Simu-posted at:
http://www.giantitp.com/forums/showthread.php?t=86924So my DM has decided to scrap his current campaign (the one I was making the Dread Necromancer for, for those of you keeping score), and has decided to instead have us make new characters in Dominaria, which is the basic plane of existence for Magic: The Gathering. Our campaign will be set some time during the Brothers' War, after Urza and Mishra have established their kingdoms. The problem is my DM needs all the help he can get for creating the world. Now, we've got a guy who's got an almost disturbing encyclopedic knowledge of everything MTG. Hopefully though, you Brilliant Gameologists might know something more.
These are the things we need help on:
-What races should be allowed?
-What classes should be allowed?
-What sort of alternate features should be allowed?
What we HAVE decided is:
-Humans, dwarves and Half-elves.
-Lowish magic (as in, not really any spellcasting classes.)
-Monks, artificers and warlocks are OK, as well as Enlightened Fist.
I myself plan on playing an Artificer (hopefully an apprentice of Urza), and the guy who's the walking MTG encyclopedia is planning on the MonkX/Sorc3/Enlightened FistX build.
And we had some concerns with clerics and the like. What if some of their spell abilities were to be replaced? I mean, how about instead of having certain spells or whatever, change it up so they get better against Artifacts? We're basically dropping alignment from the game (pretty much, we're all gonna be neutral, and if someone HAS to be a certain alignment, they will), and with that, all those Circle Against X and Smite X spells/abilities are...well, useless. Perhaps for every instance of alignment, we put Artifact? Like, if (for some unknown reason) someone played a Paladin, they would get Smite Construct? Clerics can instead Turn Artifact?
Some possibilities to consider.
Also, are the Ghitu anywhere near Terisiare? Because I would think Dragonfire Adept would be an appropriate class for them.