he (incorrectly) assumed that we start with 2 mana open before dropping the first land. that is the case in tournament matches, but since this is non-tourney combat, you only have the mana you play. he should only have 1 ranger in play.
I see, that makes sense. Thanks for the clarification.
Quote from Charm Master »
Also, I will be gone starting tomorrow due to setting up everything at college. They're giving me a laptop but I won't get it until the 27th, so that'll be the earliest that I'll be able to get back to you.
I'll try to play what I can before then, but I need someone else to post first...
I would think in this case that it would be qfx's responsibility to choose your character's actions if you can't take part, just for the sake of being able to keep things moving.
hey, I'll get some stuff in play and them he'll be able to take it from there
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
For combat, as I am doing in the Atalya mission, I listed that I would have mana available in response to an attack, as your post is not clear about how far away the opponents are. I only wish to cast a spell if they are close enough to actually do damage to me. Is it acceptable to wait as I am doing, or should I just cast the spell now, assuming they will come close enough to strike if I don't do something about it?
The way that you have it is fine. You have the mana open and have shown that you have Holy Day.
Also, I will be gone starting tomorrow due to setting up everything at college. They're giving me a laptop but I won't get it until the 27th, so that'll be the earliest that I'll be able to get back to you.
I'll try to play what I can before then, but I need someone else to post first...
I will be taking over your posts until you get back. I will have your Character playing defense until then.
Key word Question. How does Ripple work? I only ask because isn't it effectivly broken otherwise becasue you will always hit all the spells. Also cards that move cards from your graveyard to your library do what ie Joton Grunt and the like?
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Originally commissioned through High~Light Studios
Just for some advance warning, I'll be gone from monday to thursday of next week. It shouldn't be too much of an issue, though, provided I avoid getting into any team commissions.
Key word Question. How does Ripple work? I only ask because isn't it effectivly broken otherwise becasue you will always hit all the spells. Also cards that move cards from your graveyard to your library do what ie Joton Grunt and the like?
As of right now, I want to say no to ripple spells working at all. However, if anyone has a suggestion on a possible way to let the ability be used and not be broken (Surging Flame reads 8 damage for 2 mana) please post up.
Abilities, like Joton Grunt's, will give a player back an instance of a spell. However, if this ends up getting abused then I will say that the ability is nulled and those that have a card with that ability may choose another comparable spell.
As of right now, I want to say no to ripple spells working at all. However, if anyone has a suggestion on a possible way to let the ability be used and not be broken (Surging Flame reads 8 damage for 2 mana) please post up.
Abilities, like Joton Grunt's, will give a player back an instance of a spell. However, if this ends up getting abused then I will say that the ability is nulled and those that have a card with that ability may choose another comparable spell.
Suggestions:
In keeping with the flavor of Jotun Grunt, first of all, I suggest having Jotun Grunt give back instances of a spell, but only when the rest of the satchel is depleted. This way it should not be as abusable.
Ripple is tough and I've been thinking about it, and here's what I've come up with:
Ripple would need to work with the number of total spells remaining in your satchel, including the charges left in each gemstone. This is the first time that I think dice rolling is pretty much required. The way this would work is that you take the number of remaining spells that can be rippled and divide that by the number of total spells remaining. This gives you a percentage of hitting a Ripple spell triggering again. Roll a d100. If the result is anywhere from 1 - the maximum determined, the ripple triggers, and is recalculated to potentially happen again. So, if the last spell you play in your satchel is a set of ripple cards, they go off, but it is difficult to do so in the early game. Also, this may potentially gives cards like Index a place in this game, simply by increasing the chance of the next Ripple spell triggering.
Another thing I considered: Probability can also be used for the single Ripple trigger to hit 2 at the same time. Basically, the percentage of this happening is the number of spells with Ripple remaining divided by twice the number of total spells left in a satchel. And three times for all 3, and so on. This is if we wanted to do it all in a single roll. We can also use this probability for each card rippled to make it a little smoother, and each successful die roll represents a successful trigger.
Some examples:
Proposal 1: A person casts their first instance of a Ripple spell, having cast no other spells in a 16 spell satchel. This means that there are 15 spells total left, and 3 actual ripple cards left. This means the chances are 20%, 10%, 7%, and 5%. Therefore, roll a d100. On a 11-20, 1 ripple is triggered. On a 8-10, 2 ripples trigger. On a 6 or 7, 3 ripples trigger. Finally, on a 1-5, ALL ripples trigger at once.
Proposal 2: Same situation as before. Roll 4 d100s, each 1-20 is a ripple success. (Due to it being Ripple 4). If any ripples trigger, do this process again, recalculating the new ratio. I know that this brings the probability to be higher than the actual ripple, but honestly this could work for simplicities's sake.
In either case, for each failed ripple, the user would then need to discard one of their satchel spells temporarily. When the user runs out of spells in their satchel, these spells are returned to them at the rate of one per round of the user's choice. This actually balances Ripple fairly well, replacing the chance to really break it with losing instances of spells. This replacement also is the same thing with Jotun Grunt with cards in graveyards.
I know it's a bit complicated, but when you actually apply it I think it could work in practice, particularly Jotun Grunt. There would need to be more communication through PM's through the Mod and player though when a ripple goes off. The die roll is public. Also, if you choose to use either of these proposals, say so
EDIT: When I think about it, remember those Scry matters cards we discussed before? A similar mechanic can be used, in which a number equal to the scry cards from the satchel is chosen, and also include a possibility of returning a spell with 0 (basically the equivalent of a land). From there, the scry matters card can then take the card with the highest (or lowest, for that matter) casting cost to be used for its number. The other spells have the same temporary lock out of the satchel.
SIMPLIFICATION ON RIPPLE: Just choose 4 remaining spells at random from the satchel if one of them is a ripple spell with the same name, it triggers each of the others loses 1 that instance until the satchel is depleted, and are regained at a rate of 1 per turn. Also can be "drawn". YAY, use for draw spells!
SIMPLIFICATION ON RIPPLE: Just choose 4 remaining spells at random from the satchel if one of them is a ripple spell with the same name, it triggers each of the others loses 1 that instance until the satchel is depleted, and are regained at a rate of 1 per turn. Also can be "drawn". YAY, use for draw spells!
Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
I am going to add the simple rules for Ripple to the Spells Notes list.
Also, a change in Character Creation. The Cantrip spells may be switched for other spells that do the same thing but at a cheaper cost and without the card draw. All that have them in their satchels may switch them via PM with me to ask what may be used in place of them.
I think everybody love magic from kids to aged. I also like magic. When i see any kind of magic always i try to find out the logic behind it. To find out the logic i bought a book on magic.
I think everybody love magic from kids to aged. I also like magic. When i see any kind of magic always i try to find out the logic behind it. To find out the logic i bought a book on magic.
This seems like an illogical place to discuss this If you're looking to talk about the book that you found, if it's about the actual game that is Magic, check out the Magic Storyline thread, and other kinds of magic goes in other discussions... I suggest checking debate and water cooler talk forums if that's what you're thinking
This is an Role Playing Game forum, with this thread being a discussion thread for topics related to the game, as well as rules questions about it. If you were looking to play, and this is your introduction, go to the Road of Estark and create your character after reading the rules shown in this thread.
Just wanted to make a statement saying that I'll be helping out gfx to manage this thing now, and I'll be starting to do that tomorrow. Hope to make this fun for more people
and a note to the people on my quest: if you die becase of what I'm doing, feel free to kill me...
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
I see, that makes sense. Thanks for the clarification.
I would think in this case that it would be qfx's responsibility to choose your character's actions if you can't take part, just for the sake of being able to keep things moving.
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!
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
The way that you have it is fine. You have the mana open and have shown that you have Holy Day.
I will be taking over your posts until you get back. I will have your Character playing defense until then.
As of right now, I want to say no to ripple spells working at all. However, if anyone has a suggestion on a possible way to let the ability be used and not be broken (Surging Flame reads 8 damage for 2 mana) please post up.
Abilities, like Joton Grunt's, will give a player back an instance of a spell. However, if this ends up getting abused then I will say that the ability is nulled and those that have a card with that ability may choose another comparable spell.
Suggestions:
In keeping with the flavor of Jotun Grunt, first of all, I suggest having Jotun Grunt give back instances of a spell, but only when the rest of the satchel is depleted. This way it should not be as abusable.
Ripple is tough and I've been thinking about it, and here's what I've come up with:
Ripple would need to work with the number of total spells remaining in your satchel, including the charges left in each gemstone. This is the first time that I think dice rolling is pretty much required. The way this would work is that you take the number of remaining spells that can be rippled and divide that by the number of total spells remaining. This gives you a percentage of hitting a Ripple spell triggering again. Roll a d100. If the result is anywhere from 1 - the maximum determined, the ripple triggers, and is recalculated to potentially happen again. So, if the last spell you play in your satchel is a set of ripple cards, they go off, but it is difficult to do so in the early game. Also, this may potentially gives cards like Index a place in this game, simply by increasing the chance of the next Ripple spell triggering.
Another thing I considered: Probability can also be used for the single Ripple trigger to hit 2 at the same time. Basically, the percentage of this happening is the number of spells with Ripple remaining divided by twice the number of total spells left in a satchel. And three times for all 3, and so on. This is if we wanted to do it all in a single roll. We can also use this probability for each card rippled to make it a little smoother, and each successful die roll represents a successful trigger.
Some examples:
Proposal 1: A person casts their first instance of a Ripple spell, having cast no other spells in a 16 spell satchel. This means that there are 15 spells total left, and 3 actual ripple cards left. This means the chances are 20%, 10%, 7%, and 5%. Therefore, roll a d100. On a 11-20, 1 ripple is triggered. On a 8-10, 2 ripples trigger. On a 6 or 7, 3 ripples trigger. Finally, on a 1-5, ALL ripples trigger at once.
Proposal 2: Same situation as before. Roll 4 d100s, each 1-20 is a ripple success. (Due to it being Ripple 4). If any ripples trigger, do this process again, recalculating the new ratio. I know that this brings the probability to be higher than the actual ripple, but honestly this could work for simplicities's sake.
In either case, for each failed ripple, the user would then need to discard one of their satchel spells temporarily. When the user runs out of spells in their satchel, these spells are returned to them at the rate of one per round of the user's choice. This actually balances Ripple fairly well, replacing the chance to really break it with losing instances of spells. This replacement also is the same thing with Jotun Grunt with cards in graveyards.
I know it's a bit complicated, but when you actually apply it I think it could work in practice, particularly Jotun Grunt. There would need to be more communication through PM's through the Mod and player though when a ripple goes off. The die roll is public. Also, if you choose to use either of these proposals, say so
EDIT: When I think about it, remember those Scry matters cards we discussed before? A similar mechanic can be used, in which a number equal to the scry cards from the satchel is chosen, and also include a possibility of returning a spell with 0 (basically the equivalent of a land). From there, the scry matters card can then take the card with the highest (or lowest, for that matter) casting cost to be used for its number. The other spells have the same temporary lock out of the satchel.
SIMPLIFICATION ON RIPPLE: Just choose 4 remaining spells at random from the satchel if one of them is a ripple spell with the same name, it triggers each of the others loses 1 that instance until the satchel is depleted, and are regained at a rate of 1 per turn. Also can be "drawn". YAY, use for draw 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!
@SengirVampire: That is fine.
Does that 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!
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
thanks DarkNightCavalier for the sig!
My Trade Thread
Also, a change in Character Creation. The Cantrip spells may be switched for other spells that do the same thing but at a cheaper cost and without the card draw. All that have them in their satchels may switch them via PM with me to ask what may be used in place of them.
This is an Role Playing Game forum, with this thread being a discussion thread for topics related to the game, as well as rules questions about it. If you were looking to play, and this is your introduction, go to the Road of Estark and create your character after reading the rules shown in this thread.
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!
Just wanted to make a statement saying that I'll be helping out gfx to manage this thing now, and I'll be starting to do that tomorrow. Hope to make this fun for more people
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!
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
*Prepares to stab Charm_master3125 in the back with knife*
You better have a Wrath of God...seriously...
thanks DarkNightCavalier for the sig!
My Trade Thread