It breaks the fundamental of movementspeed per round (my players cheesed me hard and finished the whole game in 3 rounds) Players are only allowed to cast Damageing Spells (if any are allowed) on Targets in the same Half on the Game Field (This hinders Cheap Wins via Fireball and the like and encourages coordinated Defense and Attack Strategies).Though the Multiverse has seen many other measurements (This hinders combos like Dash+Misty Step for cheap wins). For the Playfield i advise for a radius of at least 100 ft.This variant hinders Martial focused Characters and may slow down play due to Spell Selection) The Amount of Spells is equal to the Spells Known or the maximum number of Prepared Spells. and must choose a Number of spells to learn for the Duration of the Game. However to allow for interesting gameplay each Player with Spellcasting or Pact Magic gets a Device which contains every available Spell included in Backgrounds, Classes, Domains, Oaths, etc. As in the Original Damaging Spells and Effects are forbidden.Characters with 0 remaining temporary Hit Points drop out of the game and teleport automatically to the locker room. These temp HP stack with one other use of temp HP. Added Suggestions from Another Post: Damaging effects are now allowed but the Players wear a Device which grants temporary Hit Points equal to the Hit Point maximum.Damaging effects are now allowed but the battlefield is in a magical savety bubble and characters with 0 HP drop out of the game and teleport automatically to the locker room in which a cleric or other means of healing await.Or by capturing and delivery of the opposing mascot at the top of the home base.Variant if your players are fast consider to make it a best of 3 or 5.Instead of three rounds the game ends with the last person standing awarding a win for the corresponding Team.The Characters start at a line by their home base.The characters roll initative and act accordingly on their turns. Under the new rules instead of the skill challenges the party basically plays the game as a regular combat encounter. I think two qualifier games is a good number to not bore the players and give the feel of a real League going on. To receive an invitation to the grand finale the party has to win a specific number of qualifier games of course the characters get chosen to be in the finals and can't really fail. Feel free to expand with Tables, Teamnames and Ranks. So i dicided to modify the rules and add extra preliminary qualifier games which award points Like a typical League System. As a MtG player having Mage Tower reduced to a simple skillcheck competition as the grand finale of a chapter sounds boring.
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