Sounds very interesting. Can't wait. Also, I might want to be a merfolk planeswalker, which would awesome. Though he would have to be who can breathe air and water.
95% of TEENs would cry if they saw Justin Bieber at the top of a skyscraper about to jump. Copy and paste this if you are part of the 5% that would sit there with popcorn and a camera and yell "DO A FLIP"
Zendikar's merfolk can breathe air and walk on land, so I'd suggest that. Although, I'm not sure if all of Dominaria's merfolk are restricted to the water...
White and blue abilities are done, provided I haven't missed anything in their slices of the pie. Feel free to point out any points of flavor you feel I'm missing there. (And yes, I know I don't have telepathy or time manipulation in blue, its for very good reason, though maybe not one fans of those abilities will be pleased with.)
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I like this idea a lot. After looking through the list it looks like it will be difficult to make some of the die checks and attack rolls... although, I'm no pro at die-rolling systems, so I could just be mis-reading something.
I'm trying to cut down on confusion and keep it simple. The modifiers shouldn't change very often (though I admit counterspelling is complex, and now that I think about it, I messed up a piece of its description. I'll fix that in the morning). I suppose we'll see how easy it is when we start playing.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I'm definitely interested to see how this comes along, I'd definitely like to flesh out Id Ego's back story... The planeswalker Id Ego, The one in the rpg is actually only named as such because i was feeling very uninventive when choosing his name.
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Is there any way we could drop die-rolling altogether?
It just doesn't seem very much like a planeswalker would have to rely on luck to get their spells to work.
I'm trying to make the numbers feel like a miss is uncommon against a creature. And 50% planeswalker targeting planeswalker, which can be tipped in your favor if you spend abilities on your stats.
I suppose its possible that creature removal could lose the need for die rolls in most cases, but I'm worried that if removal works every time creatures would be extremely weak unless you pick up all shroud creatures.
____________________________
Black, red, green, and colorless abilities are finished. Red and green really give me the feeling I'm missing something, but I can't think of what else to hand them. Red focuses so much on damage and green focuses so much on creatures... If anyone can point out abilities I'm missing there, I'd be grateful (nothing mana production related in green, there's something special coming up that fills that role.)
Colorless abilities are... odd. Two of them are quite complex, but only in the area of initial understanding, they should play smoothly.
Tomorrow I've got conjuration to do, hopefully it won't take hours. I really like what I've come up with for it, I based artifice off of a good chunk of it (Don't worry, artifice gained most of the complications on its own, summoning is much simpler).
If I finish conjuration quickly, I may be able to finish up all of the rules tomorrow.
I won't get much work done on Sunday though, if I get to do any at all. I'm working in the late morning, then have a superbowl party at my house.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
I have a question and a comment:'
Q: what's the diference between primary and secondary abilites?
C: Greens ability to destroy bot artifacts and echantments seems out of place, consider white and red get the ability to only do one. Therefore, either this ability should either cost quite a bit more or it sould be harder to get
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Hmm, this paragraph fails to name them as secondary colors, I'll have to fix that.
Certain abilities are available in multiple colors. These are listed in their primary colors, with a label stating which colors can learn it secondarily. Any planeswalker with secondary access to an ability must spend an additional ability point to learn the ability at each tier. This means that a green mage who wishes to learn life gain must spend 2 ability points to reach the learned level, 3 for experienced, but 3 still for mastered, because nothing can cost more than 3 ability points to purchase.
Green is the best color at destroying both enchantments and artifacts. White is far better at enchantments, getting artifacts more rarely, and red only gets artifacts because it smashes them with brute force. As of right now, green is the best at destroying them by quite a bit, though it might need to be split in half if it proves too good I suppose.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
It seems as though white's abilities are more defensive in nature, more prolonging the battle than actually winning it, of which white is equally good at both. are there plans to give white more offensive abilities or will they have to rely on the non-magic abilities(or other colors) in order to become a more offensive planeswalker?
Also, is it safe to assume that this takes place during the current magic storyline?
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
First this sounds quite interesting and I would be up for it.
The thing I don't quite understand is the artificer skill. I get that the skill allows artifacts to be carried but what I don't get is what this means in terms of how you actually get them and use them. I especially get caught up in the CMC rule and slots and well could you clarify the ability.
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Originally commissioned through High~Light Studios
It seems as though white's abilities are more defensive in nature, more prolonging the battle than actually winning it, of which white is equally good at both. are there plans to give white more offensive abilities or will they have to rely on the non-magic abilities(or other colors) in order to become a more offensive planeswalker?
I think that in that case you would rely on some of the more offensive members of your party. (Not like **** you offensive, I mean like attack-related spells) However, an all-white mage party in a fight? I dunno. When signing up for a quest, if you weren't the first one, I guess you could check the active characters thread (I assume we'll have one like in M:tRPG) to check the colour that the other person/people use.
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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
I think that in that case you would rely on some of the more offensive members of your party. (Not like **** you offensive, I mean like attack-related spells) However, an all-white mage party in a fight? I dunno. When signing up for a quest, if you weren't the first one, I guess you could check the active characters thread (I assume we'll have one like in M:tRPG) to check the colour that the other person/people use.
Well the dilemma im facing is that as soon as i heard of this, I already started working on a character in my head, despite not knowing most of the rules of the new planeswalkers (the old rules werent that hard. You are a god, here is a 60 card deck). My idea is to have a soldier-type planeswalker, which would probably be better in the mtgrpg, minus the planeswalker part of course. But on the other side, whites current planeswalkers in the card game are quite offensive(the same way you mean).
The deciding factor, in my mind is that i prefer starting new. There is no doubt in my mind that i could create a character in either, but I just hate being "the new guy," especially one that is out of the loop.
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
What about an ascended Bantian for a character? They're not true angels, just blessed by them (e.g. Asha's Favor), merely giving them the ability to fly and perhaps a small augment to white magic.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I think the problem with creatures such as dragons, angels, and a few demons is this: They can fly. This means that it's a better choice as a race, so it will get chosen alot more than anything that can't fly
They are (typically) more powerful than any mortal being: A dragon would be older, wiser, and possibly be able to breathe fire. Angels and demons are immortal, and are usually cohorts of some being.
I'm not opposed to the idea of having reaces that can fly, but there just needs to be a way to balance it with every other race. Maybe have flying/floating be a colorless ability, or maybe have racial abilities that can be bought. the latter choice does create more work, but also provides alot of customization for creating/differentating races (Elves form dominara will be differen from elves on mirrodin, but they'd still be elves).
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That's a good idea--spend one character point to be able to play a flying race (not just limited to angels/demons, even aven would be put under this restriction.
And that's basically what I had in mind for this character--ascended Bantians look like angels, but they're as mortal as humans. The only difference is they can fly, and some have stronger white magic than before.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
i think the problem with making flying a non-magic ability is the same as the jedi ability in the star wars mmo. if you make it too easy to get, it will cheapen the effect because everyone and their mother will want it. That being said, i think it would make a good blue ability. not only is flying a familiar ability for blue, but it restricts who can use it.
I do agree that racial abilities are a great way to do things. with the extra bit of work, you get that much more character customization, though im not sure what humans would be able to get.
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
Blue as a primary ability, white as a secondary ability. They're both darn good at it.
EDIT: @ human racial abilities, perhaps they get an extra skill point or something like you get an extra feat for being human in D&D.
Additionally, if certain races become a problem, you can always make racial adjustments. For instance, an aven could take 1 extra point to create. This may also open up the ability to play more powerful races. All depends on how it tests.
The above idea is a good one. Also, there should be certain restrictions on what races can start off with which colors. for example, a vampire planeswalker probably shouldnt be able to start off as a white planeswalker. A centaur probably wouldnt be blue either.
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
It seems as though white's abilities are more defensive in nature, more prolonging the battle than actually winning it, of which white is equally good at both. are there plans to give white more offensive abilities or will they have to rely on the non-magic abilities(or other colors) in order to become a more offensive planeswalker?
Also, is it safe to assume that this takes place during the current magic storyline?
The main way I see white winning battles is with creatures. In fact, that's the main way most colors will need to win aside from red, at least until the planeswalkers become more powerful.
And it is happening during the current magic storyline, to the best of my ability to make it that way.
First this sounds quite interesting and I would be up for it.
The thing I don't quite understand is the artificer skill. I get that the skill allows artifacts to be carried but what I don't get is what this means in terms of how you actually get them and use them. I especially get caught up in the CMC rule and slots and well could you clarify the ability.
Yes, I figured the ability might be difficult to read. I pretty much wrote that and equipment rules in a "stream of consciousness" way, so they're pretty garbled and unorganized. I'll try to flesh them out and organize them for easy reading when I'm finished with the rest of the rules.
What about an ascended Bantian for a character? They're not true angels, just blessed by them (e.g. Asha's Favor), merely giving them the ability to fly and perhaps a small augment to white magic.
I think this would be fine, read my response to Id's post below this.
I think the problem with creatures such as dragons, angels, and a few demons is this: They can fly. This means that it's a better choice as a race, so it will get chosen alot more than anything that can't fly
They are (typically) more powerful than any mortal being: A dragon would be older, wiser, and possibly be able to breathe fire. Angels and demons are immortal, and are usually cohorts of some being.
I'm not opposed to the idea of having reaces that can fly, but there just needs to be a way to balance it with every other race. Maybe have flying/floating be a colorless ability, or maybe have racial abilities that can be bought. the latter choice does create more work, but also provides alot of customization for creating/differentating races (Elves form dominara will be differen from elves on mirrodin, but they'd still be elves).
Id hits the nail on the head for not allowing dragons/angels/demons. Mostly its the vastly more powerful than any mortal being part.
I really don't want to add race abilities to the rules, they're complicated enough already. Instead I was thinking I give you the tools for all of these abilities you could want in the normal way of leveling, then you purchase what you feel makes sense for your character. And if you can't afford everything you "need" for your race at first, don't use it and don't mention you can't ;).
The way you get flying is a part of an interesting set of rules I had the idea for, but I can't decide what bonus flying should give you in combat, so I want to ask everyone's opinion. Should flying make you unattackable by creatures without flying? Just a bonus to defense against nonfliers? Or maybe just being able to attack without being blocked except by creatures with flying/reach? I need opinions.
The above idea is a good one. Also, there should be certain restrictions on what races can start off with which colors. for example, a vampire planeswalker probably shouldnt be able to start off as a white planeswalker. A centaur probably wouldnt be blue either.
just some food for thought.
If a player wants to be a white vampire, I'm fine with that provided the player gives their character a white personality. I'm completely fine with character's race/color combo being different from the norm, it happens. Its my job as a WPL to keep the majority of characters as their normal color and philosophy. Remember that its a creature's beliefs and ideals that most make up their color, not their race.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
ya i apologize for bogging you down with so many questions, but consider it "beta testing"
As for what bonus flying would give you, i think that being unattackable by nonflying creatures would be the best choice from a role playing standpoint, however, i do think that creatures with reach would be able to attack and defend against creatures with flying to balance it out.
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
Myself, I think flying should only let you attack without being blocked except by creatures with flying/reach. For being unattackable except by flying critters, what would happen if you fought another Planeswalker who had no flying creatures? They would have little chance to win unless they were a red 'walker who could burn you down. The only way I could reasonably see that working is if you couldn't fly ALL the time during the fight.
Some ways I think you might be able to pull off flying as a sort of "invulnerability" ability:
1. You can "fly" during a turn, and you can do it consecutively, but every turn after the second consecutive you get a -1 mod on your rolls (due to fatigue). The -1 stacks for each turn after the second. (eg. 3rd turn -1, 4th -2, etc.)
2. You can only fly once every two/three of your turns.
3. You can fly anytime, but you may cast only creature spells with flying while in flight (as most ground creatures wouldn't enjoy plummeting to earth)
Just a few of my thoughts. I think the first idea is the best, but it is up to you of course.
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My MTG: RP character:Vealin
Type 2/Standard
:symr::symg:Valakut G/R Ramp Burn:symr::symg:
EDH
Teysa, Orzhov Scion :symw::symb:
Boborgymos :symg::symr:
95% of TEENs would cry if they saw Justin Bieber at the top of a skyscraper about to jump. Copy and paste this if you are part of the 5% that would sit there with popcorn and a camera and yell "DO A FLIP"
First glance: sounds like a LOT of fun. I'll have to read more in-depth when I get the chance. I wish you well with this project, KK
White and blue abilities are done, provided I haven't missed anything in their slices of the pie. Feel free to point out any points of flavor you feel I'm missing there. (And yes, I know I don't have telepathy or time manipulation in blue, its for very good reason, though maybe not one fans of those abilities will be pleased with.)
thanks DarkNightCavalier for the sig!
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It just doesn't seem very much like a planeswalker would have to rely on luck to get their spells to work.
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
I suppose its possible that creature removal could lose the need for die rolls in most cases, but I'm worried that if removal works every time creatures would be extremely weak unless you pick up all shroud creatures.
____________________________
Black, red, green, and colorless abilities are finished. Red and green really give me the feeling I'm missing something, but I can't think of what else to hand them. Red focuses so much on damage and green focuses so much on creatures... If anyone can point out abilities I'm missing there, I'd be grateful (nothing mana production related in green, there's something special coming up that fills that role.)
Colorless abilities are... odd. Two of them are quite complex, but only in the area of initial understanding, they should play smoothly.
Tomorrow I've got conjuration to do, hopefully it won't take hours. I really like what I've come up with for it, I based artifice off of a good chunk of it (Don't worry, artifice gained most of the complications on its own, summoning is much simpler).
If I finish conjuration quickly, I may be able to finish up all of the rules tomorrow.
I won't get much work done on Sunday though, if I get to do any at all. I'm working in the late morning, then have a superbowl party at my house.
Q: what's the diference between primary and secondary abilites?
C: Greens ability to destroy bot artifacts and echantments seems out of place, consider white and red get the ability to only do one. Therefore, either this ability should either cost quite a bit more or it sould be harder to get
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Green is the best color at destroying both enchantments and artifacts. White is far better at enchantments, getting artifacts more rarely, and red only gets artifacts because it smashes them with brute force. As of right now, green is the best at destroying them by quite a bit, though it might need to be split in half if it proves too good I suppose.
Blue/Red forever, baby! You just got SWERVED!
View my trades here.
Also, is it safe to assume that this takes place during the current magic storyline?
The thing I don't quite understand is the artificer skill. I get that the skill allows artifacts to be carried but what I don't get is what this means in terms of how you actually get them and use them. I especially get caught up in the CMC rule and slots and well could you clarify the ability.
I think that in that case you would rely on some of the more offensive members of your party. (Not like **** you offensive, I mean like attack-related spells) However, an all-white mage party in a fight? I dunno. When signing up for a quest, if you weren't the first one, I guess you could check the active characters thread (I assume we'll have one like in M:tRPG) to check the colour that the other person/people use.
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
Well the dilemma im facing is that as soon as i heard of this, I already started working on a character in my head, despite not knowing most of the rules of the new planeswalkers (the old rules werent that hard. You are a god, here is a 60 card deck). My idea is to have a soldier-type planeswalker, which would probably be better in the mtgrpg, minus the planeswalker part of course. But on the other side, whites current planeswalkers in the card game are quite offensive(the same way you mean).
The deciding factor, in my mind is that i prefer starting new. There is no doubt in my mind that i could create a character in either, but I just hate being "the new guy," especially one that is out of the loop.
Emille, Seven-Sting Dancer Shalin Nariya
They are (typically) more powerful than any mortal being: A dragon would be older, wiser, and possibly be able to breathe fire. Angels and demons are immortal, and are usually cohorts of some being.
I'm not opposed to the idea of having reaces that can fly, but there just needs to be a way to balance it with every other race. Maybe have flying/floating be a colorless ability, or maybe have racial abilities that can be bought. the latter choice does create more work, but also provides alot of customization for creating/differentating races (Elves form dominara will be differen from elves on mirrodin, but they'd still be elves).
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
And that's basically what I had in mind for this character--ascended Bantians look like angels, but they're as mortal as humans. The only difference is they can fly, and some have stronger white magic than before.
Emille, Seven-Sting Dancer Shalin Nariya
Anyway, I'm interested in this. Though so much for being Nicol Bolas.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
I do agree that racial abilities are a great way to do things. with the extra bit of work, you get that much more character customization, though im not sure what humans would be able to get.
EDIT: @ human racial abilities, perhaps they get an extra skill point or something like you get an extra feat for being human in D&D.
Additionally, if certain races become a problem, you can always make racial adjustments. For instance, an aven could take 1 extra point to create. This may also open up the ability to play more powerful races. All depends on how it tests.
Emille, Seven-Sting Dancer Shalin Nariya
just some food for thought.
And it is happening during the current magic storyline, to the best of my ability to make it that way. Yes, I figured the ability might be difficult to read. I pretty much wrote that and equipment rules in a "stream of consciousness" way, so they're pretty garbled and unorganized. I'll try to flesh them out and organize them for easy reading when I'm finished with the rest of the rules. I think this would be fine, read my response to Id's post below this. Id hits the nail on the head for not allowing dragons/angels/demons. Mostly its the vastly more powerful than any mortal being part.
I really don't want to add race abilities to the rules, they're complicated enough already. Instead I was thinking I give you the tools for all of these abilities you could want in the normal way of leveling, then you purchase what you feel makes sense for your character. And if you can't afford everything you "need" for your race at first, don't use it and don't mention you can't ;).
The way you get flying is a part of an interesting set of rules I had the idea for, but I can't decide what bonus flying should give you in combat, so I want to ask everyone's opinion. Should flying make you unattackable by creatures without flying? Just a bonus to defense against nonfliers? Or maybe just being able to attack without being blocked except by creatures with flying/reach? I need opinions. If a player wants to be a white vampire, I'm fine with that provided the player gives their character a white personality. I'm completely fine with character's race/color combo being different from the norm, it happens. Its my job as a WPL to keep the majority of characters as their normal color and philosophy. Remember that its a creature's beliefs and ideals that most make up their color, not their race.
As for what bonus flying would give you, i think that being unattackable by nonflying creatures would be the best choice from a role playing standpoint, however, i do think that creatures with reach would be able to attack and defend against creatures with flying to balance it out.
Some ways I think you might be able to pull off flying as a sort of "invulnerability" ability:
1. You can "fly" during a turn, and you can do it consecutively, but every turn after the second consecutive you get a -1 mod on your rolls (due to fatigue). The -1 stacks for each turn after the second. (eg. 3rd turn -1, 4th -2, etc.)
2. You can only fly once every two/three of your turns.
3. You can fly anytime, but you may cast only creature spells with flying while in flight (as most ground creatures wouldn't enjoy plummeting to earth)
Just a few of my thoughts. I think the first idea is the best, but it is up to you of course.