Its looking almost ready for us to swarm you with characters.
I'm trying to think though; I'm going to be bringing Krensae. While his spark will have awakened in Shadowmoor, would he still draw his first spells from Dominaria since that is his home plane?
That's a tough question, and it brings up the big difference between MTG:RPG and Planeswalkers, namely that there is very little "canon" about Magic the RPG, and Planeswalkers is going to run by slightly more strict rules as far as story is concerned.
In this case, the difficulty comes from the "portal" Krensae took from one plane to another. This technology doesn't really exist, at least not in the accessible form that the other rpg uses them in. The only item I know of that was capable of moving non-planeswalkers between planes I know of was the Weatherlight, which doesn't exist any longer.
So, in the end, I'm not really sure what you should do to make Krensae change planes, or if you should change his backstory or whatever, I'll pretty much leave that up to you. As for spells, use the plane Krensae learned his abilities on, Dominaria.
ok so another question. i have a creature with landfall and a skyshroud ranger like creature. does that mean that I trigger landfall with each activation of the ranger. Additionally I see nothing about non basics and the power they hold. Are they usable like spells or no. Additionally how exactly do we select our spells. The rules seem not to outline how exactly we get out spells.
Landfall & skyshroud ranger: Not quite, because the ranger has no ability that works. If you read the information on your hand, in the rules differences spoiler, it says no abilities that put cards into play from your hand work any longer (except ninjitsu). But cards that search your library for land and put them into play add one mana to your pool and trigger landfall.
Nonbasic lands effect the game when you physically visit the location of that land. Very rarely will their written abilities translate into the game at all, instead they are locations, just as a forest or a swamp is a physical location. Remember that we really will be doing no playing with land cards, lands hold mana and the type of land you are near effects how quickly your spent mana regenerates, the flavor of "land searching" is simply that your character is strengthening his or her connection to the land around him or her.
The current rules allow for abilities that act as most planeswalker's utility spells. The next rules I write up will detail how to get actual spell cards, among other abilities. These rules will be for more specialized spells that could be unique to your character, plus larger spells that you cannot cast in the ability rules, such as with converted mana cost 9 or higher, or X spells.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I hope that you don't mind, KK, but I went ahead and started making a character. Everyone else has the luxury of saving stuff on their computers, and i dont have that luxury, i went ahead and put it into the community cafe.
Yeah, that's fine with me silverthorn. No one who doesn't have that same excuse can post a profile there however, 'cause it'll make me self conscious :p.
Sorry there's been no updates to the rules, I've had a busy yet dull weekend so far and will be busy with my job tomorrow. I'm crossing my fingers to have all of the rules posted by tuesday, and the locations up by the end of the week. But, you know, those equipment and artifact rules still look pretty garbled, so I gotta fix those too. In a related thought, do you all find conjuration mostly easy to read?
And lastly, thanks for bearing with me in the, wow, nearly 3 weeks since I first began the thread. I'm sure if any of you rely on these forums for entertainment as much as I do it's been hell to bear.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
No, the rarity restriction only applies the first time through the tiers. So it goes CMC 1-2 Common -> CMC 3-5 Common/Uncommon -> CMC 6-8 Any Rarity -> CMC 1-2 Any Rarity -> CMC 3-5 Any Rarity ....
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Alright, another update to the rules thread. I've added talents, which answers the question of how to actually use spells, but only if that's what you want to use it for, there are lots of other uses for talents. Then there are the rules for targeting things in combat rules. And last I've added the exact way the black ability Mental Trauma works.
Sorry its been much longer than the schedule I set for myself, but my mother has been in the hospital to get her gallbladder removed, plus my father had a bad case of the stomach flu at the same time, so I've spent a ton of time taking care of my younger brothers and sisters.
How would the process of losing one of you're colors work? Or even instead of gaining a color, replacing it?
I don't think we need rules for making your character weaker. Most people only want to move their character development in the more-powerful direction. However, if anyone actually does want to do this, for role-playing/character personality change reasons, they can pm me a short time in advance and ask for my permission/advice.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
So talents sound fun and all but it still doesn't functionally explain how we get spells. Say if I want to learn wrath of god or damnation. How would I go about getting said spells. Must I learn them through the talent of I can pay massive amounts of mana to destroy everything or can I actually get wrath of god/damnation. Same thing for spells like faiths fetters/ligify. Must I learn through a talent the spell or is there an actually way to get it.
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Originally commissioned through High~Light Studios
Basically, yes, talents are the only place to learn 1-of spells as of right now, and extra powerful spells such as wrath and damnation would probably have a 2-per day casting limit.
However, you can get most of faith's fetter's effect from the pacifism ability of white. Lignify is tricky, and would probably require a talent, its really a rather bizarre ability.
I've also been wondering, if artificery is still difficult to understand now that conjuration is finished; they work in very similar ways. Anyone willing to check it out? I need someone else's perspective on this.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Well the artificer ability appears better worded as its been for a bit. I understand now the concept of how you buy in tiers but there is a comment I must make. Artifact creatures should just be a subtype under the conjuration school. Not really sure how I would make a darksteel colossus portable. Summoning one from elsewhere is one thing but that seems a bit extreme especially with the size of most larger creatures. could you imagine reaching into your pocket and throwing out inkwell leviathan I can't.
Last thing i've run across is that equipment still doesn't make sense but if you tired it like artifacts and creatures I could see it working better. This also gets confusing when equipment are really just artifacts with different application.
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Originally commissioned through High~Light Studios
This looks awesome! I'm certainly going to hang around.
But there is something I don't understand about artifice and artifacts--when you level it up (from learned to experienced, for example), do you get a second artifact, or are you upgrading a single one? For example, if I want a Protomatter Powder, do I have to put in 3 points to get it at experienced, or do I get an Executioner's Capsule at learned rank and then a Protomatter Powder at experienced rank? (used those as examples)
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Check out my Cubes! Feedback is always encouraged!
You get a new one, so you would have both Executioner's Capsule and Protomatter Powder. Of course, for these exact cards you would also need to have 3 colors (or more accurately, you could do it with two colors but one of the artifacts would be useless without a third), which make them an odd example.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Well, right now its tough to get online for more than 20 minutes in a row, making it hard to type big blocks of text, but I'm about half way through the rewritten equipment rules, so cross your fingers that all of the rules will be written this weekend. Location threads, I'm not sure how much detail I'm going to go into. Once I've done a few I should have a good guesstimation of the time it will take to get the game ready.
________________
Well, the rules are now complete and we're closer than ever to the beginning of the game.
Look over the experience and equipment rules and tell me what you think.
Reminder: Please continue not to post anywhere but this thread. I will announce when the game is open and you may begin posting.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Experience seems straight forward so there isn't much to really say about it.
As for the equipment seems to make sense for the most part.The relationship it forms with the artificer skill is appropriate although I do feel that if you want equipment you will have to have at least some experience with artifacts for general maintenance etc. Dropping the rarity rule on equipment was useful though as it allows for certain artifacts that make sense being common to be exactly that. Because I just can't see some of these items being all that hard to come by.
But otherwise until I encounter an error seems fine.
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Originally commissioned through High~Light Studios
I think you left Alara block out of Legal Sets. Did you mean to do that?
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DCI Level 2 Judge
Modern: GRB Jund BRG RBU Grixis Delver UBR Legacy: W Death & Taxes W GRB Punishing Jund BRG GUR Canadian Threshold RUG Commander: RUG Maelstrom Wanderer GUR
In this case, the difficulty comes from the "portal" Krensae took from one plane to another. This technology doesn't really exist, at least not in the accessible form that the other rpg uses them in. The only item I know of that was capable of moving non-planeswalkers between planes I know of was the Weatherlight, which doesn't exist any longer.
So, in the end, I'm not really sure what you should do to make Krensae change planes, or if you should change his backstory or whatever, I'll pretty much leave that up to you. As for spells, use the plane Krensae learned his abilities on, Dominaria. Landfall & skyshroud ranger: Not quite, because the ranger has no ability that works. If you read the information on your hand, in the rules differences spoiler, it says no abilities that put cards into play from your hand work any longer (except ninjitsu). But cards that search your library for land and put them into play add one mana to your pool and trigger landfall.
Nonbasic lands effect the game when you physically visit the location of that land. Very rarely will their written abilities translate into the game at all, instead they are locations, just as a forest or a swamp is a physical location. Remember that we really will be doing no playing with land cards, lands hold mana and the type of land you are near effects how quickly your spent mana regenerates, the flavor of "land searching" is simply that your character is strengthening his or her connection to the land around him or her.
The current rules allow for abilities that act as most planeswalker's utility spells. The next rules I write up will detail how to get actual spell cards, among other abilities. These rules will be for more specialized spells that could be unique to your character, plus larger spells that you cannot cast in the ability rules, such as with converted mana cost 9 or higher, or X spells.
If I can't use the old standby 'Nicol Bolas is a dick', I'll be tweaking his story. Well, more than I'll already be having to do so.
RIP Krensae Fluidtail: Sleep well with the fish
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Sorry there's been no updates to the rules, I've had a busy yet dull weekend so far and will be busy with my job tomorrow. I'm crossing my fingers to have all of the rules posted by tuesday, and the locations up by the end of the week. But, you know, those equipment and artifact rules still look pretty garbled, so I gotta fix those too. In a related thought, do you all find conjuration mostly easy to read?
And lastly, thanks for bearing with me in the, wow, nearly 3 weeks since I first began the thread. I'm sure if any of you rely on these forums for entertainment as much as I do it's been hell to bear.
RIP Krensae Fluidtail: Sleep well with the fish
How would the process of losing one of you're colors work? Or even instead of gaining a color, replacing it?
Oh, and I call simic.
Joboman, Paranoid Noob Town RRRU
Mafia Record:
5-1-2 (Alignment)
1-6-3 (wins/incomplete/lose)
Anyone can be any combination of colors
The ability to gain more colors is detailed in the rules
There exists no way of losing colors at this moment.
RIP Krensae Fluidtail: Sleep well with the fish
Sorry its been much longer than the schedule I set for myself, but my mother has been in the hospital to get her gallbladder removed, plus my father had a bad case of the stomach flu at the same time, so I've spent a ton of time taking care of my younger brothers and sisters. I don't think we need rules for making your character weaker. Most people only want to move their character development in the more-powerful direction. However, if anyone actually does want to do this, for role-playing/character personality change reasons, they can pm me a short time in advance and ask for my permission/advice.
However, you can get most of faith's fetter's effect from the pacifism ability of white. Lignify is tricky, and would probably require a talent, its really a rather bizarre ability.
I've also been wondering, if artificery is still difficult to understand now that conjuration is finished; they work in very similar ways. Anyone willing to check it out? I need someone else's perspective on this.
Last thing i've run across is that equipment still doesn't make sense but if you tired it like artifacts and creatures I could see it working better. This also gets confusing when equipment are really just artifacts with different application.
The [Pack]
Dry up, O Sea.
Burn out, O Sun.
Grant us power Earthly Leaders and Gatekeepers of Hell.
Guide us Makers of the Underworld.
But there is something I don't understand about artifice and artifacts--when you level it up (from learned to experienced, for example), do you get a second artifact, or are you upgrading a single one? For example, if I want a Protomatter Powder, do I have to put in 3 points to get it at experienced, or do I get an Executioner's Capsule at learned rank and then a Protomatter Powder at experienced rank? (used those as examples)
180 Winston Dueling Cube!
Antiquities War-themed Artifact Cube!
________________
Well, the rules are now complete and we're closer than ever to the beginning of the game.
Look over the experience and equipment rules and tell me what you think.
Reminder: Please continue not to post anywhere but this thread. I will announce when the game is open and you may begin posting.
As for the equipment seems to make sense for the most part.The relationship it forms with the artificer skill is appropriate although I do feel that if you want equipment you will have to have at least some experience with artifacts for general maintenance etc. Dropping the rarity rule on equipment was useful though as it allows for certain artifacts that make sense being common to be exactly that. Because I just can't see some of these items being all that hard to come by.
But otherwise until I encounter an error seems fine.
Modern:
GRB Jund BRG
RBU Grixis Delver UBR
Legacy:
W Death & Taxes W
GRB Punishing Jund BRG
GUR Canadian Threshold RUG
Commander:
RUG Maelstrom Wanderer GUR