Yes, that would work on creatures, but I won't let that work on players. Someone would just need to make a deck out of tap card which would lock a player down.
Also, I was able to talk about this with a player in my meta. He is highly interested and also has some ideas.
Traveling: Another way to travel could be cast a creature that is large enough to ride and using it for transport.
Discard: Instead of adding cost to a player's next spell, have it remove spells from their satchel for that fight. If you have 20 total spells and you opponent plays a card that says discard 2, then you would be down to 18 spells. (To balance this I would let card draw stack).
Hellbent: Instead is having to have no cards in hand, have only half of your total spells left. For 5 spells at 4 of (20 spells) you would be Hellbent at 10 spells.
Targeting: (2 ideas)
Do something like D&D spell range, where you can only target within a defined distance.
Add dice rolls to see if the spell hits. For Sorceries roll a d10 and get 6 or better to dodge. For Instants roll a d20 and get a 12 or better to dodge. (I think that this could also be added to general combat; as in creatures attacking players. It would be d10 needing a 6 or better.)
Basic Lands:In non-tournament:
Island: creates a small ring of water around where the player who put it into play is.
Plains: Flattens out the land
Swamp: Turns the area into a muddy bog
Mountain: Makes the area extreme hilly
Forest: Add trees to the landscape
Man-Lands:
Tournament: Play the land as normal. When it is turned into a creature treat as a normal creature with haste.
Non-Tournament: Play the land as normal and a representation shows up on the field. Turn it into a creature and comes out of the representation to attack.
Discard: Instead of adding cost to a player's next spell, have it remove spells from their satchel for that fight. If you have 20 total spells and you opponent plays a card that says discard 2, then you would be down to 18 spells. (To balance this I would let card draw stack).
But right now, this means that players can take 4 discard spells, get their opponent no spells, and then kill them with anything. Seems unbalanced, thus my suggestion of the cost penalty.
I don't like the dice, but I do like the distance restriction. It makes burn and discard far less scary, and yet keeps their functionality. I am DEFINITELY in favor of a distance restriction. I also would say that you have to SEE your target to affect them. That's relevant with discard especially, and makes your environment and land choices matter a bit more. Forests give you a bit more protection than, say, plains, but you can still round a tree, and get nailed by a smart mage who was hiding in the branches, and was waiting for you to walk underneath him.
This is why I like lands affecting stuff, since it opens up so many tactical options, and is far more fun to roleplay. That's just my .02 though.
About missing, if they close to ten feet, and Beacon of Destruction you.... you had it coming. <_< Make arenas 200 feet across, and give all burn a range of 40 feet to damage the player, and 40 feet to target anything else. Discard only works with in 20 feet. Etc.
I happened to get lucky and find this thread earlier today... as I was reading it, I felt that it was very much reminiscent of my favorite Magic book, Arena. Sure enough, this game was based on it, and feels a lot like the epilogue of the story. Now, I've wanted to see some kind of simulation of this come about for a long time, and, as I'm designing RP systems myself, I would like to comment on a few things here:
Discard - This seriously should be a spell that is in keeping with the original flavor. Being that the way you are implementing this, each spell in a satchel can be used up to 4 times, discard should simply knock down these uses instead of eliminating a card altogether (something that a Meddling Mage or Lobotamy, for example, should be able to do). Here's what I think you should do for the different mannerisms of discard:
Direct Discard: Have the defending player choose one of the spells in his satchel for each discard. They must be different spells, if possible. Eliminate one use of each spell for this fight (therefore weakening the gem or the caster's will)
Random Discard: Have the two different spells be chosen at random to be reduced (in this case, hitting the same spell more than once should be fine if the random discard happens more than once)
As for card drawing, I'm not sure yet, but there has to be a better way than to spend mana now to make things cheaper later. Drawing is about expansion of the mind, not saving mana for chaining spells. Maybe earn back used non-draw spells? Or have the next spell take less time to cast.
I happened to get lucky and find this thread earlier today... as I was reading it, I felt that it was very much reminiscent of my favorite Magic book, Arena. Sure enough, this game was based on it, and feels a lot like the epilogue of the story. Now, I've wanted to see some kind of simulation of this come about for a long time, and, as I'm designing RP systems myself, I would like to comment on a few things here:
Discard - This seriously should be a spell that is in keeping with the original flavor. Being that the way you are implementing this, each spell in a satchel can be used up to 4 times, discard should simply knock down these uses instead of eliminating a card altogether (something that a Meddling Mage or Lobotamy, for example, should be able to do). Here's what I think you should do for the different mannerisms of discard:
Direct Discard: Have the defending player choose one of the spells in his satchel for each discard. They must be different spells, if possible. Eliminate one use of each spell for this fight (therefore weakening the gem or the caster's will)
Random Discard: Have the two different spells be chosen at random to be reduced (in this case, hitting the same spell more than once should be fine if the random discard happens more than once)
As for card drawing, I'm not sure yet, but there has to be a better way than to spend mana now to make things cheaper later. Drawing is about expansion of the mind, not saving mana for chaining spells. Maybe earn back used non-draw spells? Or have the next spell take less time to cast.
I like the suggested changes to discard Arguas. About the Direct/Random, that was assumed.
Drawing is a hard one to adjucate, and the cost reduction is the best I could figure out. I know it's about expanding the thoughts, but how to represent this? Perhaps.... grant temporary access to a spell that the player doesn't actually know, chosen at random from a list of spells in a color of the casters choice that all have a CMC=the draw spells?
Example: Bob casts a Brainstorm, and chooses blue. For the rest of the duel, Brainstorm would be replaced with a randomly chosen spell that costs U (meaning he has three uses of that spell left, since he's already cast Brainstorm once).
This doesn't step on the Wishes toes though, since they let you CHOOSE the spell. It's an idea anyhow.
Discard: Instead of adding cost to a player's next spell, have it remove spells from their satchel for that fight. If you have 20 total spells and you opponent plays a card that says discard 2, then you would be down to 18 spells.
Your's is worded better however. I guess that changing Discard is going back into consideration.
@BloodyDoves: I like that Idea for drawing, the randomization is the hard part.
By the way qfx, I think we decided on your idea at last reckoning. Perhaps we can do Arguas' as a tweak to yours (rather than lose the whole spell, you lose uses of the spell).
The Drawing isn't that hard actually. We have randomization engines (ie. dice) and we have programs to show us all spells of a certain CC and color. It's not terribly difficult.
2) "Draw" a card not currently in the satchel but is known by the wizard (Number of casts of that spell = # of cards drawn)
3) Increase the speed at which spells can be cast (ie, 1 extra spell next turn cast for each card draw next action?)
4) the next X spells cast don't cause you to go down a spell, where X is equal to the number of cards drawn (This is probably the smoothest way to do it, as that way you can still draw card draw spells, and recurring it requires mana to do, and maybe time to cast the spells)
The speed to cast spells is only limited by your mana Arguas. This uses a mana system like magic, so speed isn't an issue.
The last idea seems interesting, but weak (though cantrips are still good then). This is up to qfx though (he's the technical guy, I'm the GM guy). qfx, thoughts? I do like Arguas' idea #4.
@Arguas2617: Thank you for your Ideas on Card Drawing, but I think that the one BloodyDoves should work well enough. However, if we should find fault with the system we are using then I will consider your Ideas again.
@Arguas2617: Thank you for your Ideas on Card Drawing, but I think that the one BloodyDoves should work well enough. However, if we should find fault with the system we are using then I will consider your Ideas again.
Sounds fair enough to me. Just potential ideas anyway
So is this version having a graveyard, or not? This one is a bit harder to set in stone, but it might work.
Yes, sort of. The basic idea is that you keep a running tab on what you've cast in a given game, and those expenditures are your "graveyard" of sorts. It'll be hard to communicate in-game, but I think I can do it (I've been fiddling about, and I think I've got it down pretty decently at this point).
I'm going to be in on this, seems very interesting to me.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from Shink »
I elect Soul_Grind for New Next TNA Mystery Amazing Super Writer of the week (for a day or two). I expect TNA to evolve into an entertaining circus/carnival under your leadership.
(\_/) () ()
(O.o) ( '.' )
(> <) (''')(''')
Put these 2 bunnies in your sig to help them on their quest for the tag team championship
To post a comment, please login or register a new account.
Edit: added Log for Commissions and House Quests
Added information on Character Creation and Special Combat Notes.
Looking for help on fleshing out the World and developing a Leveling System.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Thanks a ton to Spiderboy4 at High~Light Studios!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Also, I was able to talk about this with a player in my meta. He is highly interested and also has some ideas.
Traveling: Another way to travel could be cast a creature that is large enough to ride and using it for transport.
Discard: Instead of adding cost to a player's next spell, have it remove spells from their satchel for that fight. If you have 20 total spells and you opponent plays a card that says discard 2, then you would be down to 18 spells. (To balance this I would let card draw stack).
Hellbent: Instead is having to have no cards in hand, have only half of your total spells left. For 5 spells at 4 of (20 spells) you would be Hellbent at 10 spells.
Targeting: (2 ideas)
But right now, this means that players can take 4 discard spells, get their opponent no spells, and then kill them with anything. Seems unbalanced, thus my suggestion of the cost penalty.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
This is why I like lands affecting stuff, since it opens up so many tactical options, and is far more fun to roleplay. That's just my .02 though.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
And why don't you like dice?
edit: added the traveling, hellbent, basic and man land notes in.
About missing, if they close to ten feet, and Beacon of Destruction you.... you had it coming. <_< Make arenas 200 feet across, and give all burn a range of 40 feet to damage the player, and 40 feet to target anything else. Discard only works with in 20 feet. Etc.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Adding Spell range, defined Arena sizes and leaving discard as it is
Edit: Magic circle is 150 ft, Pit is 300 ft, and Full wall is 600 ft.
Double Edit: Are there any other questions or suggestions?
Also, to anyone else reading this, we are taking player interest, so if you're interested in this, post here, and let us know
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Discard - This seriously should be a spell that is in keeping with the original flavor. Being that the way you are implementing this, each spell in a satchel can be used up to 4 times, discard should simply knock down these uses instead of eliminating a card altogether (something that a Meddling Mage or Lobotamy, for example, should be able to do). Here's what I think you should do for the different mannerisms of discard:
Direct Discard: Have the defending player choose one of the spells in his satchel for each discard. They must be different spells, if possible. Eliminate one use of each spell for this fight (therefore weakening the gem or the caster's will)
Random Discard: Have the two different spells be chosen at random to be reduced (in this case, hitting the same spell more than once should be fine if the random discard happens more than once)
As for card drawing, I'm not sure yet, but there has to be a better way than to spend mana now to make things cheaper later. Drawing is about expansion of the mind, not saving mana for chaining spells. Maybe earn back used non-draw spells? Or have the next spell take less time to cast.
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
I like the suggested changes to discard Arguas. About the Direct/Random, that was assumed.
Drawing is a hard one to adjucate, and the cost reduction is the best I could figure out. I know it's about expanding the thoughts, but how to represent this? Perhaps.... grant temporary access to a spell that the player doesn't actually know, chosen at random from a list of spells in a color of the casters choice that all have a CMC=the draw spells?
Example: Bob casts a Brainstorm, and chooses blue. For the rest of the duel, Brainstorm would be replaced with a randomly chosen spell that costs U (meaning he has three uses of that spell left, since he's already cast Brainstorm once).
This doesn't step on the Wishes toes though, since they let you CHOOSE the spell. It's an idea anyhow.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Your's is worded better however. I guess that changing Discard is going back into consideration.
@BloodyDoves: I like that Idea for drawing, the randomization is the hard part.
The Drawing isn't that hard actually. We have randomization engines (ie. dice) and we have programs to show us all spells of a certain CC and color. It's not terribly difficult.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Finished Editing the First post.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
1) Recover non-card-draw spells.
2) "Draw" a card not currently in the satchel but is known by the wizard (Number of casts of that spell = # of cards drawn)
3) Increase the speed at which spells can be cast (ie, 1 extra spell next turn cast for each card draw next action?)
4) the next X spells cast don't cause you to go down a spell, where X is equal to the number of cards drawn (This is probably the smoothest way to do it, as that way you can still draw card draw spells, and recurring it requires mana to do, and maybe time to cast the spells)
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
The last idea seems interesting, but weak (though cantrips are still good then). This is up to qfx though (he's the technical guy, I'm the GM guy). qfx, thoughts? I do like Arguas' idea #4.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
You've got a big huge YES OH YES I'M SO IN from me.:D
Many thanks to:
Sig: CharlieD at Limited Edition Signatures
Avvy: XenoNinja at HotP Studios
Sounds fair enough to me. Just potential ideas anyway
So is this version having a graveyard, or not? This one is a bit harder to set in stone, but it might work.
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!