Pathfinder Needs Magic (Cards, that is)


Homebrew and House Rules


I'm a big fan of the Pathfinder rules.

But I think one "canon" variant that Paizo should introduce is a system of Magic-style cards that interact directly with the RPG.

The first cards issued would pretty much resemble the various spells thrown by different magic users at different levels.

(Divine and arcane)

You would play them as you would currently play a spell in the game as written.

I want to play a magic missile -- I lay it on the table. I want to turn invisible, I place that card next to my character sheet as a buff.

But slightly different rules -- and new cards --would gradually allow the cards (and therefore the spells) to be played in more flexible way.

There would be far more "instant" spell cards, which could be used by any spellcaster at the table to counter, or modify, other spells being cast.

Non-spellcaster PCs carrying magic items might also possess "instant" spell cards, allowing them to counter or mitigate the impact of spell cards played against them.

And so on.

This would allow for magic duels that would, in a small way, resemble the contests that occur in the card game Magic.

Cards could be packaged by Paizo as "spellbook expansions."

New cards could be issued on a regular basis, with commons, rares, and extremely rares mixed in.

Packs of special deluxe "summoning" cards could come pre-packaged with the monster stats printed on the cards, along with mini pawns.

A magic user who summons a new type of creature is ready to play.

This kind of "collectible" product would add a fresh new dimension to the magic rules, and mean cool new spells being introduced to the play environment on a regular basis.

It would also providing Paizo with a new stream of revenue.

Play groups that don't want to spend the extra money, or who prefer to stick with the RAW, can simply ignore the cards-variant system.

(Much as some groups might, say, ignore a psionics variant...)

I know my group would love to be flipping cards on the table, adding immediacy and conflict to the spellcasting simulation.

--Capt Marsh


I personally really like the idea of this. Spell duels in 3.x/PF have always seemed to be a bit slow compared to how I imagine a wizard duel to be (even Harry Potter fights are more interesting than save or die/no save effects).

I don't think the randomised 'collectable' side would appeal to me or my players unless the cards could be used as a stand alone card game (perhaps with PF rules AND "card game x" rules printed on them).

My only concern would be having to carry a stack of cards to each game session when playing a high level caster (especially a cleric who essentially has access to the entire spell list). I own so many item cards/critical hit cards/chase cards/condition cards/harrow cards/playing cards etc that I have to cart back and for and never actually get used. I can this going the same way.

The packaged 'creature cards' idea sounds cool too.


While I love Magic and I love Pathfinder, I don't think the rules as written can handle this combination. If you want this style of game, you should design it from the ground up. Perhaps just take actual magic cards and build a character-based system around them. It would be difficult but ultimately a better system if done well, and not have conflict on both sides from the Magic and Pathfinder camps.
To be honest, this is a lot of the appeal of EDH/Commander in a sense, you're just taking it that one step further by adding role-playing and dice rolls.
While I like the idea, I can't see Paizo stepping up that much for a variant rule-set. They'd be taking on a huge risk financially, and potentially legally if they stray too close to M:TG. On the other side of things, Magic won't stray into RPG territory, because Wizards of the Coast has D&D already, and they don't want to "cross the streams" as it were.

In conclusion, now I want to make said RPG system based on Magic...darn you.

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