Just wondering if there are any others who keep track of mage points and level up. My playgroup that I do this in also agreed that we'd start out with only mono-color decks in addition to the other rules, because I abuse color combinations too much. Yes, it was a rule, just for me. lol Basically the rules are as follows (minus our additions):
Your first starting deck must be at least 60 cards. You may not include uncommons, rares, or mythics in this deck.
Everyone starts with 12 mage points, which they can use to add to their opening hand and life total, and possibly an ability or two. (Each point to your hand gives you one card in your opening and max hand size. Each point to life total gives you 5 life to start with.)
You gains XP when you play another RPG mage. Every 10 XP allows you to level up. Each time you level up you gain another 3 mage points to spend.
In a two player game, the winner gets 2 XP, and the defeated gets 1 XP. In multiplayer games, the winner gets XP equal to the number of players, the runner up gets half that, rounded up, and everyone else gets 1 XP. In a two-headed giant type format, each player on the winning team gets 2 XP and each player on the defeated team gets 1 XP.
The abilities and characteristics are different to each playgroup from what I understand, but there is always a variation that allows uncommons and rares to be added to the deck. Also, because we each have other places that we play, we can gain XP outside of our play group. Any suggestions/ideas? It's basically the idea that you a young planeswalker, and you only have so many spells at your disposal. But as you continue to fight other mages, you can gain more abilities and powers.
I play MTG RPG every Saturday using this rule-set. Magic RPG Rules
We start with 18 mage points to spend. We used to play in other places to gain experience but this gave a couple of the players a huge advantage over everyone else. (you needed at least 3 RPG players together to gain experience for a game, but there were 3 people in the same family, so they would come back 8+ levels higher than everyone else and destroy us every weekend.)
I remember when this was originally posted (though I forget where), and with the initial rules at least, it was extremely easy to come up with decks that could consistently win in the first turn.
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Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I remember when this was originally posted (though I forget where), and with the initial rules at least, it was extremely easy to come up with decks that could consistently win in the first turn.
Yes and no... There will always be a few first turn wins throughout the RPG but there are enough other abilities to counter balance the game. As soon as someone brings out a first turn win, you just need to figure out the combo and alternate veto card or skill against them every other game.
We start with 18 mage points to spend. We used to play in other places to gain experience but this gave a couple of the players a huge advantage over everyone else. (you needed at least 3 RPG players together to gain experience for a game, but there were 3 people in the same family, so they would come back 8+ levels higher than everyone else and destroy us every weekend.)
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Yes and no... There will always be a few first turn wins throughout the RPG but there are enough other abilities to counter balance the game. As soon as someone brings out a first turn win, you just need to figure out the combo and alternate veto card or skill against them every other game.