No. I don't like level one abilities with no drawbacks, and as such, I will oppose race abilities. You may propose abilities that fit your race later, but aside from that, no.
Also, abilities are supposed to be unique to a character. I don't think we have any characters with identical abilities in the RPG (although I believe my character will soon be getting one very similar to another character's), and giving out racial abilities would kind of dilute the purpose of even having abilities in the first place.
I'm all for characters having racially-inspired abilities, but not as standard procedure.
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Well, how about an ability at certain levels (5, 10, 15, etc) to create a "masterwork"? It would similarly to the training - you retain the option to masterwork, but can only do it once per five levels. You can imbue a weapon with a given spell - you sacrifice a 4-of spell gem of a spell in your primary color to enchant the weapon and in return are allowed to cast the spell for 1 less. Same rules for 0-cost spells apply. That way, a masterwork staff adapted for Pacifism makes that card only cost W. Each spell can only be adapted to a weapon once. Resale value of the weapon gains half the value of the gem imbued in it.
Balancing note: Thinking about it, perhaps only spells with CMC 4 or more can be masterworked, so as to prevent degenerate spell-spamming.
I've glanced through a few pages of this thread and haven't seen anything specifically like what I'm thinking.
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I like the idea of arena chalenges, are they still being considered? a problem I see with the wave of goblins is something like engineered plaque.
Also, what about on out of game arena. I was just on a slow quest for a long time, and kind of wanted to something else. you couldn't gain anything from it, but you could be on a quest and still participate in the game for a slow part.
Also, how does madness work in the RPG?
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I like the idea of arena chalenges, are they still being considered? a problem I see with the wave of goblins is something like engineered plaque.
Also, what about on out of game arena. I was just on a slow quest for a long time, and kind of wanted to something else. you couldn't gain anything from it, but you could be on a quest and still participate in the game for a slow part.
Also, how does madness work in the RPG?
You can effectively do the role playing of arena matches in the Paper and Pen area I believe, so there is no need for us to add a feature like that inside of the game.
In the future questions about mechanics in the game should really be asked under the discussion thread or sent to the WPLs in a PM.
To answer your question on madness: When you discard a card you have the option to play the madness card for it's madness cost, just like in the real game. Now you have to factor in being able to play the spell (be able to cast the colors related to the spell) and limiting factors in the RPG like the 1 zero cast spell per turn cycle.
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I'm all for characters having racially-inspired abilities, but not as standard procedure.
{Magic: The RPG}
Well, how about an ability at certain levels (5, 10, 15, etc) to create a "masterwork"? It would similarly to the training - you retain the option to masterwork, but can only do it once per five levels. You can imbue a weapon with a given spell - you sacrifice a 4-of spell gem of a spell in your primary color to enchant the weapon and in return are allowed to cast the spell for 1 less. Same rules for 0-cost spells apply. That way, a masterwork staff adapted for Pacifism makes that card only cost W. Each spell can only be adapted to a weapon once. Resale value of the weapon gains half the value of the gem imbued in it.
Balancing note: Thinking about it, perhaps only spells with CMC 4 or more can be masterworked, so as to prevent degenerate spell-spamming.
I've glanced through a few pages of this thread and haven't seen anything specifically like what I'm thinking.
Also, what about on out of game arena. I was just on a slow quest for a long time, and kind of wanted to something else. you couldn't gain anything from it, but you could be on a quest and still participate in the game for a slow part.
Also, how does madness work in the RPG?
RPG character/deth gawthrech
Thanks to damation studio and SGT_Chubbz for the amazing avatar.
You can effectively do the role playing of arena matches in the Paper and Pen area I believe, so there is no need for us to add a feature like that inside of the game.
In the future questions about mechanics in the game should really be asked under the discussion thread or sent to the WPLs in a PM.
To answer your question on madness: When you discard a card you have the option to play the madness card for it's madness cost, just like in the real game. Now you have to factor in being able to play the spell (be able to cast the colors related to the spell) and limiting factors in the RPG like the 1 zero cast spell per turn cycle.
RPG character/deth gawthrech
Thanks to damation studio and SGT_Chubbz for the amazing avatar.