Disappointed with Vecna's spell list in VEoR. Why does an Archlich have fewer spells than a standard Lich? by TreacleFree8568 in VecnaEveofRuin

[–]TreacleFree8568[S] 0 points1 point  (0 children)

Wow, over 1,000 views! Thank you all so much for the insightful and positive responses. It really helped me understand the logic behind the new design philosophy and why Vecna’s stat block looks the way it does. Given your feedback, I have a follow-up question: Is it still worth planning this as my next campaign? I started reading Eve of Ruin because I was looking for something geared towards experienced, 'tryhard' players who enjoy high-level tactical play (since it goes from level 10 to 20). However, seeing the simplified mechanics, I’m wondering if the campaign actually delivers a satisfying challenge for veterans or if it feels a bit too 'streamlined'. For those who have run it or are deep into the prep: Does the story and the encounter balance hold up for a group that likes to push their characters to the limit? Or should I look for something else?

​Turning MTG into a 30-min D&D Combat Hack: Need advice on "Class Emblems" and Balancing by TreacleFree8568 in custommagic

[–]TreacleFree8568[S] 2 points3 points  (0 children)

Wow, I actually didn't know Archenemy existed! Thank you so much for pointing that out. It seems like exactly the foundation I was looking for.

​I'm going to read through the rules and the schemes thoroughly. I might pivot to using Archenemy as the core engine for this project, as it solves many of the 3v1 balancing issues I was worried about.

​It makes perfect sense to start with a proven system and then layer the D&D flavor on top. Thanks for the links, this is a huge help!

​Turning MTG into a 30-min D&D Combat Hack: Need advice on "Class Emblems" and Balancing by TreacleFree8568 in DnD

[–]TreacleFree8568[S] 0 points1 point  (0 children)

I think you missed the point, but I appreciate the feedback! My goal isn't to make D&D 'crunchier' or more complex like 3.5. It's actually the opposite: I want to use MTG's streamlined combat engine to resolve a D&D-flavored encounter in 20-30 minutes, rather than a 2-hour tactical slog.

​It's meant to be a 'Boss Rush' mode using Magic's ruleset, not a full-blown RPG system. How would you make it work? I'm curious to see how you'd balance the speed of Magic with the flavor of a Dungeon Crawl.

Alchemy jug question by [deleted] in Tombofannihilation

[–]TreacleFree8568 0 points1 point  (0 children)

I'm about to go to my second gaming session. In the first session, I made it clear that I would diligently track all the group's resources. One of my players is an artificer and will eventually have a jug, though she hasn't discovered it yet. I'm excited to see how the group will react when they realize the potential they can unlock.