I'm fairly new to D&D and have played one session which was a great time. I also play a lot of Yu-Gi-Oh and had the thought of combining D&D and Yu-Gi-Oh, which sounds weird but I think I found a way to maybe make it work. I was thinking that it could be part of a magic based class like a warlock or sorcerer where the cards become the main form of attack and defense. It would use a 20 card deck with normal monsters and some effect, spell, or trap cards that be understood easily like mirror force. I was thinking that maybe each card summoned would cost mana (or the proper term) and all of the effects lay on the roll of a dice. If a monster attacks then a dice is rolled to determine how effective the attack is. This would be the same for spell and trap cards except effect monster like winged Kuriboh. The rules of the game would still apply with some modifications. Instead of taking battle damage from a destroyed card it would act like a separate entity shown by the card, and if there are no monster the player's character takes damage. I was just wondering if these seems at all plausible or just sounds dumb. I would like to hear some opinions and even some modifications to this. (Sorry if this seems very long)
There are some horribly overpowerd homebrew conversions of yugioh into D&D, I think it might be easier to have versions of the magical item called the Deck of Illusions pg 161 of the DMG) and just tweak the effects so they resemble spells or summon creatures rather than illusions.
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You could just create a deck of cards however you want and pull cards to cast spells. It would actually work great with a wild magic sorcerer due to the random nature of it.
but you could do it with any spellcaster and just use the cards as flavor. It wouldn’t really do anything other than just be your own cool thing you do. “I play the _________ card and cast _________.”
That sounds really good. So it might something along the lines of "I play the Flame manipulator card and cast fire ball" which could definitely add some flavor like you said.
Realistically, there are probably two ways to go about this.
1. Convert the cards into DnDisms. Make Mirror Force a spell, make a Conjure Monster spell akin to Conjure Woodland Beings/Summon Demon or the new UA summons and stat some choice Yu-gi-oh monsters accordingly. Probably just slot them into an existent class (or an item, as Rob76 mentioned) but if you want to go wild, making a Wizard subclass for them makes some sense (their spellbook becomes their deck). You probably want to leave behind the battle damage aspect when you go here unless you're trying to get everyone involved in playing under this system, which may be a hard sell if your group isn't full of card game junkies. Heck, I know it'd be a hard sell for me and my group is full of card game junkies.
2. Run a full-on Yugioh based campaign. You may or may not want to use 5e rules for this; there's probably a Yugioh-based ruleset out there somewhere. This would likely look a lot more like you guys just running games of Yugioh with a narrative background though, and it has the disadvantage of needing absolutely everyone to be on board.
If you stay within the rules, I'd point out real quick the Phantasmal Force spell (along with other illusion spells), since they give you the flexibility to summon pretty much whatever you want from your cards.
Collectable card games are about making a randomized deck and trying use rare cards to make it more powerful. This sells a lot of cards because people want the rare ones or the ultra rates. Unless you want to go through every single spell your character could potentially use and decide how rare it is, then it's nothing but a way to cast random spells, which would be a horrible idea in combat, or you just want it to look cool, in which case all you need to do is roleplay it and you don't need an item.
Oh. If you do have spells with different rarity, the DM will have to make the more rare ones harder to get.
Instead of editing my post again, consider this. You'd also need tournament rules, so the DM would get to take certain spells away if they felt they didn't like a combo you were using.
This is something I wanted to do, however my group don't really know the mechanics of yugioh, so what i ended up doing was creating a story where their normal DnD characters were transported to an egyptian setting, where I focus more on the lore, e.g. you need to collect the 7 millennium items otherwise Marik will destroy the world kind of deal. where I can I try and use creatures that are egyptian themed e.g. harpies, jackals, mummies, etc. with some boss monsters like a lava golem. I also bought the necklace pack so that once they completed part of the quest they had something tangible to hold on to.
this style has been quite popular with the group, and story writing isn't so bad as I watched and read a lot of yugioh before and I don't have to worry about teaching everyone mechanics / relying on a deck that's balanced. I just put DnD in the Yugioh universe (pre-Kaiba corp)
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I'm fairly new to D&D and have played one session which was a great time. I also play a lot of Yu-Gi-Oh and had the thought of combining D&D and Yu-Gi-Oh, which sounds weird but I think I found a way to maybe make it work. I was thinking that it could be part of a magic based class like a warlock or sorcerer where the cards become the main form of attack and defense. It would use a 20 card deck with normal monsters and some effect, spell, or trap cards that be understood easily like mirror force. I was thinking that maybe each card summoned would cost mana (or the proper term) and all of the effects lay on the roll of a dice. If a monster attacks then a dice is rolled to determine how effective the attack is. This would be the same for spell and trap cards except effect monster like winged Kuriboh. The rules of the game would still apply with some modifications. Instead of taking battle damage from a destroyed card it would act like a separate entity shown by the card, and if there are no monster the player's character takes damage. I was just wondering if these seems at all plausible or just sounds dumb. I would like to hear some opinions and even some modifications to this. (Sorry if this seems very long)
There are some horribly overpowerd homebrew conversions of yugioh into D&D, I think it might be easier to have versions of the magical item called the Deck of Illusions pg 161 of the DMG) and just tweak the effects so they resemble spells or summon creatures rather than illusions.
You could just create a deck of cards however you want and pull cards to cast spells. It would actually work great with a wild magic sorcerer due to the random nature of it.
but you could do it with any spellcaster and just use the cards as flavor. It wouldn’t really do anything other than just be your own cool thing you do. “I play the _________ card and cast _________.”
That sounds really good. So it might something along the lines of "I play the Flame manipulator card and cast fire ball" which could definitely add some flavor like you said.
Thanks! I think I might use that when I get into another session. Plus I didn't know people tried to convert yugioh into D&D before.
Realistically, there are probably two ways to go about this.
1. Convert the cards into DnDisms. Make Mirror Force a spell, make a Conjure Monster spell akin to Conjure Woodland Beings/Summon Demon or the new UA summons and stat some choice Yu-gi-oh monsters accordingly. Probably just slot them into an existent class (or an item, as Rob76 mentioned) but if you want to go wild, making a Wizard subclass for them makes some sense (their spellbook becomes their deck). You probably want to leave behind the battle damage aspect when you go here unless you're trying to get everyone involved in playing under this system, which may be a hard sell if your group isn't full of card game junkies. Heck, I know it'd be a hard sell for me and my group is full of card game junkies.
2. Run a full-on Yugioh based campaign. You may or may not want to use 5e rules for this; there's probably a Yugioh-based ruleset out there somewhere. This would likely look a lot more like you guys just running games of Yugioh with a narrative background though, and it has the disadvantage of needing absolutely everyone to be on board.
If you stay within the rules, I'd point out real quick the Phantasmal Force spell (along with other illusion spells), since they give you the flexibility to summon pretty much whatever you want from your cards.
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Collectable card games are about making a randomized deck and trying use rare cards to make it more powerful. This sells a lot of cards because people want the rare ones or the ultra rates. Unless you want to go through every single spell your character could potentially use and decide how rare it is, then it's nothing but a way to cast random spells, which would be a horrible idea in combat, or you just want it to look cool, in which case all you need to do is roleplay it and you don't need an item.
Oh. If you do have spells with different rarity, the DM will have to make the more rare ones harder to get.
<Insert clever signature here>
Instead of editing my post again, consider this. You'd also need tournament rules, so the DM would get to take certain spells away if they felt they didn't like a combo you were using.
<Insert clever signature here>
This is something I wanted to do, however my group don't really know the mechanics of yugioh, so what i ended up doing was creating a story where their normal DnD characters were transported to an egyptian setting, where I focus more on the lore, e.g. you need to collect the 7 millennium items otherwise Marik will destroy the world kind of deal. where I can I try and use creatures that are egyptian themed e.g. harpies, jackals, mummies, etc. with some boss monsters like a lava golem. I also bought the necklace pack so that once they completed part of the quest they had something tangible to hold on to.
this style has been quite popular with the group, and story writing isn't so bad as I watched and read a lot of yugioh before and I don't have to worry about teaching everyone mechanics / relying on a deck that's balanced. I just put DnD in the Yugioh universe (pre-Kaiba corp)