@DQ: the trees thing meant you are focusing on the small stuff, not seeing/missing the big picture.
Anyways: @Caex: Don't give up on helping out with the project because of one person, even if she happens to be a WPL, seeming to get a little flustered at something you said. Text doesnt imply one's actual meaning very well, even with smiley's. Nor one's mis/understandings about things that have been said. Your comments have brought up very good points, and i would hate to lose such a beneficial person to the project. Not to mention a player.
The restrictions to what actual spells/cards you can use is in the rules, just not in the same exact place as the abilities. It's in one of the spoiler's at the bottom of the OP.
That is mainly what this whole pre beta beta test is for. getting a lot of people to try out the rules and see what needs to be fixed. Granted, the rules as they are arent perfect, but that is why there are tests.
It hasn't really died, its just that, at least in my case, i am currently working on getting into a place, and have been in mississippi for the most part recently. I am working on things as much as i can, sorry for the downtime.
It hasn't really died, its just that, at least in my case, i am currently working on getting into a place, and have been in mississippi for the most part recently. I am working on things as much as i can, sorry for the downtime.
We will put a time limit up for him. If he doesn't post within the next week, close the thread. If he actually pays attention to this thread, he will post again. if not, we can move him to sleep mode, then move on.
First of all, hello to everyone from the old days and the new.
Silver, Our Queen of Dakmor, Caex, Raikou and Arcel
Here is what's on my mind:
Fundamentally, I agree with Caex that the game needs to be more immersive to Magic.
Therefore, Spells
Spells are, basically, existing Magic cards and require mana as written in the cards to cast. *Although I have opened my design to an exception below.
To allow casting certain spells, a PW (Planeswalker) must possess related abilities (and colors) which allows him/herself to cast each effect of the spell.
An example
A PW has acquired Damage Lvl 1, therefore, he is able to cast Shock.
However, to cast Backlash, the PW must also have acquired Black as color and a Tap ability, which could be Blue or be included in Black.
Colors may be acquired by buying with AP and some kind of attunement.
However, I'm still not fixated on having to acquire colors to gain their abilities.
PWs
PWs are starting with 5 AP (Ability Points), and gains 2 AP per level up, as have been mentioned in the current rules.
PWs themselves, unlike existing Planeswalker cards and more like creature cards, have their own Power (P) and Toughness (T) and may engage in combat.
However, toughness is separated from life points (health) in a way that Toughness is restored every other turn, much like creatures.
Furthermore, Toughness is only calculated in combat, and not against spells. Although I think an advanced ability could allow otherwise.
An example
PW#1 with P/T of 1/3 engages PW#2 with P/T of 2/2.
PW#1 gets first turn and attacks PW#2 in combat.
PW#2 takes no damage as he has 2 toughness, hence the attack calculate into (2-1=1 remaining toughness in that turn).
Should PW#1 had conjured a 2/2 creature with haste and then ordered it to attack PW#2, PW#2 takes 1 damage due to (1 remaining toughness-2= -1 life point).
Abilities
And the abilities (actually, more like talents or proficiencies) go like these:
RRedR Skill Tree Sample
Conjure
Allows PW to conjure Red creatures. Lvl 1 (1AP): Allows conjuring Common creatures. Lvl 2 (2AP): Allows conjuring Uncommon creatures. Lvl 3 (5AP): Allows conjuring Rare creatures.
*Mythic Rare creatures are gained by special measures.
Conjure:Mastery
Allows PW to improve conjured Red creatures. Lvl 1 (Acquired with Conjure Lvl 1):Allows conjuring creatures with up to 3 CMC. Lvl 2 (2AP): Allows conjuring creatures with up to 5 CMC. Lvl 3 (5AP): Allows conjuring creatures with any CMC.
*Conjurations, or creature spells, are not limited by library as sorcery, instant and enchantment spells do. However, each creature must be bought separately with AP and planeswalking to the relevant plane and/or fulfilling certain condition. Once a creature is acquired, it allows for multiple instances of such creature to be conjured, except legendary.
#Common creatures cost 1 AP.
#Uncommon creatures cost 2 AP.
#Rare creatures cost 3AP.
Damage
Allows PW to cast direct damage spells. (e.g. Shock, prerequisite for Hit, etc.) Lvl 1 (1AP): Allows casting of sorcery and instant spells. Lvl 2 (2AP): Allows casting of advanced spells and enchantments. (e.g. Pyromancy, prerequisite for Lightmine Field, etc.) Lvl 3 (3AP): Allows casting of crafted spells*.
*Advanced spells are spells with subtypes, e.g. Tribal, Arcane, Trap.
*Crafted spells are similar to what "arbitrary" spells which were mentioned in the "Mana Cost Rules". However, these spells shall be limited and posted in the character sheet.
Damage:Intensity
Improves intensity of direct damage spells. Lvl 1 (Acquired with Damage Lvl 1): Allows casting of spells with up to 3 CMC. Lvl 2 (3AP): Allows spells with up to 5 CMC. Lvl 3 (5AP): Allows spells with any CMC.
Lore
Improves library of Red sorcery, instant, and enchantment spells. Lvl 1 (Acquired with color): Allows up to 2 Common and 1 Uncommon spells. Lvl 2 (2AP): Allows up to 3 Common, 2 Uncommon and 1 Rare spells. Lvl 3 (4AP): Allows up to 4 Common, 3 Uncommon, 2 Rare spells.
*Need more spells and Mythic Rares? Finish specific quests which reward you with feats which improves library or train in academies/guilds.
targets.
Conclusively, casting creature spells is different from casting noncreature spells. I engineer these differences to create different flavor of role play between the two. And about balance, I think these are pretty balanced due to the fact that both branches require similar amount of AP to advance.
However, please take note that the above skill tree are only a tiny part of bigger skill tree (more mechanics/ability to be included if you guys agree with these).
Combat
Combat is as what have been explained by silver, in which only certain amount of spells may be cast in one turn (2 Soceries and 1 Instant initially). And these limitations shall be subject to improvement through abilities.
Combat attacks, in which PWs attack with their own Power, shall also be counted as Sorcery.
Also, to maintain balance I propose: Skill advance restrictions, which require players to advance a particular ability on intervals. These intervals may vary between abilities.
Example of an interval of 2.
A level 1 PW acquired Lvl 1 Damage.
The PW will unlock the second tier of Damage ability, Lvl 2 Damage, upon reaching level 3.
If upon reaching level 3 the PW acquires Lvl 2 Damage, the third tier of Damage ability, Lvl 3 Damage, will be unlocked at level 5.
Otherwise, if the PW acquires Lvl 2 Damage at level 4, the Lvl 3 Damage will be unlocked at level 6 instead.
Conjuration
Since in conjuring creatures APs are used to buy creatures instead of ability, when one spent an amount of AP equal to the price of next conjuration ability, he/she may be considered as eligible for the next interval.
However, this will only unlock progressive levels to acquisition. PWs must still spend AP to acquire them progressively.
These, I think, will also reduce gap between newer and older players.
These, I think, might be a bit too complex, but Magic is, and that's the charm.
Hello all! I have finally got settled to the point where i can really do things. I hope that i can really get this going like it was supposed to be, and like the title i have is supposed to be as well. i hope to reconnect with everyone, and get things going again.
i agree with most of what pewple said, excpet for one part. i dont think that they should be restricted on when they can get the next tier. if they want to spend their points specializing in one thing over another, they shouldnt be penalized for it.
i agree with most of what pewple said, excpet for one part. i dont think that they should be restricted on when they can get the next tier. if they want to spend their points specializing in one thing over another, they shouldnt be penalized for it.
Maybe we can stick with some of the ones we came up with before, but get rid of the many abilities that we had, as well as the requirement of choosing specific creatures when you take points in conjuration.
Realistically he should only be unblockable without equipment
Guard 1: There goes a sword floating down the street!
Guard 2: Well, he's unblockable, so ignore it.
Eat your greens kids, omnath does, and it makes him strong....
It is in a state on constant resurrection.
Yep, I'm back. I had many high school related complications that I am (almost) done with and now have more time to put into this project.
Anyways: @Caex: Don't give up on helping out with the project because of one person, even if she happens to be a WPL, seeming to get a little flustered at something you said. Text doesnt imply one's actual meaning very well, even with smiley's. Nor one's mis/understandings about things that have been said. Your comments have brought up very good points, and i would hate to lose such a beneficial person to the project. Not to mention a player.
The restrictions to what actual spells/cards you can use is in the rules, just not in the same exact place as the abilities. It's in one of the spoiler's at the bottom of the OP.
That is mainly what this whole pre beta beta test is for. getting a lot of people to try out the rules and see what needs to be fixed. Granted, the rules as they are arent perfect, but that is why there are tests.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Emille, Seven-Sting Dancer Shalin Nariya
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Aww, That's alright then, sorry to hear that...
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
I'm mostly waiting on the guy I've been fighting for weeks now...
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Silver, Our Queen of Dakmor, Caex, Raikou and Arcel
Here is what's on my mind:
Fundamentally, I agree with Caex that the game needs to be more immersive to Magic.
Therefore,
Spells
Spells are, basically, existing Magic cards and require mana as written in the cards to cast. *Although I have opened my design to an exception below.
To allow casting certain spells, a PW (Planeswalker) must possess related abilities (and colors) which allows him/herself to cast each effect of the spell.
A PW has acquired Damage Lvl 1, therefore, he is able to cast Shock.
However, to cast Backlash, the PW must also have acquired Black as color and a Tap ability, which could be Blue or be included in Black.
However, I'm still not fixated on having to acquire colors to gain their abilities.
PWs
PWs are starting with 5 AP (Ability Points), and gains 2 AP per level up, as have been mentioned in the current rules.
PWs themselves, unlike existing Planeswalker cards and more like creature cards, have their own Power (P) and Toughness (T) and may engage in combat.
However, toughness is separated from life points (health) in a way that Toughness is restored every other turn, much like creatures.
Furthermore, Toughness is only calculated in combat, and not against spells. Although I think an advanced ability could allow otherwise.
PW#1 with P/T of 1/3 engages PW#2 with P/T of 2/2.
PW#1 gets first turn and attacks PW#2 in combat.
PW#2 takes no damage as he has 2 toughness, hence the attack calculate into (2-1=1 remaining toughness in that turn).
Should PW#1 had conjured a 2/2 creature with haste and then ordered it to attack PW#2, PW#2 takes 1 damage due to (1 remaining toughness-2= -1 life point).
Abilities
And the abilities (actually, more like talents or proficiencies) go like these:
Skill Tree Sample
Allows PW to conjure Red creatures.
Lvl 1 (1AP): Allows conjuring Common creatures.
Lvl 2 (2AP): Allows conjuring Uncommon creatures.
Lvl 3 (5AP): Allows conjuring Rare creatures.
*Mythic Rare creatures are gained by special measures.
Conjure:Mastery
Allows PW to improve conjured Red creatures.
Lvl 1 (Acquired with Conjure Lvl 1):Allows conjuring creatures with up to 3 CMC.
Lvl 2 (2AP): Allows conjuring creatures with up to 5 CMC.
Lvl 3 (5AP): Allows conjuring creatures with any CMC.
*Conjurations, or creature spells, are not limited by library as sorcery, instant and enchantment spells do. However, each creature must be bought separately with AP and planeswalking to the relevant plane and/or fulfilling certain condition. Once a creature is acquired, it allows for multiple instances of such creature to be conjured, except legendary.
#Common creatures cost 1 AP.
#Uncommon creatures cost 2 AP.
#Rare creatures cost 3AP.
Damage
Allows PW to cast direct damage spells. (e.g. Shock, prerequisite for Hit, etc.)
Lvl 1 (1AP): Allows casting of sorcery and instant spells.
Lvl 2 (2AP): Allows casting of advanced spells and enchantments. (e.g. Pyromancy, prerequisite for Lightmine Field, etc.)
Lvl 3 (3AP): Allows casting of crafted spells*.
*Advanced spells are spells with subtypes, e.g. Tribal, Arcane, Trap.
*Crafted spells are similar to what "arbitrary" spells which were mentioned in the "Mana Cost Rules". However, these spells shall be limited and posted in the character sheet.
Damage:Intensity
Improves intensity of direct damage spells.
Lvl 1 (Acquired with Damage Lvl 1): Allows casting of spells with up to 3 CMC.
Lvl 2 (3AP): Allows spells with up to 5 CMC.
Lvl 3 (5AP): Allows spells with any CMC.
Lore
Improves library of Red sorcery, instant, and enchantment spells.
Lvl 1 (Acquired with color): Allows up to 2 Common and 1 Uncommon spells.
Lvl 2 (2AP): Allows up to 3 Common, 2 Uncommon and 1 Rare spells.
Lvl 3 (4AP): Allows up to 4 Common, 3 Uncommon, 2 Rare spells.
*Need more spells and Mythic Rares? Finish specific quests which reward you with feats which improves library or train in academies/guilds.
targets.
However, please take note that the above skill tree are only a tiny part of bigger skill tree (more mechanics/ability to be included if you guys agree with these).
Combat
Combat is as what have been explained by silver, in which only certain amount of spells may be cast in one turn (2 Soceries and 1 Instant initially). And these limitations shall be subject to improvement through abilities.
Combat attacks, in which PWs attack with their own Power, shall also be counted as Sorcery.
Also, to maintain balance I propose:
Skill advance restrictions, which require players to advance a particular ability on intervals. These intervals may vary between abilities.
A level 1 PW acquired Lvl 1 Damage.
The PW will unlock the second tier of Damage ability, Lvl 2 Damage, upon reaching level 3.
If upon reaching level 3 the PW acquires Lvl 2 Damage, the third tier of Damage ability, Lvl 3 Damage, will be unlocked at level 5.
Otherwise, if the PW acquires Lvl 2 Damage at level 4, the Lvl 3 Damage will be unlocked at level 6 instead.
Conjuration
Since in conjuring creatures APs are used to buy creatures instead of ability, when one spent an amount of AP equal to the price of next conjuration ability, he/she may be considered as eligible for the next interval.
However, this will only unlock progressive levels to acquisition. PWs must still spend AP to acquire them progressively.
These, I think, might be a bit too complex, but Magic is, and that's the charm.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
I didn't read that part. I agree with you though.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Come help me make my Pauper cube awsome!
Yep, I'm back. I had many high school related complications that I am (almost) done with and now have more time to put into this project.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
And I'm still game as well.
Emille, Seven-Sting Dancer Shalin Nariya