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| #1scochio17May 09, 2010 13:45:16 | I'm planning on running a campaign based on Magic. The game will start with the players, all from different planes, being hired by a Wizard to accompany him on a trip to a "place filled with more treasure than any one man could possibly imagine." After agreeing to go along, the players are Planeswalked to Zendikar, where the Wizard reveals that he is a Planeswalker and explains the secrets of the multiverse to the players. After a few adventures on Zendikar, the players are free to Planeswalk to any other plane they see fit, helping to solve their problems and increasing in their own powers before eventually getting a message from the Wizard on Zendikar. They return to find the Eldrazi have been awakened and must destroy them to save the multiverse. To make the game feel mechanically more like MtG, I'll be replacing the usual 4e Alignment system with a Color system. Each player chooses one Color, and gains an encounter power based on his choice: White: Healing Salve Encounter-Standard Range 10 Target Ally The target spends a healing surge. Blue: Ancestral Recall Encounter-Minor Range Personal Choose an encounter power other than Ancestral Recall. You may use that power one additional time this encounter. Black: Dark Ritual Encounter-Minor Range Personal Spend and Action Point to gain an extra action, or gain the benifit of an ability that requires you to spend an Action Point without spending one. You may use this power even if you have already used your Action Point this encounter. Red: Lightning Bolt Encounter-Standard Close Blast 3 Attack: +2 vs Reflex -increase to + 4 at 11th level --increase to + 6 at 21st level Damage: 1d6 + lightning damage -increase to 2d6 + lightning damage at 11th level --increase to 3d6 + lightning damage at 21st level Special: When you create your character, choose an ability score to use for attack and damage rolls with this power. Green: Giant Growth Encounter-Free Range 10 Target Ally Trigger: An ally within range deals damage with a melee attack That attack deals an additional 1d4 damage -increase to 2d4 at 11th level --increase to 3d4 at 21st level I was also thinking of maybe incorporating the card game as part of the game, like whenever the players are battling another Planeswalker, I give each player a deck of their color and they play the card game to summon monsters that act on their turn, and walk around on the grid battling opponents monsters like a normal 4e fight. So, what do you think? Sound fun, or should I scrap the idea? Got any balancing tips for the Color powers? Any ideas for adventures or anything else? |
| #2603May 09, 2010 17:51:27 | I'd leave the colors out of it. PCs aren't Planeswalkers, at least not until maybe the end of the Epic tier. And even then only if they've got the Planescrawler spark. The colors are something they'd only be peripherally aware of. |
| #3scochio17May 09, 2010 20:06:55 | The characters may not be aware of the colors, but they would still be aligned with one of the five colors of mana, and be able to cast spells of them. They might not know what Red Mana is, but they'd still be reckless and stubborn and hurl a mean lightning bolt. |
| #4603May 09, 2010 20:47:10 | The trouble is, the powers listed are Planeswalker powers. Not something an average Creature would have access to without a Planeswalker feeding it mana. PCs aren't Planeswalkers, because Planeswalkers are totally beyond the scope of anything in 4e D&D. Sure PCs are heroic; they might even qualify as Legends. But making them Planeswalkers just opens up too much. |
| #5KruskMay 12, 2010 10:54:46 | I would make planes walker an epic destiny. The PCs are all going to know magic, recognize it, and think "We get to be planes walkers! SWEET!". Don't then go on about how "Oh but you guys aren't that cool, only my NPC is. You guys get to be his helpers." I would scrap the card battle ideas, I see it taking forever for each fight. Maybe you could do a "(Color) Mana user" paragon path for each color. That way PCs who are really into it, can be "almost planes walkers" fairly early on. Why do I have it in my head they will be starting at level 7 or 8?
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| #6scochio17May 12, 2010 13:14:33 | I was actually planning on 'walkers being a Paragon path, and having pre-Time Spiral God-Planeswalkers like Urza being Epic Destinies, but I'm actually liking that Color-linked paragon path idea. It would save me the trouble of having to balance the color powers at first level. And I was thinking at starting at level 5, actually. |
| #7theplaneswalkerMay 12, 2010 20:33:53 | I was actually planning on 'walkers being a Paragon path, and having pre-Time Spiral God-Planeswalkers like Urza being Epic Destinies, but I'm actually liking that Color-linked paragon path idea. It would save me the trouble of having to balance the color powers at first level. What you could do is to allow every player to have the Spark, however they will develope it as the gain levels, that means that a character lvl 1 could be a planeswalker in the making (if you go with post-timespiral planeswalkers since they are a watered down version of the true planeswalkers of old). Treat it as boons and make a small chart with powers or bonuses the would gain as they level up depending on their alignment/mana colors. Perhaps you could make a small test for your players to see to what colors they are more attuned with, or assign mana colors to the classes depending on factors like alignment. wiki.mtgsalvation.com/article/Color_Pie |
| #8603May 12, 2010 20:49:05 | I was actually planning on 'walkers being a Paragon path, and having pre-Time Spiral God-Planeswalkers like Urza being Epic Destinies, but I'm actually liking that Color-linked paragon path idea. It would save me the trouble of having to balance the color powers at first level. Dunno. In a non-MtG campaign, PCs wouldn't be getting access to the Astral Sea until the middle to end of the Epic tier. Introducing Planescrawling so early... dunno. Still doesn't feel right to me, even though I kinda like the idea of keeping them relatively underpowered compared to a full-power Planeswalker, like how Ajani or Garruk are compared to the guy/girl playing MtG. |
| #9GrimbusMay 13, 2010 17:00:17 | I like the idea of the players choosing colours and getting powers and or feats associated with that colour. A "blue" ranger could get a skill set or bonuses to do with the sea - two weapon fighting might include a trident or net, or a fighter might be able to use a net as a shield. These kind of powers - even minor ones add flavour to the game. I'd sketch out a rough framework up to level ten. The powers could be generic or specific to the pc's classes. Also bear in mind what you want them to do so that they have the necessary powers to do it. |