Magic: the Gathering RPG combat mod

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Revision as of 19:31, 22 February 2015 by 1d4chan>O'Shavah (The game needs an easier, more familiar combat system that is capable of a large party and number of enemies.)
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This modification is an optional system that can be used for a high player count game. It apeared to be to confusing for my players and myself to keep track of the limited Ranged/Close Combat optionsin relation to EVERY OTHER character involved in large scale battle. I will keep it simple, please feel free to enhance the system but do not over complicate it.

Basics

In addition to the turn order and action count, Speed will determine how far a character can move on a grid based map.

Channeling will determine how far away ya character can cast sppells from and still expect to hit them.

Against bosses of a noticeably high power, Focus rolls may be made at the Roil's (Game Master's) discretion Vs the bosses Mastery. If the player rolls higher, the spell does half effect of normal.

When engaged in combat, weapons used (artifact-equipment) that are of a larger than average size (ie. Axes, polearms, ect.) provide an extended reach, giving it's user a 2 square range of attack.