Loremaster said
I had planned to wait until it was finished before I commented, but after thinking about it I changed my mind. While there are plenty of things I could comment about the mechanics (specially the blanks), I will just raise a few points:Instead of a whole banned spell list I'd recommend just setting a guideline (the likes of unhinged, unglued and mythic rares/planewalkers) and keeping card acceptance a per-card thing. As there are plenty of cards that due to the way they behave within the system become even more powerful. For instance , which is a tournament legal rare card and equals to a one mana cost, 8/8, 16 life creature if the player keeps 5 life points.About combat: supposing you kept the dice combat of the original system (which if you abolish will make combat weird if monsters get life= 2X toughness) and direct damage spells follow locked combat, I conclude Garth is a pretty lucky fellow to kill the Hulk. As both roll five dices (5 from the spell and 5 of toughness) and the Hulk has 10 life points, Garth would need to roll at least >15 (as the Hulk will at least roll 5 on its defense and damage equals the difference between values). Especially so, considering how the Hulk has to roll around <20 for Garth to have a chance of success (a 20 roll would require a 30 for Garth). While possible, it’s a considerable risk and makes a rather strange combat example (yes I know this isn’t the real point of the example, but my point stands unless I miscalculated something).Lastly, about player stats and breaking the game : Supposing that when the players obtain their first color they acquire 5 build points, or even later, that’s enough to make an almost immortal character. Just use all those points in toughness to raise it to 11(11d6 = minimal value 11; maximum 66) and unless the character gets really unlucky against a strong attack, they are essentially untouchable. Even more with defender trait to get Reach. While I doubt anyone would make this, I would recommend limiting somehow the amount of power/toughness points someone may be able to acquire. There are other points, but for now I will leave it at this.
Alright, I spent a good deal of time looking over the system, and I found there are alot of things I didn't like. I have some changes I want to make, and they are rather drastic. It's going to make it less like a Table Top and more like the card game, so I'm sorry if you don't like the changes. I am happy you decided to speak up about things, as if a problem is left unchecked, it will only get worse.
First off: Life is Life, Toughness is Toughness, and summoned creatures like Hulk or Death's Shadow, have no Life. when their toughness hits zero, they die.
Players and NPC Mages will have life and when it hits 0, they become unable to channel or focus, and are left at the mercy of whoever defeated them.
Card effects like Lightning Bolt or Explosive Impact do exactly what it says on the card.
Also, a Caster's Power and Toughness only matters if they are brought into close combat. Garth could throw lightning bolts and hit at a target's life directly if they aren't in close combat, but if they move in, he has to surpass their toughness to do so. Dice rolls will only apply to doing skill checks like a First Aid Check.
If you have any more concerns or you do not like these changes, feel free to let me know in a private message or here, and we can talk things out.