I've actually made a few Magic: The Gathering class options, listed below:
For Innistrad, I've made some villainous class options. First, I made the Necro-Alchemist artificer specialty. Also I made an option for players who want to be Ghoulcallers, creating a sorcerous origin.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
So i started a D&D adventure(my first!) 5 weeks ago in Zendikar set before the Rise of the Eldrazi. My 4 players are enjoying themselves, but id like for them see other planes and such at some point. Having all of them have a spark ignite seems unlikely and contrived to the narrative. Should I only have one ignite away and everyone else would have to make new characters on the new plane? Not sure how they would feel about that.
So i started a D&D adventure(my first!) 5 weeks ago in Zendikar set before the Rise of the Eldrazi. My 4 players are enjoying themselves, but id like for them see other planes and such at some point. Having all of them have a spark ignite seems unlikely and contrived to the narrative.
It is. That doesn't mean you can't do it. Just provide an in-game reason, even if it is an Infinite Improbability Generator.
Should I only have one ignite away and everyone else would have to make new characters on the new plane? Not sure how they would feel about that.
Only way to find out is to ask them.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I mean i had my players as all planeswalkers without them knowing it was a thing in the campaign ic or oc. Each one has been slowly activating their spark as the campaign has progressed, with about half the party now having active sparks. It currently is going well, though this is a planescape campaign so portals between planes is a semi common thing, meaning players being planeswalkers are not mandatory for cross planar gaming. The players have been loving it both wondering when they will become one and what their trigger event is. As well as what plane i send them to in their first jump and what personal plot they get for the brief encounter they are there before i send them back.
THis is intended just to show you can do it and the players can enjoy it. Though it will depend on your group if it would work. THough do note if you give one or two of the whole party the spark be careful that doesnt cause oc conflict.
I've been a fan of this series since it first came out, and have been wanting to run a planeswalker type campaign, which I hope to get started this summer.
I've been messing around with some concepts and building some D&D/M:TG crossover type stuff.
My question is this: will the other MTG planshift files be added to DnDBeyond?
I imagine not as the planeshift material was never WotC official content it was allowed to use the licencebut was less official than UA. The ravnica book will be the first official MTG setting in DnD.
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Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 1 Hexblade Warlock
My question is this: will the other MTG planshift files be added to DnDBeyond?
I imagine not as the planeshift material was never WotC official content it was allowed to use the licencebut was less official than UA. The ravnica book will be the first official MTG setting in DnD.
Yeah, I am assuming this is true. My understanding is that the planeshift information is never really playtested, but this should be. I'm interested in if this will be legal for AL play.
Plane Shift: Dominaria is now available! It's 24 pages of mostly fluff for running adventures in Dominaria. It'll serve as a decent skeleton for building a campaign. It'll require a lot more work on the part of the DM than I think several of the past settings needed.
Plane Shift: Dominaria is now available! It's 24 pages of mostly fluff for running adventures in Dominaria. It'll serve as a decent skeleton for building a campaign. It'll require a lot more work on the part of the DM than I think several of the past settings needed.
Tables and suggestions for building adventure arcs around different factions and nations.
This fluff will be handy for laying out the nations of Aerona and how they interact internally/externally.
Player races:
Aven - variant aarakocra
Keldon - variant human
Monster stat blocks
Homarid
Kavu
I took a quick look at the article. I am slightly disappointed, as I was expecting more new content. There are only two new races, but that's not saying much as there is no need for more. There is no section for monsters. It gives no guidelines on what statistics to use for which creature, as it was in the previous Planeshifts (also, this isn't a huge problem, as for most of the monsters on Dominaria, it is obvious which stats are used for which creatures). But what I really hoped for was that there would be a section on magic. There are tons of spellcasters on Dominaria. There are also flying ships. I hoped I would see a couple new subclasses for spellcasters.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
All valid, but I understand where Wyatt is coming from on that front. In the foreword Wyatt noted that this is the setting closest to a setting like the Forgotten Realms and that the rules don't need much translation. I find myself feeling like there should be more to this Plane Shift, but I can't quite figure out what I'd want it to cover (having only skimmed it so far). I think this Plane Shift feels like it came up short for a couple reasons:
Guildmaster's Guide to Ravnica required all the attention and has sucked all the air out of the room.
Dominaria is unique from the other MTG settings in that it's closest to a traditional D&D setting.
It leans very heavily on the art book to fill in the blanks this time.
I can't really fault Wyatt for any of these things. I'll just have to fill in more blanks myself, which isn't a bad thing as I didn't want a carbon copy of Dominaria in the first place.
Ok, good points But here's another problem concerning its races. What races from D&D aren't on Dominaria. Each of the factions of Dominaria lists what races are members of it. For the Tolarian academies, it says "any" race can be apart of it. As far as I know, Dominaria has four player races: Aven, Elves, Half-Elves, and Humans (including Keldons). Any more?
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Subraces, like high elves, were largely unmentioned. I personally would use goliaths for the Keldon race and aarakocra for the avens, possibly including the ribbons to make them feel a bit more in setting.
Subraces, like high elves, were largely unmentioned. I personally would use goliaths for the Keldon race and aarakocra for the avens, possibly including the ribbons to make them feel a bit more in setting.
Actually, we could use the lizardfolk from VGtM instead of dragonborn.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
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I've actually made a few Magic: The Gathering class options, listed below:
For Innistrad, I've made some villainous class options. First, I made the Necro-Alchemist artificer specialty. Also I made an option for players who want to be Ghoulcallers, creating a sorcerous origin.
Finally, with Dominaria coming soon, I thought that players might want Teferi-like abilities. So I made a time-themed sorcerous origin.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
So i started a D&D adventure(my first!) 5 weeks ago in Zendikar set before the Rise of the Eldrazi. My 4 players are enjoying themselves, but id like for them see other planes and such at some point. Having all of them have a spark ignite seems unlikely and contrived to the narrative. Should I only have one ignite away and everyone else would have to make new characters on the new plane? Not sure how they would feel about that.
It is. That doesn't mean you can't do it. Just provide an in-game reason, even if it is an Infinite Improbability Generator.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I mean i had my players as all planeswalkers without them knowing it was a thing in the campaign ic or oc. Each one has been slowly activating their spark as the campaign has progressed, with about half the party now having active sparks. It currently is going well, though this is a planescape campaign so portals between planes is a semi common thing, meaning players being planeswalkers are not mandatory for cross planar gaming. The players have been loving it both wondering when they will become one and what their trigger event is. As well as what plane i send them to in their first jump and what personal plot they get for the brief encounter they are there before i send them back.
THis is intended just to show you can do it and the players can enjoy it. Though it will depend on your group if it would work. THough do note if you give one or two of the whole party the spark be careful that doesnt cause oc conflict.
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
I've been a fan of this series since it first came out, and have been wanting to run a planeswalker type campaign, which I hope to get started this summer.
I've been messing around with some concepts and building some D&D/M:TG crossover type stuff.
https://jonbupp.wordpress.com/category/world-building/plane-shifted/
It's the not the Dominaria document that we've been waiting for, but this could be big news if it's real: http://comicbook.com/gaming/2018/07/22/dungeons-and-dragons-ravnica-book/
Did some digging and it is very unlikely that this is a hoax. Ravnica's getting a full-on, premium, setting book.
It's on Amazon
https://www.amazon.com/dp/0786966599/ref=as_li_ss_tl?ie=UTF8&qid=1532273435&sr=8-4-fkmr0&keywords=master guide to ravnica&linkCode=sl1&tag=comicbookcom-20&linkId=5dc9381d01a4a349e831378e0ec798ae&language=en_US
And the main D&D products page. http://dnd.wizards.com/products/catalog/tabletop-games
It's in the marketplace now! Super excited for this.
My question is this: will the other MTG planshift files be added to DnDBeyond?
I imagine not as the planeshift material was never WotC official content it was allowed to use the licencebut was less official than UA. The ravnica book will be the first official MTG setting in DnD.
Loex - A Lizardfolk Lvl 4/6/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 1 Hexblade Warlock
DM - "Malign Intelligence"
Yeah, I am assuming this is true. My understanding is that the planeshift information is never really playtested, but this should be. I'm interested in if this will be legal for AL play.
Per http://dndadventurersleague.org/when-worlds-collide/ it is not currently planned... but never say never.
Plane Shift: Dominaria is now available! It's 24 pages of mostly fluff for running adventures in Dominaria. It'll serve as a decent skeleton for building a campaign. It'll require a lot more work on the part of the DM than I think several of the past settings needed.
https://magic.wizards.com/en/articles/archive/feature/plane-shift-dominaria-2018-07-31
I took a quick look at the article. I am slightly disappointed, as I was expecting more new content. There are only two new races, but that's not saying much as there is no need for more. There is no section for monsters. It gives no guidelines on what statistics to use for which creature, as it was in the previous Planeshifts (also, this isn't a huge problem, as for most of the monsters on Dominaria, it is obvious which stats are used for which creatures). But what I really hoped for was that there would be a section on magic. There are tons of spellcasters on Dominaria. There are also flying ships. I hoped I would see a couple new subclasses for spellcasters.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
All valid, but I understand where Wyatt is coming from on that front. In the foreword Wyatt noted that this is the setting closest to a setting like the Forgotten Realms and that the rules don't need much translation. I find myself feeling like there should be more to this Plane Shift, but I can't quite figure out what I'd want it to cover (having only skimmed it so far). I think this Plane Shift feels like it came up short for a couple reasons:
I can't really fault Wyatt for any of these things. I'll just have to fill in more blanks myself, which isn't a bad thing as I didn't want a carbon copy of Dominaria in the first place.
Ok, good points But here's another problem concerning its races. What races from D&D aren't on Dominaria. Each of the factions of Dominaria lists what races are members of it. For the Tolarian academies, it says "any" race can be apart of it. As far as I know, Dominaria has four player races: Aven, Elves, Half-Elves, and Humans (including Keldons). Any more?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Races not mentioned (typicaly player races):
Subraces, like high elves, were largely unmentioned. I personally would use goliaths for the Keldon race and aarakocra for the avens, possibly including the ribbons to make them feel a bit more in setting.
Actually, we could use the lizardfolk from VGtM instead of dragonborn.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.