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WotC Announces An Impending Announcement: New Setting, Storyline
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<blockquote data-quote="Envisioner" data-source="post: 8007960" data-attributes="member: 6749263"><p>I would strongly disagree with all of this. The Ravnica book dropped the ball significantly by not even considering the fact that MTG has a complely different magic system from D&D. Many things in D&D aren't good fits for Magic; I know because I've tried homebrewing them as custom cards and they just wouldn't work right. Many things in Magic aren't good fits for D&D; there I don't even have to do the homebrew effort, since the mismatch is patently obvious.</p><p></p><p>For an example of the latter, just look at the current Ikoria setting. In the card game, the monsters of Ikoria are able to mutate in very specific ways, based on the cards that have been printed and whether they have the mutate ability. All of that in-built logic is completely lost if you translate them into D&D monsters. Suddenly the decision of whether one monster can mutate with another is no longer in any way determined by the cards you draw, the mana you have access to, or whether there is a relevant card ability; it's all based on whether the DM wants the mutation to happen or not. It's like trying to base a D&D game on Chess and then deciding that the pawn shouldn't be restricted to just moving one square, the bishop shouldn't be trapped on diagonals of a single corner, and every piece should be able to jump like a knight. At that point, you're not playing Chess any more; you're using Chess as a loose source of inspiration for your D&D game.</p><p></p><p>I'm fine with having a D&D game that's loosely Ravnica-inspired. I'm not cool with having a D&D game that's actually set on Ravnica, but where an Orzhov wizard can cast Fireball if he wants to, where the Simic Mutant is a specific race instead of a combination of multiple races, or where the DM is free to include a classic MTG monster such as an Otyugh without in any way considering how that would impact the Ravnican ecology.</p></blockquote><p></p>
[QUOTE="Envisioner, post: 8007960, member: 6749263"] I would strongly disagree with all of this. The Ravnica book dropped the ball significantly by not even considering the fact that MTG has a complely different magic system from D&D. Many things in D&D aren't good fits for Magic; I know because I've tried homebrewing them as custom cards and they just wouldn't work right. Many things in Magic aren't good fits for D&D; there I don't even have to do the homebrew effort, since the mismatch is patently obvious. For an example of the latter, just look at the current Ikoria setting. In the card game, the monsters of Ikoria are able to mutate in very specific ways, based on the cards that have been printed and whether they have the mutate ability. All of that in-built logic is completely lost if you translate them into D&D monsters. Suddenly the decision of whether one monster can mutate with another is no longer in any way determined by the cards you draw, the mana you have access to, or whether there is a relevant card ability; it's all based on whether the DM wants the mutation to happen or not. It's like trying to base a D&D game on Chess and then deciding that the pawn shouldn't be restricted to just moving one square, the bishop shouldn't be trapped on diagonals of a single corner, and every piece should be able to jump like a knight. At that point, you're not playing Chess any more; you're using Chess as a loose source of inspiration for your D&D game. I'm fine with having a D&D game that's loosely Ravnica-inspired. I'm not cool with having a D&D game that's actually set on Ravnica, but where an Orzhov wizard can cast Fireball if he wants to, where the Simic Mutant is a specific race instead of a combination of multiple races, or where the DM is free to include a classic MTG monster such as an Otyugh without in any way considering how that would impact the Ravnican ecology. [/QUOTE]
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WotC Announces An Impending Announcement: New Setting, Storyline
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