Post by Jeska, Voice of Eternity on Oct 1, 2015 0:48:03 GMT -8
Because there's a number of people that still want some connection to the cards themselves even in an RP setting, I've designed an optional combat system to resolve that issue. Presented below, the rules for Forum-MiniMasters! Again, card combat is -optional-, as well as slow. If a character does not want to play out a duel in such a fashion, do a quick roleplay-centric fight (although... rock, paper, scissors, lizard, spock?) instead and get on with the story.
--Rules--
1. Every duel thread will be either a "dream duel", which is strictly non-canon and not representative of any given plane; or a "challenge", which is limited by the land that the planeswalkers face off in.
2a. Every player will have a deck of EXACTLY 15 cards, posted at the beginning of the duel thread.
2b. These 15 cards will all be Modern legal and consist of 1 Rare (or Mythic), 3 Uncommon and 11 Common cards; just as if you opened a booster pack.
2c. Challenge Duels require that these cards are within the character's color identity, and with at least 5 cards from a set featuring the plane that the duel is set in. Other terms may also be set.
3a. Because players cannot be trusted to accurately report real card draws, all spells of a player's decklist will be available as if they were in that player's hand until it is played or otherwise removed
3b. Land works differently because there is none. Rather, every "turn", players will always have 1 more mana available to them. Thus, the highest amount of mana one can use each turn is equal to the number of turns that have gone by. Nobody misses a land drop. Land bounce, ramp and destruction will of course modify these available mana totals.
3c. Certain effects are also changed - Mill is only HALF (rounded up) as effective, randomly dropping available cards from a player's hand. Further, a player doesn't automatically lose when they first run out of cards to play. At any point when a player has less than 5 cards in hand, they may choose on their upkeep to use a Second Wind, replenishing all of their already-used spells (though any "cards" that would be in their graveyard still exist) for one more use and immediately ending their turn. If a player has zero cards in hand and haven't used Second Wind yet, that is the only action they may take. Draw and Scry have no effect except as triggers for other abilities.
4. As it is a Roleplay Forum, maybe describe what the battle looks like as it takes place. Make it dramatic!
[Suggestions Welcome]
--Rules--
1. Every duel thread will be either a "dream duel", which is strictly non-canon and not representative of any given plane; or a "challenge", which is limited by the land that the planeswalkers face off in.
2a. Every player will have a deck of EXACTLY 15 cards, posted at the beginning of the duel thread.
2b. These 15 cards will all be Modern legal and consist of 1 Rare (or Mythic), 3 Uncommon and 11 Common cards; just as if you opened a booster pack.
2c. Challenge Duels require that these cards are within the character's color identity, and with at least 5 cards from a set featuring the plane that the duel is set in. Other terms may also be set.
3a. Because players cannot be trusted to accurately report real card draws, all spells of a player's decklist will be available as if they were in that player's hand until it is played or otherwise removed
3b. Land works differently because there is none. Rather, every "turn", players will always have 1 more mana available to them. Thus, the highest amount of mana one can use each turn is equal to the number of turns that have gone by. Nobody misses a land drop. Land bounce, ramp and destruction will of course modify these available mana totals.
3c. Certain effects are also changed - Mill is only HALF (rounded up) as effective, randomly dropping available cards from a player's hand. Further, a player doesn't automatically lose when they first run out of cards to play. At any point when a player has less than 5 cards in hand, they may choose on their upkeep to use a Second Wind, replenishing all of their already-used spells (though any "cards" that would be in their graveyard still exist) for one more use and immediately ending their turn. If a player has zero cards in hand and haven't used Second Wind yet, that is the only action they may take. Draw and Scry have no effect except as triggers for other abilities.
4. As it is a Roleplay Forum, maybe describe what the battle looks like as it takes place. Make it dramatic!
[Suggestions Welcome]