Hey there! I've been wanting to a run a M:tg-based RPG game for a while and thought up some basic ground rules to make it work. The idea is that someone could play Norin the Wary while someone else could be Oona, Queen of the Fae and still be able to compete with each other (if in different ways).
Still working up a storyline, but I think the game would be set around the Time Spiral block, to make the most number of characters playable. The game will be a fairly free-form adventure with some fun combat/encounters and a bit of role playing. The system's finer details are under revision but these are the basic rules:
EDH - The RPG
Basic Character Creation Rules: 1. Choose a Legend with a converted mana cost 7 or less, one that has not already been taken. 2. Characters will have the following intrinsic stats: Level, Power, Toughness, Hits, Mana, Fate; as well as variable XP and Gold. Level - Standard RPG-faire, everyone starts at Level 1 Power - Chance to either attack successfully or cast an attack spell successfully. You generally roll 1d6 + Power when determining attacks. Toughness - How hard you are to hurt/affect. Hits - # of times you can be Hit in an encounter/combat before being taken out, equal to 2 plus your Level. Mana - Each character starts any encounter/combat with 1 + 1/Level Mana of any color of their Legend. Fate - Most characters have a number of Fate points equal to (7 - their Legend's CMC). These can be used to help out a character (recovering from hits, rerolling, etc...) and refresh automatically each adventure. Ideally this system will help to somewhat balance legends with each other. XP - Fairly standard. Gold - Used to by Equipment, expendable items, hire cohorts/minions. 3. Characters will have a Spellbook which they cast from. In the beginning, it will consist of random spells of that character's color (to be chosen by the GM). It can be expanded by buying spells in game or by questing for them. Like EDH, each Spellbook will be singleton.
Example of what a starting character might look like:
Saffi Eriksdotter
Human Scout [Level 1] Power - 2 / Toughness - 2 Hits - 3 / Mana - 2 / Fate - 5 XP: 0/5 Gold: 3
Ability: Lose 1 Hit - When target creature is put into your graveyard from the battlefield this turn, return that card to the battlefield. Equipment:Adventurer's Gear (unequipped) Spellbook:Avoid Fate, Giant Growth, Healing Salve Cohorts:Llanowar Elf (Fee: 1 GP/Adventure)
Obviously Saffi's ability needed to be re-worked a little. Sacrificing your character is akin to losing 1 Hit in the game, so this is how it would probably be replaced (after testing though, this might change).
Encounter/Combat Mechanics:
Encounters/Combats will take place in rounds like many other RPGs, each round a character can do Major and Minor actions.
Major Actions: Attacking - An action that requires tapping, like in M:tG (unless the character has Vigilance). Generally this is an Power roll vs. a Toughness check. Defending - An untapped character may defend a single other character, taking attacks for them (this must be declared on their turn). They might get a Toughness bonus. Casting Spells - Action that requires tapping, like Attacking. Characters will have a singleton-based spell list, which refreshes once each day within the game. Mana costs must be paid per usual. Gathering Mana - Action that requires tapping, like Attacking. Hammering out specifics but this will be how a majority of characters get the mana to fuel their spells.
Minor Actions:
These are used to command Summoned Creatures/Cohorts/Minions, use expendable items, etc...but they will be limited (perhaps 2-3/round)
An example of an Encounter (Non-Combat and Combat one) will be given later.
Before I do more work though, does this sound interesting to anyone?
It sounds interesting, but Akroma, Angel of Wrath (or Fury for that matter) would be up for grabs and that just seems terribly over-powered compared to Norin the Wary and Saffi Eriksdotter. And what would you do with Venser and Teferi who are basically planeswalkers? Perhaps a list of Legends to choose from is needed. This would also prevent Sliver Queen, Progenitus, Emrakul and other titanic sized party members from cropping up.
I should've spelled it out the top, but legends chosen would be CMC 7 or less, which I think will take care of some of the 'problem' ones (mostly Eldrazi are just problematic). I think someone playing Sliver Queen would be awesome since they could eventually go up against Sliver Overlord or Legion ;-).
The stronger legends will have an easier time in some situations, but ideally the Fate point statistic (equal to 7 - the CMC of the Legend) will help balance things. That's something I'm trying to tinker with still, so we'll see how that goes.
Thanks for the input!
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I might be interested, although I have never played an RPG like this before, but IDK... If I had to choose, I would pick one of my favorite legendary monsters, Sharuum, The Hegemon
Howdy. Pardon for not chiming in sooner, I didn't get much response the first two weeks and forgot to subscribe to this thread. If both of you are still interested, I'd be happy to run this game
I really like the choices of Doran and Sharuum, and think they could have some interesting story hooks as paragons of their races.
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Well, with the 7CC rule... both Akroma are out... Razia is out... Iona is out... Reya is out... this leaves me with... Jenara, Linvala, Radiant or Selenia... to my knowledge Radiant and Selenia should be dead... giving me Jenara or Linvala... Linvala looks prettier so I could go with her... but I think I'll just take a dive in the opposite direction and go with Drana, Kalastria Bloodchief instead.
Raikou Rider -> I think we can work out Mayael if you like, although her ability is awfully costly mana-wise. If you wanna play her, we can figure a way to adjust the rules to make her work
pikachugundam -> Drana works fine, but if you like Selenia or Radiant that works fine too, assuming we go with Time Rifts, that makes pretty much any MtG legend playable.
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I would be very interested in it. And I would like to play the Sliver Legion and I have an idea how it would work. I could start out as one of the little Slivers and work my way up to being the Legion. Could that work? Or just being Sliver Legion to start would be all that much better.
Just start as the Legion! You'd probably start out captured by/on the run from the Riptide Project and maybe have to re-unite/compete with the Queen and Overlord.
Hammering out some more rules, expect to start in about a week's time
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Ok, so I would start out as the Legion. according to the storyline as on wikipedia, the Legion wasn't created till the slivers busted out of Riptide. there was no queen, there was no overlord. I would have no one to contest control of the slivers.
At least there's a diversity of characters so far... a treefolk, a metal sphinx, an elf, a vampire and.... a swarm of its? Resembling something like the Zerg Overmind from Starcraft...
I imagine that it would be individual storylines for the first while, then a meeting up, possibly some attacking each other because of misunderstandings with our characters, namely me, then a change of pace as we got to know each other, or something completly different, i dont know.
I have tried, and it was with one of every sliver i had, plus warp world and land, with the Legion as the general. It was interesting to say the least.
It'll be pretty much as Silverthorn said-individual storylines with a few team ups eventually-mostly pairs I imagine. I'm DMing a D&D game tomorrow and will have time to finalize/post rules Monday or Tuesday at latest, and we'll be gaming shortly thereafter
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I'm definitely interested in this!
I'd love to be Rakka Mar.
When you say that our starting spells will be randomly selected, do you mean randomly, or just that you will pick them?
He's probably going to do a few off the top of his head, and remember, its spells only in our legends color, so that limits it. Even if he does do it random random, he cant just pull up every spell in every set of Magic, assign it a number, and that's that. He probably going to go with ones that he thinks are flavorful to the character, and semi-close to the set they're in
I'm thinking the 'fairest' way to do it is to compile a list of monocolored spells that would work easily with the rules, probably 10-20 spells long, then do a few die rolls to determine who gets what.
Spells will be able to be quested for/researched/bought/stolen/etc... in game though, so this is just what would start your deck.
I used to play a lot of the Shandalar M:tG computer game which sort of gave you a pile of cards that you got to build your deck from. That element and perhaps a few more from the game will probably inspire parts of the game.
Just came back from magic night and have some fun ideas, will try to get the rules up tomorrow night.
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Still working up a storyline, but I think the game would be set around the Time Spiral block, to make the most number of characters playable. The game will be a fairly free-form adventure with some fun combat/encounters and a bit of role playing. The system's finer details are under revision but these are the basic rules:
Basic Character Creation Rules:
1. Choose a Legend with a converted mana cost 7 or less, one that has not already been taken.
2. Characters will have the following intrinsic stats: Level, Power, Toughness, Hits, Mana, Fate; as well as variable XP and Gold.
Level - Standard RPG-faire, everyone starts at Level 1
Power - Chance to either attack successfully or cast an attack spell successfully. You generally roll 1d6 + Power when determining attacks.
Toughness - How hard you are to hurt/affect.
Hits - # of times you can be Hit in an encounter/combat before being taken out, equal to 2 plus your Level.
Mana - Each character starts any encounter/combat with 1 + 1/Level Mana of any color of their Legend.
Fate - Most characters have a number of Fate points equal to (7 - their Legend's CMC). These can be used to help out a character (recovering from hits, rerolling, etc...) and refresh automatically each adventure. Ideally this system will help to somewhat balance legends with each other.
XP - Fairly standard.
Gold - Used to by Equipment, expendable items, hire cohorts/minions.
3. Characters will have a Spellbook which they cast from. In the beginning, it will consist of random spells of that character's color (to be chosen by the GM). It can be expanded by buying spells in game or by questing for them. Like EDH, each Spellbook will be singleton.
Example of what a starting character might look like:
Saffi Eriksdotter
Human Scout [Level 1]
Power - 2 / Toughness - 2
Hits - 3 / Mana - 2 / Fate - 5
XP: 0/5
Gold: 3
Ability: Lose 1 Hit - When target creature is put into your graveyard from the battlefield this turn, return that card to the battlefield.
Equipment: Adventurer's Gear (unequipped)
Spellbook: Avoid Fate, Giant Growth, Healing Salve
Cohorts: Llanowar Elf (Fee: 1 GP/Adventure)
Obviously Saffi's ability needed to be re-worked a little. Sacrificing your character is akin to losing 1 Hit in the game, so this is how it would probably be replaced (after testing though, this might change).
Encounter/Combat Mechanics:
Encounters/Combats will take place in rounds like many other RPGs, each round a character can do Major and Minor actions.
Major Actions:
Attacking - An action that requires tapping, like in M:tG (unless the character has Vigilance). Generally this is an Power roll vs. a Toughness check.
Defending - An untapped character may defend a single other character, taking attacks for them (this must be declared on their turn). They might get a Toughness bonus.
Casting Spells - Action that requires tapping, like Attacking. Characters will have a singleton-based spell list, which refreshes once each day within the game. Mana costs must be paid per usual.
Gathering Mana - Action that requires tapping, like Attacking. Hammering out specifics but this will be how a majority of characters get the mana to fuel their spells.
Minor Actions:
These are used to command Summoned Creatures/Cohorts/Minions, use expendable items, etc...but they will be limited (perhaps 2-3/round)
An example of an Encounter (Non-Combat and Combat one) will be given later.
Before I do more work though, does this sound interesting to anyone?
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The stronger legends will have an easier time in some situations, but ideally the Fate point statistic (equal to 7 - the CMC of the Legend) will help balance things. That's something I'm trying to tinker with still, so we'll see how that goes.
Thanks for the input!
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UBR Mishra's Machines UBR
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I really like the choices of Doran and Sharuum, and think they could have some interesting story hooks as paragons of their races.
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pikachugundam -> Drana works fine, but if you like Selenia or Radiant that works fine too, assuming we go with Time Rifts, that makes pretty much any MtG legend playable.
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Quinne, PW
Hammering out some more rules, expect to start in about a week's time
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Quinne, PW
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Are we talking a typical sort of DnD adventure, where we're all more or less a group set against common enemies? Or is this more PvP?
Not really interested in PvP, as my poor Greg Staples historian probably can't do much against, say Sharuum.
But if it's a group thing, I'd be willing to try it for sure.
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Quinne, PW
It has always been my understanding that treefolk could walk.
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Quinne, PW
Ever watch the movie trilogy The Lord of the Rings?
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I haven't exactly played EDH though...
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
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Quinne, PW
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I'd love to be Rakka Mar.
When you say that our starting spells will be randomly selected, do you mean randomly, or just that you will pick them?
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Quinne, PW
Spells will be able to be quested for/researched/bought/stolen/etc... in game though, so this is just what would start your deck.
I used to play a lot of the Shandalar M:tG computer game which sort of gave you a pile of cards that you got to build your deck from. That element and perhaps a few more from the game will probably inspire parts of the game.
Just came back from magic night and have some fun ideas, will try to get the rules up tomorrow night.
W Send Forth My Endless Army W
BU Singularity BU
UBR Mishra's Machines UBR
Testing (Legacy):
BGW Sisay's Control BGW