Your CHARACTERS carry magic dueling cards?

The Goblin King said:
No, wizards don't fight with cards. That would make them little more then Fantasy world nerds. When two spellcasters meet they fight to the death! When one mage kills another he gets that mages magic power a la Highlander. Mages Guilds were created to put a halt to the rampant homicide among wizards. When you join a Guild you swear a oath not to kill members of your guild and to only attack mages from other Guilds in sanctioned duels. Sorcerers are greatly feared for they don't need any Guild mages to teach them and they can attack any spellcaster with impunity!
And then a dragon eats them all. :D
 

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The Goblin King said:
No, wizards don't fight with cards. That would make them little more then Fantasy world nerds. When two spellcasters meet they fight to the death! When one mage kills another he gets that mages magic power a la Highlander. Mages Guilds were created to put a halt to the rampant homicide among wizards. When you join a Guild you swear a oath not to kill members of your guild and to only attack mages from other Guilds in sanctioned duels. Sorcerers are greatly feared for they don't need any Guild mages to teach them and they can attack any spellcaster with impunity!

I would point out that a number of different settings, including Forgotten Realms and Mage, include the concepts of "Mage Duels" as a means for different spellcasters to pit their mastery of the art against one another without it being fatal.

My roleplaying background contains a lot of Rolemaster and, since Rolemaster contains a skill for almost every conceivable action, there was a skill you could develop to get good at strategy games (like Chess or Pente). It was common for us to take a few ranks in such skills and have our PC's play games against each other while in camp. We never actually played out games of Chess for the sake of this though. If we want to play Chess, we can do it on a night when we're not roleplaying.

Lastly I'll mention that "back in the day" in the 1E AD&D DMG, there were complete rules for various games of chance. I couldn't resist the lure and occasionally would have sessions that devolved into long Craps games with small fortunes won and lost by the PC's. They'd almost always lose big eventually, which gave them good reason to go kill bad guys and take their stuff.

So the "Game Within the Game" concept has been at least touched on in D&D before. It's just that I can't see a CCG in the typical fantasy world where there is no such thing as the printing press.
 

Driddle said:
Idea: An RPG campaign wherein the characters themselves carry dueling game cards and fight each other that way on a quest to collect rarer, more powerful cards. So instead of playing M:tG yourself, you play your PC who plays something like M:tG.

Has it been done?

I always wondered about a sure fire scheme that would allow me to rip off the PCs. ;) In a world full of "lost" hordes of "unimaginable wealth," the whole CTCG and CMG might actually be affordable :)
 

Okay, to tie this back into CCGs how about this:

One thousand years ago, or so the story goes, there were two wizard brothers. They were very power and very bored. They figured out a way to cystalize the essence of a creature or spell into a card. The Red Dragon card is the magical essence of a red dragon. It doesn't remember anything from one battle to the next and no time passes when it is not activated. The wizards created many such cards (the exact number no one knows) and it was a fashionable game for well-to-do wizards and nobles to play. No magical talent was needed, they only had to know the rules of the game. Most of the time it was just for fun and no one got hurt. There was another version of the game where the creatures and spells did real damage. These games were frowned upon and forced underground.

Then the Great War happened. No records exist which detail who or what started the war. But it is known that the forces of Heaven and Hell clashed on the material plane with fury that has never been seen before or since. The sky was torn asunder and even the gods died. When it was over the survivors discovered that magic no longer worked. Spells just fizzled out before they were completed. Most magic items on the planet were also disjunctioned. Through some twist of luck or fate the spell cards were spared.

This world would have a lot of changes. No more arcane or divine casters. Only card casters. All the cards that are in existance were created 1,000 years ago. No one can make any more so they are much sought after. The only upside is that you don't need dedicated spellcasters to fill the cleric and wizard slots. Anyone can be a card caster they just need the feats and skills for it. Oh, and the cards of course. Monster CRs would have to be adjusted to reflect the lack of magical loot in the party.
 

DM_Matt said:
Well, Yu-Gi-Oh and a bunch of other really bad cartoons that barely pretent to be anytihng but merchandising work like this. But then again, all those shows s*ck.
Actually, Yu-Gi-Oh was originally a manga (comic book) that caught on, became a TV show and then had the card game tied in as merchandising after the fact. It's just that when it came to the USA from Japan, the card game was already there, so they tried to capitalize on MtG/Pokemon by throwing the cards in everyone's face before the show even started.

As an aside, though the pacing is a tad slow (and the dialogue is rather poor), the actual story is kinda interesting and good fodder for a d20 campaign. ;)
 

The Yu-Gi-Oh manga is far superior to the cartoon, as it's darker and far more interesting, with more then just the cardgames. In the manga, the "games" aren't just playable games, but also involve a lot of headgames and psychological trickery both in and out of the playing fields..

One of my favorite issues of the original manga involves Yugi (in dark mode) tricking an escaped felon into setting himself on fire...
 

This PrC is still under revision, but hopefully some one interested will get use out of it.

New Skill:
Knowledge (Duel Monsters) (Int):
This skill allows one to recognize a card played in a Duel Monsters game. The DC is 6 for common cards, 10 for standard cards, 14 for uncommon cards, 18 for rare cards, 26 for ultra rare cards, and 32 for unique cards (God cards are impossible to recognize unless you have had the copy in your possession before). A successful check allows you to know:
If Monster Card: The card’s HD and Special Abilities/Defenses.
If Magic Card: Whether it is an Evocation or Enchantment card, and its general effect.
You can only take 10 on this check if you’re not in a Duel.
-Knowledge (Duel Monsters) is a class skill to all classes.


The Magic Card Duelist-
Requisites:
Knowledge (Duel Monsters): 6 ranks
Full Duelist Monsters Card Deck (40 Cards), including at least one rare card

HD: d8
BAB: As Cleric
Saves: Fort Bad, Reflex Good, Will Good
Class Skills: Appraise*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Innuendo, Knowledge (arcana), Knowledge (duel monsters), Knowledge (the planes), Knowledge (religion), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device
Skill Points per level: 6+int mod

*Can be used to Appraise the value of a Duel Monsters Card as well.

Imbue Card (Su)-During a Shadow Game, a Duelist may, once per round, use the spell stored within his cards, bringing the creature represented on the card to life (or cast a spell if a Magic Card). This requires a full round action and may be used once per card per day.
Note-Magic Cards have a DC = to 15+Spell level+1/2 Duelist’s level (round down).
Note-Enchantment cards have their durations reduced to 1 round per spell level.
Predict Move (Ex)-Once a match a Duelist can make a Sense Motive check with a bonus equal to his Duelist level versus his opponents Bluff check plus his opponent’s Duelist level (if any), if successful, he gains the equivalent of Detect Thoughts for 2 rounds.
At second level this ability may be used out of a Duel Monsters Game a number of times per day equal to half his Duelist levels (rounded down), in this case it is simply a normal Sense Motive check (no bonus for having levels of Duelist) versus his opponent’s Bluff check. If successful, the Duelist gains a +2 insight bonus to his attack bonus, damage, AC, and saves versus that particular opponent, this ability lasts for 2 rounds and you cannot benefit from it against more than 1 opponent at a time.
Shadow Game (Su)-Shadow Game Dueling is as a Mage Duel (Magic of Faerun) except that it is powered by the Plane of Shadows and that the final blow to a character dueling in the game must be dealt by a summoned creature.
In a Lethal Shadow Game, each player must make a Will Save (DC 15+3 per Controlled Summoned Creatures on the battlefield) each time they take damage by a Summoned Creature and at the end of each round and a Will Save (DC 15+Killed Summoned Monster’s HD) each time a summoned monster they control dies or suffer 1 point of temporary Wisdom Damage (a successful save means they suffer no damage at all). A character who is reduced to 0 Wisdom is considered dead, their soul being lost forever.
Special-Characters with the Shadow Weave Magic feat gain a +4 bonus to this check because they are more attuned to the Plane of Shadows.
Bonus Feats-At 3rd level, and every 3 levels after that, a Duelist gains a feat which he may choose off of the following list: Alertness, Bull Headed, Discipline, Cosmopolitan, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Skill Focus, Quick Draw.
Favored Card-The Favored Card of a Duelist gains the listed amount on the table as an unnamed bonus to their attack bonus, damage, and saves (if creature) or the listed amount as an unnamed bonus to DC and checks vs. spell resistance (if a spell). This bonus applies inside or out of a duel.
(Examples: Dark Magician for Yugi Blue Eyes White Dragon for Kaiba, Flame Swordsman for Joey, Faith Magician for Teia, Harpy Lady for Mai, Change of Heart for Bakura)
Metamagick Card (Su)-A certain number of times per day, as shown on the chart, a Duelist can enhance the power of a card played either in a Shadow Game, or with Out of Game Casting. He may choose to add a single metamagic feat onto it from the following list: Elemental Substitution (any element), Empower Spell, Extend Spell or may choose to have its DC increased by 2 or caster level increased by 2, this ability does not increase the casting time when using the card and may be used no more than once per round.
Out of Game Casting (Su)-An experienced Duelist may unlock the power of the cards, using them outside of a Shadow Game. However, since the monster’s powers are fueled by Shadow Magic (via Plane of Shadows) they are not as strong in other planes and are thus only quasi real. Summoned Creatures and Evocation Spells are only 20+5/Duelist level % real, using the rules for Shadow Conjuration and Shadow Evocation to determine their effects. Instead of the reduction of power, Enchantment Cards have their durations reduced to 1 round/spell level or its normal duration, whichever is lower. Necromancy effects cannot be used in this fashion. The DC for this power is equal to 10+Spell level+Corresponding stat modifier (Int for Evocations, Wis for Summonings, and Cha for Enchantments). This ability requires a full round action and may only be used up to once per day per Duelist level with Rare and Ultra Rare cards taking up 2 uses of the ability and Unique and God Cards taking up 3 uses.
Note-No Card may be used more than once a day in this fashion as well.
Banishment to the Shadows (Su)-At 7th level, 1/day a Duelist may choose to banish a single opponent within 30 feet to the Plane of Shadows (as per planeshift), no save. This ability only works on those who failed versus him in a Shadow Game within the last minute. At 10th level a Duelist may use this ability on anyone (though it still is limited to 1/day), but those who he hasn't beat in a Shadow Game may attempt a Will save (DC 10+1/2 Duelist Level+Cha Mod) to negate this effect.

The Magic Card Duelist
1-Imbue Card, Predict Move, Shadow Game (standard)
2-Favored Card +1
3-Bonus Feat, Metamagick Card 1/day
4-Favored Card +2
5-Out of Game Card Casting
6-Bonus Feat, Favored Card +3, Metamagick Card 2/day
7-Banishment to the Shadows
8-Favored Card +4
9-Bonus Feat, Metamagick Card 3/day
10-Favored Card +5, Shadow Game (lethal)


Game Monsters Decks:
Game Monsters Decks are comprised of 40 cards of varying rarity. The average deck (35 common cards, 4 standard cards, 1 uncommon card, and a card protector box) costs 400 gold.

Market Prices:
Card Protector Box-25 Gold
Masterwork Card Protector Box-75 gold

Game Monsters Cards-
Market Price-Rarity-Effect
5 Gold-Common Card, allowable set Summon Monster I
25 Gold-Standard Card, allowable set Summon Monster II, or 1st level Evocation or Enchantment Spell
100 Gold-Uncommon Card, allowable set Summon Monster III, or 2nd level Evocation, Enchantment, or 1st level Necromancy Spell
300 Gold-Rare Card, allowable set Summon Monster IV or 3rd level Evocation or Enchantment, or 2nd level Necromancy Spell
500 Gold-Ultra Rare Card, allowable set Summon Monster V or 4th level Evocation or Enchantment, or 3rd level Necromancy Spell
2500 Gold-Unique Card, allowable set Monster Summoning VI spell or 5th level Evocation, Enchantment, or 4th level Necromancy Spell
Minor Artifact-God Card, allowable set Gate spell or 7th level Evocation, Enchantment, or 6th level Necromancy Spell Spell
*Cards imbued with Summons don’t have an alignment descriptor attached to them, Cards imbued with Evocations and Enchantments must be from the Wizard/Sorcerer Spell List.
**For an expanded list of monsters use Dragon #302’s CR rules for determining what monsters can be summoned using what Summon Monster spell, Alternatively, you could use Relics and Rituals II Unique Summoning rules instead.

Cards have a hardness of 1 and 1 hitpoints + an extra 1 hardness and 1 hitpoint per spell level stored within.
Note-Damaged Cards may be cheaper than the listed price, however they are usually unfit to use for a Shadow Game, a mending spell can often fix this-however.


Example Card-Show Conversion:
Change of Heart (Ultra Rare), Charm Monster

Game Lingo:
Attack Mode-Normally attacking or using abilities.
Defense Mode-Total Defense Action
 

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