the lightning bolt. Red Mage B (his opponent) begins his initative. He casts a raging goblin from his spell book. At this point Red mage A MAY cast his lightning bolt at the mage. He chooses not to. Since raging goblin has haste he is allowed to charge at red mage A. (creatures without haste cannot attack until their controllers next initiative) The goblin has 1d4 health and does 1d4 damage. Its BaB is that equal to its controller, its AC is 11. Red mage B orders the raging goblin to attack. Again Red mage A MAY play the lightning bolt from his spell book. He now chooses to do so. he rolls his 3d4, it deals enough damage to kill the raging goblin, the creature vanishes from the battle field. The lightning bolt goes to Red Mage's mana trail, and the Raging Goblin goes to Red Mage B's mana trail. [/QUOTE]
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