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Title: Nerd alert!
Date Posted: Wed Aug/17/11 at 11:13am

E-n-S
Posts: 189
Joined: 16-Aug-10

I might be pretty nerdy, but wouldn't it be cool to combine MtG with D&D as part of the Summer of Multiplayers? So you start as a character (like with Vanguards) and you can collect XP by winning matches to level up, so you have better abilities (your creatures become stronger, your lands produce more mana, whatever).
Date Posted: Wed Aug/17/11 at 11:18am

Pal-of-Lim-Dul
Posts: 1148
Joined: 24-May-10

Well, you could start off with all commons decks, and as you battle each other, you get XP and turn them in to buy uncommon and rare and mythic cards.

Maybe you get XP for doing damage, killing players, winning games...flavor xp too for stuff like themed decks, great card play (decided by consensus), diplomacy...
Date Posted: Wed Aug/17/11 at 11:20am

Pal-of-Lim-Dul
Posts: 1148
Joined: 24-May-10

To make it more DnDish, you could have a DM and play archenemy. You just have to trust the DM to keep his deck balanced with the group's decks. But then, you always have to trust that the DM isn't a Killer DM or a Monty Hall DM...
Date Posted: Wed Aug/17/11 at 11:23am

Torto
Posts: 148
Joined: 25-Jun-11



[Edited by Torto on 17/Aug/11 at 11:23AM]
Date Posted: Wed Aug/17/11 at 2:16pm

DyingJester
Posts: 1771
Joined: 16-Dec-08

In order to help with the dnd basics here's my system (In 3.5 style, naturally)

The Planeswalker ( Dnd 3.5v.)

Base attack bonsu (BAB): Good (Equal to hit dice)

Saves: Choose any one throw, that throw is considered high (+2) and the others are considered low (+0)

Skill points: X + Int modifier/ HD (Multiplied by 4 at first level. X varies depending on the class skill sets, see below.)

Skills: The planeswalker may choose any of the standard classes skillsets, or 10 skills of the walker's choice (DM's discrection. Tip: Boost Skill points to 4 + Int modifier if using the 10 skills method.)

HD: D10 (10 life at 1rst level +5 life per additional level)

Spells at first level

Special: Spells (Played with an mtg deck, the player may choose to pass his/her turn in a round to "focus" (Draw a card) and have a better chance of pulling a card they need.

The Planeswalker may only have 16 spells at first level (Lands and mana sources aside, but remember the walker is restricted to common nonbasic lands as well, and may move up in rarity with the walker's spells) These spells may only be commons until 5th level, then the walker in question may use uncommons, 10th level walkers may use rares, and level 15 walkers may use mythics.  For each level a walker gains that walker may learn 2 additional spells (of the appropriate rarity of course).  Additionally a walker may only have a number of lands equal to his/her HD +2 on the battlefield at any given time.

Planeswalk (Ex) A planeswalker may planeswalk a number of times per day equal to his/her Constitution score modifier + 1 (Disregard if the constitiution score is negative, walkers with negative modifiers may only planeswalk once per day)

Other notes: Damage spells and life loss spells affect hit points (Regardless of the target. I.E. creature or player.) +X/+X spells work on base attack bonus/ Armor Class. I.E. Giant growth = +3 to hit/ +3 to AC. Discard spells cause mental damage (I.E. Mind rot deals to points to an enemies Int. Score (A creature with no Int. Because a mindless vegetable.) Same for duress, distress, and other favorites. (In certain situations they can  be used to mind wipe people, at the DM's discretion of course.) Creature destruction effects are based on alignment (I.E. Nonblack= non-evil, Nongreen = non-neutral, nonwhite=nongood, non-red=nonchaotic, non-blue= nonlawful.) Land destruction effects can cause earthquakes, landslides, etc., while artifact destruction destroys  weapons and such, and enchant destruction destroys buffs (I.E. Cat's grace, or an actual enchantment card). While exile effects simply wipe the target from existence. Creature spells count as summonings (I.E. I tap 1 mana to summon llannowar elves. A creature with 1power (+1 to hit and damage.) and 1 toughness (+1 to armor class, total AC = 11.) A creatures Hit points are proportionate to it's mana cost  x  HD + tougness, Use the creatures type and Monster manual for assigning Hit Dice.)

Sample summoned creature

Llanowar elf     [G] = 1 hit dice

HD: 1D8 +1 (one toughness) (Druid hit dice)

Hit points: 9

AC: 11 (+1 hide armor (one toughness))

BAB: +1 (One power)

Damage: D6+1 (one power) (Scimitar, 18-20/x2 (Crits on a roll of 18, 19, or twenty, and rolls twice for damage.)

Speed: 30 ft. (Dm's discretion, a llanowar elf could be faster like 40 ft./ round or something)

Saves: Like a druids

Skils: Treat as a level one druid

Special: Can generate mana to aid spellcasting. Tapping causes the creature to end it's round.

These are just the basics...I have note fulls of keywords...Here are a few...

Lifelink - Gain hp = to damage dealt

Infect - damage causes weakening  and kills after 10 damage is dealt.

Shroud- kinda obvious...

Intimidate- Ignores AC bonuses based on alignment.

Flying- Duh

Reach- Duh

Unblockable- Ignores AC bonuses completely

Rebound- Gets cast for free at the start of next turn.

Replicate- Well you get the idea...
Date Posted: Wed Aug/17/11 at 2:36pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

exalted: if only one member of your party performs  actions this turn they recieve plus +1 to all rolls till the start of the next turn (note: this does not prevent critical failure)

unearth: you may ressurect this creature or character for one round, after that they die and may not be reanimated or revived ever again. (this one kinda stinks)

trample: If target of an attack is killed any damage beyond that nessecary to kill that enemy may be dealt to a target ajacent to the attacker

double strike: obvious

first strike: This character may make the first attack of a round regardless of dx
Date Posted: Wed Aug/17/11 at 2:38pm

DyingJester
Posts: 1771
Joined: 16-Dec-08

ooooo...I like exalted....I never really thought about it before...Nice...

 
Date Posted: Wed Aug/17/11 at 2:38pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

I've adopted this game with magic. I can't get mtg and heroclix to work, but heroclix D&D and magic I can do

Also battle cry: If this character attacks other party members recieve +1 to all attack rolls (does not prevent critical failure)  till the start of the next round


[Edited by Twogunkid on 17/Aug/11 at 2:42PM]
Date Posted: Wed Aug/17/11 at 2:41pm

DyingJester
Posts: 1771
Joined: 16-Dec-08

The unearth one isn't too bad, Considering it will be a hasted creature that can hit twice in combat before dying on the spot.
Date Posted: Wed Aug/17/11 at 2:42pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

true, but if it is a party member unearthed you will feel some pain
Date Posted: Wed Aug/17/11 at 2:48pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

fear:  may only be targeted by things of evil alignment or non-living foes of the up to a level above the creature (golems, spirts, etc...)

flanking: during a succeful attack the target loses one to all stats untill end of turn

transmute: by paying the cost for this spell the caster may instead cast any spell of the same level regardless of knowledge

radiance: all possible targets of the same alignment as the target are also affected by cast spell

deathtouch: All hits deal posion (power decided by level)

infect: all damage results in a permanent loss of one strength and one constitution
Date Posted: Wed Aug/17/11 at 2:56pm

DyingJester
Posts: 1771
Joined: 16-Dec-08

Hm...I think death touch should be a fort. save vs. 15 + creatures HD...(Just for rules sake.)
Date Posted: Wed Aug/17/11 at 3:57pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

makes sense infect should have a save too
Date Posted: Wed Aug/17/11 at 4:28pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

infect should deal consitution damage
Date Posted: Wed Aug/17/11 at 8:24pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

but it causes loss of power too hence the penalty to strength, see my thinking there?
Date Posted: Wed Aug/17/11 at 10:34pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

comprimise. . . both
Date Posted: Wed Aug/17/11 at 10:44pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

i went with both my problem is differentiating wither
Date Posted: Thu Sep/01/11 at 4:57pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

How do you do wither do to its similarity to infect?
Date Posted: Thu Sep/01/11 at 5:26pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

never dealt with infect before, so let me think. . .

Wither is an immediate loss of con and str with a failed save

Infect is a poison that deals immediate damage, and secondary damage a minute later.
Date Posted: Fri Sep/02/11 at 2:29pm

Turbine
Posts: 10194
Joined: 26-Oct-09

The title to the thread is rather silly. You're using the word nerd on a website that already resolves, I mean revolves around Magic: the Gathering.



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