MTG Planeswalker players


Homebrew and House Rules


Planning for my next campaign. Trying to come up with how the players can be roughly speaking fledgling planeswalkers as per MTG lore. Here's what I have so far

  • Gestalt. Required to have at least 1 Lv6+ caster class
  • 25pt buy
  • Rapid leveling with level > 20 allowed. Probably level 10 at the end of session 1 where their spark ignites. For Lv > 20 I will probably just extend existing class features and allow level 10+ spell slots for metamagic use.
  • Mythic. Free dual path. Free Mythic Spell Lore
  • Extra mythic ability Planeswalk. Can spend 1 mythic point and 3 full round actions to change dimensions. As per plane shift except it goes to alternate dimensions as well, can only target willing, and user must accompany. At tier 4 can do so as a standard action for 3 mythic points.
  • Automatic progression bonus. Universal rule but planeswalkers get at accelerated rate. Probably 1.5 * Level
  • Going to cap non planeswalker levels at 12. Gives a more reasonable power ceiling than p6 but also makes planeswalkers relatively very strong. Similar to the show overlord where the highest level spell anyone outside protagonists group can cast is 6. I intend for the primary combat challenges to be epic monsters and other planeswalkers.

Anything I need to modify/add/remove? Anything you would dislike as a player? Anything to make it closer to MTG lore? I have run high level/power games before so I don't think there will be any issues with that.

Edit: Formatting


How many players is this for? And are you going to write the adventures yourself or use a normal four-player published adventure. AIUI, MtG Planeswalkers usually operate solo, and if this is for a single player to take on an adventure path I would suggest it might not be enough.

EDIT: Actually, if you are levelling up to ten after the first session you are obviously not doing an unaltered AP....D'oh.

Conversely, if it is a full size group then I would still be tempted to up the point-buy a bit more, maybe to 30- gestalt really benefits from generous point buy, as it opens up a lot of the more MAD combinations.

_
glass.


3 possibly 4 players. Custom campaign focused on how such powerful individuals can change the world around them for better or worse. Not set in MTG verse. Just borrowing the concept and world building around it.

We play gestalt pretty regularly, usually at 20pt buy. Usually end up with 2 good stats and a couple of decent ones. I wanted more for this campaign so 30pt is definitely worth considering.

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