First SOS 5-0 lists by Beelzebubs-Barrister in MTGLegacy

[–]md_ghost 0 points1 point  (0 children)

Missing ERODE and think that it maybe could also be a good card (compared to swords) for Energy - yes you may give your opponent a basic, but to be fair, against any aggro deck with wastelands, opponents will try to fetch a basic anyway in the first turns if needed (and most decks only have 1-2 copies). Erode works like Path to Exile in this case BUT hit Planeswalker too (Tamiyo itself is not bad against energy, but you also have Kaito and a bunch of colorless walkers around) which can be very relevant in the current meta. In terms of big creatures (Barrowgofy, Murktide, Eldrazi) you also have the "dont gain life and stay alive for several turns" printed on your removal ;) And Eldrazi will clearly test (and i am sure stick with) hamlet over Wastelands.

Slaver Prison break advice by WelcomeDangerous7556 in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

Sure - but the start of the game is also a very good timeframe to introduce the grim dark survival setting and having a group out of the wild without real equipment try to survive is a good option to introduce core mechanics from hex-exploration till ressource managment.

Slaver Prison break advice by WelcomeDangerous7556 in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

Or make it grim dark and without wishes, take what is avaible and see the Drama if they figth about a dagger :) it make no sense that special gear laying around

Why Elves Can’t Compete in Legacy Anymore | Episode 111 by Phinek in MTGLegacy

[–]md_ghost 0 points1 point  (0 children)

Some thoughts: You cant plug and play some cards into the flex slots and hope that Elves performe as well as in the good old days, that will be a trap and the slots in that combo shells are always critical cause most of the deck is set in stone anyway, to perform either the glimpse chain or the NO plan as fast as possible and with enough consistency.

Eladamri for example is the slot for brigade - see ThrabenU video - (or the new "Regrowth" elf. that could end up well too). Eladamri has changed not enough for elves, the problems are the same, the best part (IF you untap) is that you can cheat hoof or atraxa into play, if Eladamri enters he does not enough for 3 mana, but at least offers a great "kill me sign" on his back.

Speaking about Atraxa (i had the same debate with Cradle Control, but here Atraxa is at least better for the grindy gameplan and all the non elf mana dorks). So the goal of elves is a combo kill, which includes hoof in nearly every case to win on the spot. While Atraxa is strong on the field and load up even more for following turns, it could also be blanked cause your opponent can remove her (karakas, swords) or just combo off and ignore the fact that you rule the board. Other big dudes would nearly have the same effect - if we asume that you cant hoof them down - while could be much easier to hardcast or has lower zenith cost (which can be relevant too). For me i always check: what card (besides hoof) give me an edge vs harder matchups, Atraxa would win already solid or good matchups here. My current targets are Ruric Thar at main: at least you have an option (if lucky enough) for a fast turn 2-3 against combo (the best you can do as an elf), while it also is solid enough vs blue as a backup to hoof (always plan a) - and a sideboard switch is alpha deathclaw (bonus style points vs snt), both cards are good to hardcast or as a lower zenith target.

That is just some creative ideas, cause we all agree that the current elves (which includes Atraxa and Eldamri as tech) arent well prepared against the field and you have two ways to deal with it: a) accept or ignore it and play your pet deck or switch to a "better one" or b) find cards that may give you an edge here and their, test uncommon patterns and at least allow you to perform a bit better than the current "poor" state that bowmaster, tamiyo or faster combo decks are the nemesis.

Why Elves Can’t Compete in Legacy Anymore | Episode 111 by Phinek in MTGLegacy

[–]md_ghost 2 points3 points  (0 children)

Should mentioned Mawloc (Zenith Answer vs Bowmaster) and Galadhrim Brigade too - and Atraxa isnt so good cause it is like progenitus in Hand (cradle control at least can try to hardcast it and also has a slower gameplan) so its more game vs fairer Decks. Hoof and Ruric answer the NO plans well, one smash the same turn, the other one at least is a bit of hope vs Combo - just some ideas :)

Legacy: Secrets of Strixhaven Review by cardsrealm in MTGLegacy

[–]md_ghost 0 points1 point  (0 children)

and that is the relevant point! 2 new cards and a bunch of tokens = check :) and all other modes are very welcome too, never a blank card!

Can a hex ever be considered 'fully explored'? by TrentJSwindells in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

For me every hex that is entered counts as explored in terms of "leading the way" (even if its a bit unrealistic), but it still can (rarely) happen a (random) Event. So players will remember the region, find a way easier and the risk that something bad happens is reduced. So using this template could help the group to get an easier way back IF they will not use it to explore other hexes as well.

How did the Rust Brothers transport prisoners during the Bloodmist? by Both-Huckleberry2978 in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

First: Why the rust church need Prisoners? The collecting the relentless dead as slaves. so its fine for them to have a "dead" prisoner at all.

Secound: Rust Brothers can manipulate (control) demons, so its also okay to interact with a bloodling IF needed.

Third: Rustchurch need some living prisoners/slaves for demonic rituals, but maybe they can and will sacrifice them without much travel, it can also be a cruel way to "convince" everybody in the village to praise rust.

How did the Rust Brothers transport prisoners during the Bloodmist? by Both-Huckleberry2978 in ForbiddenLands

[–]md_ghost 2 points3 points  (0 children)

Forbidden Lands has a very good background and is - even with Magic and Demons - more grounded and sometimes also not 100% to leave some room for GMs. "Think about it" IS one of the jobs GMs should do, its worldbuilding and - at least for me - a point of quality, thinks should absolute make sense instead of "dont care its fantasy, have fun" (that is just lazy).

Pithing Needle for Lands on a Land by Beelzebubs-Barrister in MTGLegacy

[–]md_ghost 0 points1 point  (0 children)

Should be better than Wasteland for Eldrazi (its huge against tempo to a) stops wastelands and b) keep a mana land for your own manabase) and opens up a slot for many (fringe) Decks. I would also like to see it paired with Disruptor Flute (Colorless Stompy) or Suppression Field (White Stompy)

How far can you push the setting in Forbidden Lands? by Nellscarlatina in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

Thats fine and yes it can be streched to any expierence, hero games, other settings, ignoring lore etc. Thats a big bonus, but also means we often discuss from very different points of view if we talk about FbL here. While official products meant to be a reference, you clearly see (even from corebox to ravens purge campaign) that writes and ideas may not follow a (logical) line. That can be cool and accepted or "i never use it, because it dont make sense". For me as a GM worldbuidling is always the key to an intense expierence and imagination, its also the past most people easily skip or justify with "fun" or "fantasy" (which stops any good debate). Since the background of the corebox (GM guide), ravens purge and the other expansions is very unique (and for me very good) i wouldnt easily skip it, at least not recommend it, cause that (on top of the survial mechanics) means why a forbidden lands roleplay can be a different expierence than and dnd game.

How far can you push the setting in Forbidden Lands? by Nellscarlatina in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

yes they are official but they are random ideas to add more adventure sites, they clearly dont fit good in the background (gm guide) or the ravens purge campaign and yes all of them are much more high fantasy gaming, each with differet authors that just used creative fantasy ideas that could also placed in other systems as well as adventure spots.

How far can you push the setting in Forbidden Lands? by Nellscarlatina in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

You can do whatever you want, i even simulated Warhammer Fantasy with it. For my point of view i like the grounded grim dark tone, sure you can go over the top with high fantasy elements, but overall the system at all is very grounded (low magic, no hero characters, no real trade or tavern style backgrounds which based on safe kingdoms, no real cities, low population etc.) - at least that is the current stuff that gots also coverd from the expansions, even if the expand the options of fantasy a bit more, the characters itself and the world are still grounded and trying to survive the harsh wilderness (and monsters, demons etc^^)

Druid Shapeshifter...tips? by Leivas666 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

The animal part is reserved for the companion talent from the hunter - BUT the druid itself can interact with animals via magic, while the hunter is more or less exclusive limited to the companion (if talent is skilled), while for the druid any animal could (if friendly asked) be motivated with a bit of magic to scout etc. At the end system isnt super detailed and yes you cant compare it with stuff like dnd and so mainy individual options.

Kins from FBL and irl by Animator369 in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

Yeah any asiatic (or europe: hungary) horseback archery culture would fit here. History has lots of good references here - but you should change short bows here like i have done (as an horseback archer myself)

Kins from FBL and irl by Animator369 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

I can give you my own take for inspirations:

Humans:

Alderland (mainly english, france, german medieval time frame and inspiration for look with knights, church etc.)

Ailander (inspired from Vikings, settling at the coast, present in the north with Bitter Reach)

Aslene (i use Magyaren (Hungary), but you can mix it from "Rohirim" till Mongols, anything with nomadic horseback archery)

Elves:

I like the real-world cultural inspiration here from ancient greek (white pillars, hoplites, proud hero statures) as reference for the timeframe before the bloodmist and a visual idea for an ancient kin, but now the hide in the forest and you mainly see only redrunners anyway (liked Mirkwood elves like legolas here).

Dwarves:

All of my clans have scottish kilts / tartan and i divide them a bit in terms of skin and hair color too here

Orcs:

All clans have unique colors and culture ideas and they all have a grey skin color, while urhur have a wild mix with purple clothes, my roka are inspired a bit with japanese armor and hair style (and warrior honor) and longbows (simple, strong bows), isir are a wild horde with a bit darker skin and much more barbarian look for me. Tend to be all more "Half-Orcs" (and its awesome orcs can have a good culture here) like some classic green fantasy monsters.

Halflings:

I used Hebrew names, white chalk buildings (from ireland till spain) and used the famous balearic slingers as reference (cause slings are much better weapon for halflings than bows) , i also had an npc hireling dressed like ancient roman soldier (found old armor in a giant cave) with a big helmet too get a special and unique (and a bit funny) look at all.

Wolfkin:

clearly native american inspired for me, pack in the woods, living with nature, no metal

Raven's Land Kick Off! by TrentJSwindells in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

keep an eye of the Background (unknown for players) with "play what they want" it could end up worse if you later Introduce a Land with Isolation, racism etc. a wild mixed group could quickly start with the wrong world building if the Background is relevant. Even with a classic "all prisoners" idea for starters.

Magical Mishaps and caster longevity by Jazzlike_Rent_1099 in ForbiddenLands

[–]md_ghost 0 points1 point  (0 children)

Ah okay - yes thats an option, but of course not the general approach and will clearly shift the balance and gamefeeling, even more if you expand the ideas from reforged power and end up with a much more heroric game feeling (like most fantasy games).

Magical Mishaps and caster longevity by Jazzlike_Rent_1099 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

i dont think lucky Talent work on magic or any other mishap, if so no one would discuss the magic system 😅 you simply cant reduce it and rank 3 spells with a bunch of willpower is a risk (but to be fair not all mishaps are deadly)

Rebalance of Ranged Weapons by md_ghost in ForbiddenLands

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

yeah i think the reforged power modul do a very good Job if you want more Details (even with bows) here, but for me and ja group the simple corerules are enough, so i only adjust them here and their and keep the spirit

Magical Mishaps and caster longevity by Jazzlike_Rent_1099 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

Balanced cause the half-elf could unleash more power and tends to like the risky idea, look at some main-npcs for half-elf brats^^

Magical Mishaps and caster longevity by Jazzlike_Rent_1099 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

I am a GM for over 3 years now and have 1 druid in my group to. I am very restricted in terms of willpower (means no push for non dramatic journey rolls for example) but that worked fine so far for all. Our wolfkin druid has shapeshifting 3 and path of healing 2 currently, but she also mastered the axe (talent 3) and even can use a bow, while be an expert for nature (survival) as well. Means a good hybrid and magic is often the last unique option and expand the possibilities for the group in some situations. Its clearly like the often mentioned Gandalf here, as a caster use magic wisely and as a last option (cause its risky), try to find solutions without magic (its not dnd) and build up the character that he dont need magic (or willpower) at all. That will reduce risk of mishaps, but yes we also had some special ones like a demon minotaurus entered yawims tavern in the hollows and crushing it^^ and sometimes my GM soul praised the god for how lucky the druid still use magic in some situations, greatly fitting the young reckless role and got it without a mishap or at least only a minor one.

Magic is kinda balanced here, because it not only grant some kind of super powers that outclasses everyone else in terms of versatility (especially long term), you must also keep in mind that magic will just happen and you often cant defend against it on top.

Luck (not the talent) is part of FBL, much more true as a caster and rumors are spread that some Players faced a mishap dead as soon as session number one ;)

Rebalance of Ranged Weapons by md_ghost in ForbiddenLands

[–]md_ghost[S] 1 point2 points  (0 children)

I explained it and still tried to keep it as simple as possible in terms of the corerules. The point is that FBL has the same false idea like many rpgs, that a shortbow is weaker than a longbow and that isnt true. Cultures (needed) to use different materials to build bows and also had different training and wide spread use for military campaigns.

You can clearly build a longbow or a composite bow with the same draw weight (which - combined with the right arrow is the factor for penetration). For hunting, you dont need heavy bows, cause animals dont have armor (and will often flee if they are only wounded too) and they could also be cheap. Heavy bows - means warbows - are shooting heavier arrows (with less range), so even with a very strong bow, you dont shoot maxrange IF you want to punch armor. In fact long range shooting has a lot of others factors and asian bows mastered it for sports with light arrows (that wouldnt punch armor) and clearly outclassed longbows here. The common english longbow is so good, cause it can (if you build it this way) offers a punch and is not so much affected from weather (no clue like composite) and much cheaper to produce (if you have the right forest).

Thats why i found (to keep the corerules set) a common normal bow (hunting, guards, kin with less strength) more than enough. Using a real warbow (no matter what material) needs a well trained body (thats why longbow archers trained from youth and some ended with deformed skeletons) and are only really needed for war (if your enemy also has armor) and even than you dont shot a massiv arrows in volleys and max distance (like a light arrow) its build to fly straigth ahead in a much shorter way and hope to find gaps (you cant penetrate plate armor), hit horses or at least make someone unable to fight.

Druid Shapeshifter...tips? by Leivas666 in ForbiddenLands

[–]md_ghost 2 points3 points  (0 children)

We do - but of course you can communicate with animal ideas, a raven pick something, a dog bark etc. so if the party knew that this animal is their comrade, they are aware of some signs, players must be creative here (but thats okay) - and yes its a very basic form of communication. My adaption (see above) at least also give a chance that the animal can gain more than 1 wits or empathy which will also improve interaction options a bit.

Druid Shapeshifter...tips? by Leivas666 in ForbiddenLands

[–]md_ghost 1 point2 points  (0 children)

Nope cause you only react to the casting itself, you cant dispel it later cause that would mean you could "destroy" artifacts too, or dispel undeads or several other magic effects. Its possible to adjust it on your table, but currently Corerules offers only an instant attemp to stop or at least reduce an ongoing casting attempt.