Merging 4e and MtG.

Post/Author/DateTimePost
#1

Nerpherder

Oct 14, 2009 21:24:20

 


Im wanting to merge two of my favorite games, D&D and MtG.  I have already made a set of magic cards of Iconic D&D spells and characters, and now with the 4e I am trying to  make a class that casts MtG spells I have 3 different ideas and I wanted some outside input on which I should expand into a full write up.


 


1:  Each Color gets its own class as follows -


  • White - Leader

  • Blue - Controller

  • Green - Defender

  • Black - Striker

  • Red - Striker

                Each color would get Iconic spells of their color as class powers which would follow the other classes' powers.  Each power would have a "Mana" effect that the player could spend mana on, the mana would be limited by a certain amount per combat or per round not sure yet.


 


2:  Make one class called 'Plainswalker.' This class would use decks as implements, when combat started they would draw cards from there deck and only be able to cast cards in their hand.  Hand size would be limited and casting time would be based on the Converted Mana Cost of the card and take an amount of time yet to be decided (I was thinking casting is a standard action, and gathering mana is a minor action.  So a Converted Mana Cost of 3 would take a full round of minor actions then a standard action to cast.)  You could make a deck out of any cards you wanted to color no hindrance.


 


3:  My third idea is a little different then my 2nd but along the some lines, the 'Plainswalker' would be its own class again but this time the powers would be much like the other 4e classes.  The difference would be all your powers would have a sustain ability.  When you use a power you get a mediocre effect but there is a sustain effect with a limited number of rounds if you sustain it for the full number of rounds you get another effect, if you don't sustain you loose the additional effect as well as any benefit that would come from having the effect sustained.


 


For the second two options I would have to come up with how creatures would work in D&D, Im thinking something like a mix between Summoned creatures and the Shaman's Sprit Companion.


 So any ideas?


-Nerp

#2

Qube

Oct 15, 2009 0:25:31

I did this already.


IMO color = alignment.

#3

slobo777a

Oct 15, 2009 4:59:35

I've done something similar in a Runequest homebrew. In RQ, the amount of mana to spend, and the coloured mana types fit very nicely with the pre-existing spell systems.


You could use coloured Mana to allow the different colours to represent builds of the class. Although you probably could not then mix up the roles as you have assigned - they would have to map to secondary roles for the class. However those secondary roles could be quite strong given how you can restrict access.


This might also work well as a Source, conceptually, if you can figure a mechanic for gaining and spending the Mana.


Random Idea: Make it similar to Psionics, let the caster have multiple At-Wills that can be upgraded - but only by mana of specific colours, and for each power (or class feature) have an effect from at least two different colours which might be applied. NB this would be quite a bit of work! Each colour will tend to upgrade powers in a way that matches the secondary role from that colour. The player when building the character then gets the choice of trying to find many compatible powers where the colours match, and they can concentrate on being very good at a single secondary role, or they can mix and match powers with different colour requirements, making them more flexible in role, but forcing them to collect multiple colours on Mana, so not able to use all their upgrades each day.


Edit: You could also define powers that upgraded once on any mana colour (equivalent to Encounter power), but for upgrading twice (equal to Daily), one or both mana had to be of a specific colour. Again, doing this will require you to supply a LOT of powers and possible upgrades to make builds focussed around each colour work well enough.


 


 

#4

Marandahir

Oct 17, 2009 13:43:24

I always though of the colours relating to power sources.


 


Red is Elemental, the raw powerful stuff.  It could possibly eat some of Arcane, like the Sorcerer too, for the time being at least while Elemental hasn't been released yet.


Blue is Arcane, it's the logical, illusionary and trickery stuff.  Wizard, Artificer, Bard, Warlock all fall under here, and Swordmage would work here too (it could fit in Red too, though).


Green is Primal, for obvious reasons.


White is similarly Divine.


Black is Shadow, if Assassin is any key on how the rest of Shadow will be.


 


It wouldn't ever be a 4e Campaign Setting, because the MtG Planes is a very different cosmology, and they want to keep to the World Axis.  That doesn't mean you couldn't easily create this cosmology and setting.


The flavour of the MtG Creatures is actually very refreshing compared to some of the standard fare of D&D's Monsters, so you could go about incorporating them as well.

#5

Nerpherder

Oct 18, 2009 1:22:50

I see where you are coming from with the diffrent power sources, but I dont think you could tie them all together well if they all pull there power from diffrent places.  Thats why I suggested a single power source with diffrent rolls for the colors.


@to those of you who have 'done it' before do you have any tips or suggestions?


 


-Nerp

#6

Duke5150

Oct 18, 2009 22:38:57

Having retired from mtg more than 10+ years ago, I can't offer anything to the thread. I just wanted to say, this is a cool idea, since 4e does indeed play similar to mtg during combat. (beginning of turn [conditional effects], battle step, End of turn [saving throws and other effects]) So I like the idea.


I also like the idea of each power source being linked to a color. Although, psionic's were left out, as was martial power(gray).

#7

Sinasilver

Oct 22, 2009 9:40:16

I've converted some various MTG monsters to D&D in the past. I agree they make for some refreshing and different moments.


As for the class? If you feel the current classes don't adequtely cover it, what I personally would do is make a "planeswalker" class, give it 5 builds each corresponding to a color. The respective builds include a specific feature each.. Whatever that may be.. As well as "add-ons" to the powers like the warlock pacts do.


So, you might have a power:


Lava Axe Level 1 Planeswalker attack
Encounter * Fire, Imeplement, Primal
Standard Action * Ranged 10
Target: One Creature
Attack: Strength vs. Reflex
Hit: 1d10 + Strength Modifer Fire Damage
Red Kicker: The target takes ongoing fire damage (Save ends) equal to your constitution modifier.


It allows for "Multi color" decks still, but like with most decks you'll still have a primary color. The one people attribute to your killing blows.


EDIT: As a side note, I find the idea of decks as implements novel, and believe you should keep that no matter how you handle this.


EDIT2: It wouldn't be precedented in 4ed yet, but in 3.5 there was a Geomancer class that had favored terrain to boost it's spell casting. You could broaden that some. Make the land you're standing on alter spells. This one might warrant farther thought on my part..