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48368 No. 48368 ID: 448d82

For rules and discussion and stuff.

Currently you have in your libary;
1 creatures
Spirit Touched crab x1

1 Minion;[Highlander rule, there can be only one]
Skullerhand

Items: Generally Artifact Cards
Jar of Eyeballs
http://media.wizards.com/images/magic/tcg/products/dka/wi2ww7niko_en.jpg

Abilities: Sorceries and Instants

Due to being a level 1 planeswalker;
Access to these;
Cancel
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=227225&type=card

Think Twice
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=230626&type=card

Unsummon
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=220301&type=card

Ponder
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=244313&type=card

Due to being a level 1 Ghost planeswalker;
hidious visage
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=220304&type=card

Night terrors
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=246947&type=card

Due to Skullerhand you have access to;
Diabolic Tutor
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=221519&type=card

Ghoulcaller's Chant
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=220021&type=card

So, as can be seen, currently, our as of yet undiscovered gender protagonist, stinks.

You'll get more cards by finding spell books and stuff like that. The spirit growing stronger will also mean more cards. Skullerhand will become more powerful as he levels up too.

Questions?
>>
No. 48373 ID: beb6d7

cancel sucks, and besides, counterspell does the very same thing for less. or was that replaced? I dunno, I haven't played MTG in ages.

unsummon is pretty great. you'll fuck up your opponent's mana gain if you unsummon his big expensive shit, probably before it even attacks.

ghoulcaller's chant is pretty sweet too, and the rest is okay. we just need some creatures and artifacts and lands, somehow. oh, and the protagonist needs to learn how to summon things.

how do minions, their abilities and loyalty costs work?
>>
No. 48375 ID: 448d82

>>358173
Well, Cancel does stink, and it'll be replaced once you level up, there is loads of things better than it, but on other matters...

Some of these mechanic will be different depending on what exactly we go for; Less or more rules.

On Minions
Some Minions will give you access to nice spells, others will just have uber personal card effects.

Now on the Loyality cost of Minions, some will want mana, others want riches, basically they want paid.

This cost can dissappear and a Minion can become a [Follower]

Followers have their cost replaced by a [reason]
For example a follow could have thrown thier lot in due to wanting to see other planes. Often a follower's reason is hidden.

Minion, Servant and Follower are for representing the beings that can be willingly summoned/ Npcs

Not all sentient beings will be Minions etc...

On the note of Summoning;
The protagonist is a "neo-planeswalker" which simply means he or she can be killed and isn't a hax-deity level being that old planeswalkers(the ones that didn't have cards, look up Urza) had.

I'm taking the stance that a in terms of summoning things, you need to be more powerful than them/or you need a contract with them/or they are willing, and need to have seen them.

This would be part of my reasoning for planeswalkers well, planeswalking.

They can only summon things they've seen.

As for Lands, well you've already got one connection but in a plane other than innistrad you'll need to "summon" the mana from the lands you've connected to.

You basically, first time you enter a plane you get a powerdown and native creatures have the advantage in that they don't get pulled back to thier homeplane.

Am I making sense here, or am I failing to explain things?
>>
No. 48380 ID: beb6d7

>>358175

I lost you. don't worry, it's probably because I'm kinda baked.
>>
No. 48381 ID: 6f9630

>>358175
I think the first time we fight someone we'll figure what to do. No better teacher than experience, I always say.
>>
No. 48387 ID: b6edd6

So, about the mechanics question;
I am undecided on the question of freeform vs deck, but if we do freeform we need some mechanism to limit the protagonist's ability to spam a single card.
Unsummon, for example, would be utterly OP if it was only limited by its tiny mana cost.
>>
No. 48388 ID: 448d82

>>358187
Well, one solution to the freeform idea would be to invoke the highlander rule, that is to say:
There can be only one of each card.

Another idea would be having a limited number of slots for active spells, basically make the protagonist like a D&D wizard, having to remember spells before a conflict rather than during. This would be a bit more blue flavour too.

Of course a limit of sixty spells and only four of any given spell would work nicely.
>>
No. 48417 ID: e7aeec

or we could just roll a dice to see if the spell works or fail
>>
No. 48451 ID: 49d4d7

A question: What would happen if we were to meet a multicoloured creature, say a Blue/Green Mystic Snake? Can we possess it or is it neutral?
>>
No. 48456 ID: beb6d7

>>358217

okay, this is just my personal opinion but FUCK NO
>>
No. 48460 ID: 448d82

>>358251
You could possess it, but it'd be without ease.
Fine once inside.

On the whole rolling idea... it can clutter up a quest, and I'm even considering hiding mana costs and getting rid of the power/toughness.

An obvious flaw that the Quest doesn't need to tie itsself to is:

Huge Bat Monster: 1/1
Small little human or something: 1/1

Fine on the cards, annoying on Quest.
>>
No. 48468 ID: beb6d7

>>358260

I wouldn't mind.
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