I'm in favor of flying have a bonus defense against non-fliers. Perhaps gaining something like +2 to attacking opposing planeswalkers (Dive-bombing them.) Although having a fly speed half of move speed would also make sense.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Going over the planes you can start on, where's Mercadia? (I apologize if something happened on Mercadia that neutered planeswalking, I haven't been around that long. Seriously, I was three when it came out.)
EDIT: Also, Rabiah, Segovia, - just look here. It has a list of all the planes. Do you have a reason for not having some of those planes? I mean, I can understand not having Serra's Realm, Phyrexia, stuff like that, but some of those planes are legal planes with real people.
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
Going over the planes you can start on, where's Mercadia? (I apologize if something happened on Mercadia that neutered planeswalking, I haven't been around that long. Seriously, I was three when it came out.)
EDIT: Also, Rabiah, Segovia, - just look here. It has a list of all the planes. Do you have a reason for not having some of those planes? I mean, I can understand not having Serra's Realm, Phyrexia, stuff like that, but some of those planes are legal planes with real people.
At this point, the planes listed are the ones where most of the story and quests are going to take place; I imagine players visiting other planes sparingly. Plus just these planes I've selected alone will need a lot of work and hold a lot of locations to explore. (And if we included too many old planes, we wouldn't have much forum-space for expansion into future magic sets and the planes they take place in.)
But then, those are reasons for not having a main forum including those, not for disallowing you to come from that plane. I'm not sure if I should change this or not. The main reason was for players to actually interact with the plane their character is from, interact with their past, but that doesn't seem as important as when I first decided on the rule. I'll think about a new way to do it.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
So I have a new thing to bring up again artifact related (dam those rules confuse me). So how exactly does equipment work because I feel it suffers from the same confusions as the artificer rule.
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Hmm...could the Fae perhaps be expanded to include green? I know there where several Green faeries over the years. Elves need a secondary color, be it R or B.
BTW, I'm totally in once this gets rolling.
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Oi, I just said I didn't mind if your characters are different colors than the base race.
Plus there's a few races here I need to outlaw (Ignoring the accidental uses of Class types). Faeries are not allowed unless someone can prove they live a lot longer on Dominaria than they can on Lorwyn, because they only live a few weeks there, and having the Spark no longer gives the being immortality.
Also, Zombies would need to have some kind of super detailed backstory about how an unliving being can ascend. Same with vampires, but I'll be a little more lenient with those, if only because they're cool, and Sorin proves its possible.
Beasts are similar, in that out of 99,999,999,999 times out of 100,000,000,000 they are non-sentient drooling brutes. In fact, the only printed exception seems to be Uril, the Miststalker. EDIT: That is, assuming he even is intelligent and not just a one-of-a-kind sort of powerful beast.
Just a suggestion, assuming we're still using cards in this format to balance out the Green/White/Red destruction abilities. Have the Red Artifact destruction and the White Enchantment destruction exile, and have Green just destroy perhaps?
Btw, is there a tenative goal date to have everything ready for us to roll up 'walkers? I bet a lot of us are itching with excitement.
Also, white could focus more on specific artifact/enchantment destruction, red with blanket equalization, and green with global naturalization.
Also, with counterspelling, does blue have the option to not name any parameters? It keeps you from getting any -2's to their roll, but you don't run the risk of them getting any bonuses to the roll either.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
I'll keep your ideas for changing the artifact/enchantment destruction if I feel things aren't working out, but I feel like the current rules are going to be fine.
Well, I'm not entirely sure how much work it is going to take to get everything written down. My current goal was just to get as much done each day as I could manage, which has been working decently, even though I slipped this weekend. At the moment, I am organizing my thoughts for Conjuration (Creature Summoning) on paper so I don't throw it onto the page so garbled that it can't be understood.
Yes, when counterspelling the mage can name as many or as few of the parameters as they wish, even none of them for a 1/5 chance of countering any spell.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
The only thing I don't like (and I really dislike it) is the die rolling. It seems to me that too many abilities and actions are too dependent on die rolling. Losing a game of magic due to not hitting a land for six turns in a row sucks. I'm sure dieing or otherwise getting pwned in Planeswalkers due to the RNG (Random Number Generator) hating you today would suck even worse.
Just out of curiosity, does anyone have ideas on a system that could be used in its place?
EDIT:: The big one that sticks out to me thus far as problematic is counterspelling. Seems like you'd only counter an opponents spell like 40% of the time or less, and even then, leaving your mana open and not taking an action on your turn to have a 40% chance to stop your opponent from taking an action doesn't seem very good to me.
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Blue/Red forever, baby! You just got SWERVED!
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i think the die rolls are a great idea. Realisticly, not every spell you are going to cast will be successful. Also, it seems as there will be a decent amount of PvE fights, so i think conditional spells like counterspell will work. Also, the way i understand how counterspell works, you dont have to outright announce what your choices are, but you could pl them to the wpl.
I don't think there is a way to do it without the die system without making it overly complicated
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.
Personally, I'd be more in favor of a percentile rolling system. Then again, whenever I view something 'real' or 'gritty' I think of Dark Heresy and Neo-Walkers are not exactly akin to Exalted like their predecessors.
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Well, the die-roll could be less the higher your level.
For example, a new Planeswalker will roll a five-sided die, whereas an experienced Planeswalker will roll a two-sided die.
Actually, it would be better to split the die roll. Similar to how the monk's unarmed progression in DnD 3.5, it gets higher, then spits (Since two die have a higher average than a larger die.) Something like 1d6->1d10->2d6.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
EDIT:: The big one that sticks out to me thus far as problematic is counterspelling. Seems like you'd only counter an opponents spell like 40% of the time or less, and even then, leaving your mana open and not taking an action on your turn to have a 40% chance to stop your opponent from taking an action doesn't seem very good to me.
The point isn't to make a blue control deck that can counter every single spell the opponent plays, that wouldn't be fun for anyone else.
What I tried to do was make a system where you can stop an opponent from casting a spell that you know would be a very big problem for you. I think it really emphasizes blue's focus on knowledge as well, the more you understand your opponent, the more likely you are to beat him or her.
Well, the way I imagine it is, these are powers in addtion to cards that we use...? I have to ask now if that's the case
Yes, the abilities listed do not actually use cards except for equipment, artifacts, and conjuration (which is mostly done). There is another way coming to use other types of spells though. It is a good idea to look at the most basic spells of a type to get an idea of how much mana that ability will cost, that's what I'll be using.
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I'm partway through an edit that adds a new ability for red (creatures can't block), green (creatures must block), and will finish conjuration. Expect it to be posted tomorrow morning, because I have to work all day today :-/.
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The update is up. Next I plan to type up the rules for what abilities change/do not work when moved from the card-game to the rpg.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
1. are there plans to create more primary black abilities? they seem a bit short.
2. the other questions are mainly about conjuration. Am i correct in that you need all colors of a hybrid creature to cast it? for example, a mono green planeswalker couldnt summon golgari guildmage.
3. How do keyword ability tiers work? do higher levels make them harder to dispel?
4. continuing with keyword abilities, do the creatures keep the abilities or do you need to keep applying them?
5. should intimidate have color restrictions? i can't see white/blue creatures with intimidate and green is a stretch. the same could be said with guild abilities like bloodthirst
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.
1. If you know of more obvious abilities to be put on there I'll gladly include them. There is going to be a way to give your character more specialized spells coming though.
2. Yes, you need to have all of the colors of hybrid creatures to use them.
3. Only the mastered ability your planeswalker gains is able to be dispelled.
4-5. These abilities do not grant the keyword to all of your creatures, they simply are required for creatures with those abilities to use them. Basically, if you played Assault Zeppelid, a second tier creature, but had no tiers of flying or trample purchased, the zeppelid would become a 3/3 slug that slides around on the ground and couldn't push past a tiny animal to get to the opponent it was attacking. However, as soon as you gain the second tier of flying, it is able to fly, and once you purchase the second tier of trample, it can trample over weaker creatures. However, if you have second tier lifelink, it will not let you gain life.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
ah thanks for the clarification on that. I did have an idea for a black ability. I dont know how exactly it should work, but since there is some sort of interaction with graveyards with abilities such as unearth, i was thinking an ability that either brought a creature, based on tier, from the graveyard back into play, or returned mana to the planeswalker for taking a creature out of the graveyard, either by exiling it, or returning it to wherever the planeswalkers would keep the creature. The mana returned would be dependent on the tier of the spell of course.
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.
Its looking almost ready for us to swarm you with characters.
I'm trying to think though; I'm going to be bringing Krensae. While his spark will have awakened in Shadowmoor, would he still draw his first spells from Dominaria since that is his home plane?
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
ok so another question. i have a creature with landfall and a skyshroud ranger like creature. does that mean that I trigger landfall with each activation of the ranger. Additionally I see nothing about non basics and the power they hold. Are they usable like spells or no. Additionally how exactly do we select our spells. The rules seem not to outline how exactly we get out spells.
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RIP Krensae Fluidtail: Sleep well with the fish
EDIT: Also, Rabiah, Segovia, - just look here. It has a list of all the planes. Do you have a reason for not having some of those planes? I mean, I can understand not having Serra's Realm, Phyrexia, stuff like that, but some of those planes are legal planes with real people.
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
But then, those are reasons for not having a main forum including those, not for disallowing you to come from that plane. I'm not sure if I should change this or not. The main reason was for players to actually interact with the plane their character is from, interact with their past, but that doesn't seem as important as when I first decided on the rule. I'll think about a new way to do it.
Human - White, Blue, Black, Red, Green.
Elf - Black, Green.
Dwarf: White, Red.
Merfolk: White, Blue, Black.
Treefolk: White, Black, Green.
Faerie: Blue, Black.
Zombie: Black.
Beast: Red, Green.
Troll: Green.
Goblin: Red.
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Plus soldier, wizard, rogue, necromancer, pyromancer, artificer, and shaman are all class types, not race types
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BTW, I'm totally in once this gets rolling.
Which Final Fantasy Character Are You?
Outbreak
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Plus there's a few races here I need to outlaw (Ignoring the accidental uses of Class types). Faeries are not allowed unless someone can prove they live a lot longer on Dominaria than they can on Lorwyn, because they only live a few weeks there, and having the Spark no longer gives the being immortality.
Also, Zombies would need to have some kind of super detailed backstory about how an unliving being can ascend. Same with vampires, but I'll be a little more lenient with those, if only because they're cool, and Sorin proves its possible.
Beasts are similar, in that out of 99,999,999,999 times out of 100,000,000,000 they are non-sentient drooling brutes. In fact, the only printed exception seems to be Uril, the Miststalker. EDIT: That is, assuming he even is intelligent and not just a one-of-a-kind sort of powerful beast.
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Also, white could focus more on specific artifact/enchantment destruction, red with blanket equalization, and green with global naturalization.
Also, with counterspelling, does blue have the option to not name any parameters? It keeps you from getting any -2's to their roll, but you don't run the risk of them getting any bonuses to the roll either.
RIP Krensae Fluidtail: Sleep well with the fish
Well, I'm not entirely sure how much work it is going to take to get everything written down. My current goal was just to get as much done each day as I could manage, which has been working decently, even though I slipped this weekend. At the moment, I am organizing my thoughts for Conjuration (Creature Summoning) on paper so I don't throw it onto the page so garbled that it can't be understood.
Yes, when counterspelling the mage can name as many or as few of the parameters as they wish, even none of them for a 1/5 chance of countering any spell.
Just out of curiosity, does anyone have ideas on a system that could be used in its place?
EDIT:: The big one that sticks out to me thus far as problematic is counterspelling. Seems like you'd only counter an opponents spell like 40% of the time or less, and even then, leaving your mana open and not taking an action on your turn to have a 40% chance to stop your opponent from taking an action doesn't seem very good to me.
Blue/Red forever, baby! You just got SWERVED!
View my trades here.
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 don't think there is a way to do it without the die system without making it overly complicated
RIP Krensae Fluidtail: Sleep well with the fish
For example, a new Planeswalker will roll a five-sided die, whereas an experienced Planeswalker will roll a two-sided die.
Mafia Stats 2016-2017:
Town: 1-0 | Scum: 2-0 | Neutral: 1-1
Actually, it would be better to split the die roll. Similar to how the monk's unarmed progression in DnD 3.5, it gets higher, then spits (Since two die have a higher average than a larger die.) Something like 1d6->1d10->2d6.
RIP Krensae Fluidtail: Sleep well with the fish
What I tried to do was make a system where you can stop an opponent from casting a spell that you know would be a very big problem for you. I think it really emphasizes blue's focus on knowledge as well, the more you understand your opponent, the more likely you are to beat him or her. Yes, the abilities listed do not actually use cards except for equipment, artifacts, and conjuration (which is mostly done). There is another way coming to use other types of spells though. It is a good idea to look at the most basic spells of a type to get an idea of how much mana that ability will cost, that's what I'll be using.
________________
I'm partway through an edit that adds a new ability for red (creatures can't block), green (creatures must block), and will finish conjuration. Expect it to be posted tomorrow morning, because I have to work all day today :-/.
________________
The update is up. Next I plan to type up the rules for what abilities change/do not work when moved from the card-game to the rpg.
1. are there plans to create more primary black abilities? they seem a bit short.
2. the other questions are mainly about conjuration. Am i correct in that you need all colors of a hybrid creature to cast it? for example, a mono green planeswalker couldnt summon golgari guildmage.
3. How do keyword ability tiers work? do higher levels make them harder to dispel?
4. continuing with keyword abilities, do the creatures keep the abilities or do you need to keep applying them?
5. should intimidate have color restrictions? i can't see white/blue creatures with intimidate and green is a stretch. the same could be said with guild abilities like bloodthirst
2. Yes, you need to have all of the colors of hybrid creatures to use them.
3. Only the mastered ability your planeswalker gains is able to be dispelled.
4-5. These abilities do not grant the keyword to all of your creatures, they simply are required for creatures with those abilities to use them. Basically, if you played Assault Zeppelid, a second tier creature, but had no tiers of flying or trample purchased, the zeppelid would become a 3/3 slug that slides around on the ground and couldn't push past a tiny animal to get to the opponent it was attacking. However, as soon as you gain the second tier of flying, it is able to fly, and once you purchase the second tier of trample, it can trample over weaker creatures. However, if you have second tier lifelink, it will not let you gain life.
Your second idea seems like a special spell, and also feels green+black, not mono-black. Details on that should hopefully be up soon.
I'm trying to think though; I'm going to be bringing Krensae. While his spark will have awakened in Shadowmoor, would he still draw his first spells from Dominaria since that is his home plane?
RIP Krensae Fluidtail: Sleep well with the fish