This is my attempt at base rules for a MTG: RPG pen and paper style. I am looking for creative input from other gamers of both Pen and Paper RPGs and Magic. This game system is an amalgam of Magic, D&D and World of Darkness.
Block one
You know what to do in the first block, so on to the second.
Block two
Roll 7 d4 and drop the lowest and use the remaining d4 for the 6 stats. Round down when needed.
Block three
Health: Should be straightforward. Due note that Death occurs if you go more then your Con score in negatives.
AC: Should you gain Toughness, that gain becomes your AC score. To use AC when damage would be dealt roll Xd10, and negate damage on a 9+ roll.
Mana Pool: Max is defined by Int+Wis+Cha. You may gain one land per turn, unless something says otherwise.
Block four
Disciplines: At creation you have 3 points to spend here. You may pick a maximum of two disciplines. Make a note of which color is your character’s Primary Color.
One: modern commons
Two: modern uncommons
Three: modern rares
Four: modern mythics
Five: legacy
Skills: At creation you have 6 points to spend here. Maximum of two dots in any given skill. Keep in mind that if you have 2 or more skills that would affect one spell only the greatest of them applies. Don’t forget to add these bonuses to your stats in block two.
Mana Bonds: For each dot increase Land Max by 2.
Spell Slinger: For each dot increase Instant/Sorcery range by 2 squares.
Summoner: For each dot increase Summoning range by 2 squares.
Will: For each dot increase Non Land Max by 2.
Enchanter: For each dot increase Enchantment range by 2 squares
Artificer: For each dot increase Artifact range by 2 squares.
Influence: For each dot increase Area of Effect range by 2 squares.
Planeswalker Skills See Special Keyword: The Spark:
Leyline (X): For each dot you start with a Basic Land of X type in play.
Planeswalking:
One: 5 turns and 5 lands.
Two: 4 turns and 4 lands.
Three: 3 turns and 3 lands.
Four: 2 turns and 2 lands.
Five: 1 turn and 1 land.
Block five
Abilities & Keywords: At creation you have 6 points to spend here.
Keyword cost is currently open for debate, but once a cost has been decided on that is the cost and added to an ongoing list. Being able to have a Keyword will be based on the Disciplines that your character possesses.
Common to your colors: 1 point
Uncommon: 2 points
Rare: 3 points
Mythic: 4 points
Abilities can be made from Creatures or Spells. Cost will be determined at creation. Being able to have a Ability will be based on the Disciplines that your character possesses.
Common to your colors: 1 point
Uncommon: 2 points
Rare: 3 points
Mythic: 4 points
Special Keyword: The Spark; cost of 5 points and must be taken at creation. This gives your character the chance to become a Planeswalker. Your character does not know that they have this. Something extremely traumatic must happen to the character to ignite the spark, for example dying in combat. Upon the spark igniting the Character gains 10 experience points, access to the two Planeswalker only skills and 10 satchel points to spend and gains the ability to Planeswalk. For more on the Spark, and Planeswalker skills see the Planeswalker page.
Block six
Satchel: At creation you have 15 points to spend to make your satchel or deck. Always use the lowest modern rarity (Regeneration is a common this way). No Legends or Planeswalkers may be put into a Satchel, unless you find the item or go to the place, meet the character and he/she agrees to help you or with non sentient beings you beat it in combat.
Common: .5 per spell
Uncommon: 1 per spell
Rare: 2 per spell
Mythic 4 per spell
Legacy: 8 per spell
Basic Land: .1 per land
Non-Basic Land: Follow the rarity pattern above
Experience Points: Example; if you want to go from 3 to 4 in an Enemy color it will cost 20 points.
Block 1: New dots x5
Disciplines: (Artifact is to be considered an Allied)
Primary: New dots x2
Allied: New dots x3
Enemy: New dots x5
New Discipline:
Allied: 3 points
Enemy: 5 points
Skills: New dots x3
New Skill: 3 points
Abilities and Keywords:
Common to your colors: 2 points
Uncommon: 4 points
Rare: 6 points
Mythic: 8 points
Satchel:
Common: .5 per spell
Uncommon: 1 per spell
Rare: 2 per spell
Mythic 4 per spell
Legacy: 8 per spell
Basic Land: .1 per land
Non-Basic Land: Follow the rarity pattern above
I want combat to feel like a game of Magic placed on a D&D grid, but where the player’s character also gets to attack, be enchanted, etc.
When needed we will be using d10s and a 7+ is needed to do most things. However I want to use dice as little as possible.
Creatures size and movement rates will come from their d&d equivalent. Creatures may attack creatures. Blocking is done based on Attack of Opportunity. Creatures have an Area of Effect equal to half of yours.Creatures will stay damaged between rounds, but life gain effects can be used to remove damage.
Draw effects won't work, unless we can come up with something. Deck stacking/ordering effects (Scry) will affect the order in which cards are milled. No decks, you have access to all cards at all times.
Initiative
Roll d10s equal to dex score, add the number of dice that are 7+. Whoever has the most acts first and so on.
Combat
You have 5 action points in a round to spend however you like.
Full-round actions cost 5 points. Casting more than one spell counts a full-round action.
Standard actions cost 3 points. Casting a spell or attacking.
Move actions cost 2 points. Equipping Equipment
Free actions cost 0 points. Split Second spells
If you haven't otherwise moved, you can always move five feet for 0 points.
If you have used all of your points, then you cannot defend yourself.
So you can take one full-round action, or a standard and a move, or two moves, and all of that is along with as many free actions as you like, plus maybe a move of five feet.
Characters as Creatures
Characters will be treated as Creatures for the most part. Character can be affected by “Creature only” spells. For example a character can be enchanted by a Blanchwood Armor or Pacifism. Characters can also be affected by destroy, exile, and bounce spells. Against these and Auras cast on them by an opposing character is where saving throws come into play:
Con: Destroy
Dex: Exile
Wis: Bounce, Auras
Auras are Wis vs. Wis. If you get more 7+s then your opponent the Aura falls off.
Destroy, Exile and Bounce:
At targeting roll save, if you get a 7+ ignore the spell.
At each upkeep take a full move towards nearest edge, sacrifice one permanent, and roll save, if you get a 7+ the spell’s effect is over.
Any Toughness bonuses gained give your character AC. When attacked you may roll d10s equal to your AC and negate damage equal to the number of 9+s rolled.
When dealing damage +Power gives a Xd10 roll equal to the bonus, add damage equal to the number of 7+s rolled
Equipment may be equipped to Characters, but they may only have up to two equipments on them at a time. Characters that are equipped with one equipment may cast only one spell per turn. Characters with two equipments may not cast spells.
Regeneration on a player will work as such: If there is a regen shield on when their life total with go to 0, roll d10 equal to their Con add life equal to 7+s rolled.
Keywords
Haste has no effect on Players.
Trample work like in Magic, if the blocked creature deals lethal damage to whatever creature is blocking it can continue on its path to its target, if it has
Having Reach not only will allow a creature/character to be able block flying, but allow to attack as though they have a ranged weapon.
Vigilance: Attacking costs 1 action point, and you still only attack once per turn.
You know what to do in the first block, so on to the second.
Block two
Roll 7 d4 and drop the lowest and use the remaining d4 for the 6 stats. Round down when needed.
Block three
Health: Should be straightforward. Due note that Death occurs if you go more then your Con score in negatives.
AC: Should you gain Toughness, that gain becomes your AC score. To use AC when damage would be dealt roll Xd10, and negate damage on a 9+ roll.
Mana Pool: Max is defined by Int+Wis+Cha. You may gain one land per turn, unless something says otherwise.
Block four
Disciplines: At creation you have 3 points to spend here. You may pick a maximum of two disciplines. Make a note of which color is your character’s Primary Color.
Block five
Abilities & Keywords: At creation you have 6 points to spend here.
Keyword cost is currently open for debate, but once a cost has been decided on that is the cost and added to an ongoing list. Being able to have a Keyword will be based on the Disciplines that your character possesses.
Block six
Satchel: At creation you have 15 points to spend to make your satchel or deck. Always use the lowest modern rarity (Regeneration is a common this way). No Legends or Planeswalkers may be put into a Satchel, unless you find the item or go to the place, meet the character and he/she agrees to help you or with non sentient beings you beat it in combat.
Experience Points: Example; if you want to go from 3 to 4 in an Enemy color it will cost 20 points.
When needed we will be using d10s and a 7+ is needed to do most things. However I want to use dice as little as possible.
Creatures size and movement rates will come from their d&d equivalent. Creatures may attack creatures. Blocking is done based on Attack of Opportunity. Creatures have an Area of Effect equal to half of yours.Creatures will stay damaged between rounds, but life gain effects can be used to remove damage.
Draw effects won't work, unless we can come up with something. Deck stacking/ordering effects (Scry) will affect the order in which cards are milled. No decks, you have access to all cards at all times.
Initiative
Roll d10s equal to dex score, add the number of dice that are 7+. Whoever has the most acts first and so on.
Combat
You have 5 action points in a round to spend however you like.
Full-round actions cost 5 points. Casting more than one spell counts a full-round action.
Standard actions cost 3 points. Casting a spell or attacking.
Move actions cost 2 points. Equipping Equipment
Free actions cost 0 points. Split Second spells
If you haven't otherwise moved, you can always move five feet for 0 points.
If you have used all of your points, then you cannot defend yourself.
So you can take one full-round action, or a standard and a move, or two moves, and all of that is along with as many free actions as you like, plus maybe a move of five feet.
Characters as Creatures
Characters will be treated as Creatures for the most part. Character can be affected by “Creature only” spells. For example a character can be enchanted by a Blanchwood Armor or Pacifism. Characters can also be affected by destroy, exile, and bounce spells. Against these and Auras cast on them by an opposing character is where saving throws come into play:
Auras are Wis vs. Wis. If you get more 7+s then your opponent the Aura falls off.
Destroy, Exile and Bounce:
When dealing damage +Power gives a Xd10 roll equal to the bonus, add damage equal to the number of 7+s rolled
Equipment may be equipped to Characters, but they may only have up to two equipments on them at a time. Characters that are equipped with one equipment may cast only one spell per turn. Characters with two equipments may not cast spells.
Regeneration on a player will work as such: If there is a regen shield on when their life total with go to 0, roll d10 equal to their Con add life equal to 7+s rolled.
Keywords
Haste has no effect on Players.
Trample work like in Magic, if the blocked creature deals lethal damage to whatever creature is blocking it can continue on its path to its target, if it has
Having Reach not only will allow a creature/character to be able block flying, but allow to attack as though they have a ranged weapon.
Vigilance: Attacking costs 1 action point, and you still only attack once per turn.
Links of Interest
http://www.hamesucken.com/combat.html