Planeshift Innistrad Pdf
I for one could not be more pumped to see them putting out a FREE campaign guide to one of Magic: The Gathering's neatest settings. Not a ton here; no fancy alternate classes or rules for utilizing mana in place of spells per day or planeswalkers as PCs.
Planeshift (R) Enchantment At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand. Average Rating (78 ratings). The Gathering-Innistrad by the time Curse of Strahd had been released. The starting point for this document was The Art of Magic: The Gathering—Innistrad. Consider that book to be a useful resource in creating your Innistrad campaign, but not strictly necessary. An abundance of lore about Innistrad.
Just races and a few new monsters as well as rules for 'fudging' Eldrazi and some of Zendikar's more exotic beasties using the existing monster manual.At a glance, Vampires seem a bit underwhelming as a race, Goblins feel extremely different from standard fantasy (appropriately so) which makes it hard to use this race in other settings, and Kor look like a stone-cold awesome race with a ton of great proficiencies and perks. Having skimmed in a little more detail, I like it but there's a few things I would have appreciated a little more of.1) Campaign hooks - both pre, mid, and post-Battle for Zendikar. I can imagine well enough, but its always appreciated.2) I can roll with just using various random abberations with extra traits as run of the mill Eldrazi, but not having specific stats for the three titans just feels wrong. Granted, I can't imagine any campaign really focusing on 'killing' a titan, but still.3) Equipment, specifically stats or guidelines for the Kor Ropes and Grapples, Gideon's Surral, and the two-bladed swords of many Vampire Bloodchiefs. Also Hedron-powered weapons.4) Advice for how the 'Roil' (for pre-BFZ) might impact adventuring on the plane. WotC homebrew.
It's the other major property getting to add to D&D.Apparently quest hooks and stuff is in the $400 book Art of Magic: the Gathering - Zendikar.$25 on Amazon.WotC is a monster sometimes and that's pretty high price for a coffee table book (imo at least) but not that unreasonable. I missed that part in the initial write-up though. Maybe I'll hunt down the book.I am hoping we get a Innistrad setting guide too. There's less exciting races there (Werewolves, though!) but its also a great, fun setting. I like it, though I'll agree with Hawk7915, ideas about how to use the roil would have been greatly appreciated. It may be asking a lot for a free PDF but some setting specific equipment and magic items would also have been really cool.I would have actually preferred if they didn't give stats or monster equivalents for the titans just on the principle that they shouldn't be something your players have a hope of defeating in straight-up combat. If I ran a Zendikar game and there was ever a chance of a titan showing up, I'd treat it more as a set piece with some nasty environmental effects and such than a monster with hit points you can deplete.I see why they went with Zendikar for this kind of thing.
It is a very D&Dish world. I just hope we see more worlds too. I'm currently running Dralnu's Innistrad campaign and getting to a point where my players are starting to stray from the pre-written adventure to follow suggested (but not fully fleshed) plot hooks and personal goals so a little more inspiration for running things in that setting would be awesome.Really, if this goes over well, I can imagine Wizards publishing a compendium of several Magic settings, each about the length of what we got for Zendikar or a little longer and with a section of rules that could apply to any Magic-based campaign (playing Planeswalkers, for example). I'll third the request for having rules or at least some hints about throwing players into or surviving a Roil storm. The Roil itself I can understand not giving us rules for, since that'd be a lot like making rules for Eberron's Traveller's Curse or Forgotten Realms' Spellplague.
The Roil itself is a huge global effect, but a roil storm is, lorewise, a lot like a hurricane when the ground gets up and gets involved too. Rules for terrain alteration would have added to the base game as well.I do like the new monsters though. Felidar are one of my favourite monsters from the plane, since they're essentially divine multi-horned cats. I like to think they eat unicorns that fall from Lawful Good alignments. The archon's little One Being ribbon has to be good for something, and the Kor, Merfolk and Vampire races can shown up in any campaign that wants to take a step or two away from the Standard Fantasy Setting. Really, if this goes over well, I can imagine Wizards publishing a compendium of several Magic settings, each about the length of what we got for Zendikar or a little longer and with a section of rules that could apply to any Magic-based campaign (playing Planeswalkers, for example).For the most part i agree, but we need a full 300 page Ravnica Campaign setting, as well as a phyrexia villians book. Where as Innistrad and Zendikar are more typical fantasy worlds, and Lorwyn is practically unusable, most of the settings can get away with this kind of 30 page document.
Just not Ravnica. Where as Innistrad and Zendikar are more typical fantasy worlds, and Lorwyn is practically unusable, most of the settings can get away with this kind of 30 page document.I didn't bring this up before, because this document is more than I ever expected and I didn't want to complain, but Zendikar isn't really all that standard, either. The game of life download.
When it's limited to a 30 page document, and we don't get 'Adventuring in Vertical Spaces', rules for navigating chains of sky islands, advice on how to run a Roil encounter, class options focusing on harnessing or calming the Roil, Animists, Hexmages, Lithomancy and the hedrons, rules for the various ways the Eldrazi mutilate reality, descriptions of how the various cultures deal with the landscape itself constantly trying to kill them, and so forth, we end up with 'Zendikar, but without most of the things that set it apart from more typical fantasy worlds.' Which is great! As I said, more than I ever expected!But I think that just about any MtG plane that we've spent a set on would be worth at least a 200-page sourcebook. (Not sure about Shandalar, but it has some history, too.). I didn't bring this up before, because this document is more than I ever expected and I didn't want to complain, but Zendikar isn't really all that standard, either. When it's limited to a 30 page document, and we don't get 'Adventuring in Vertical Spaces', rules for navigating chains of sky islands, advice on how to run a Roil encounter, class options focusing on harnessing or calming the Roil, Animists, Hexmages, Lithomancy and the hedrons, rules for the various ways the Eldrazi mutilate reality, descriptions of how the various cultures deal with the landscape itself constantly trying to kill them, and so forth, we end up with 'Zendikar, but without most of the things that set it apart from more typical fantasy worlds.' Which is great!
As I said, more than I ever expected!But I think that just about any MtG plane that we've spent a set on would be worth at least a 200-page sourcebook. (Not sure about Shandalar, but it has some history, too.)It is supposed to be a sort of companion book, but I do agree with you on most of those. Though a lot of it can be homebrewed now, since they're doing the hard part for us. I didn't bring this up before, because this document is more than I ever expected and I didn't want to complain, but Zendikar isn't really all that standard, either. When it's limited to a 30 page document, and we don't get 'Adventuring in Vertical Spaces', rules for navigating chains of sky islands, advice on how to run a Roil encounter, class options focusing on harnessing or calming the Roil, Animists, Hexmages, Lithomancy and the hedrons, rules for the various ways the Eldrazi mutilate reality, descriptions of how the various cultures deal with the landscape itself constantly trying to kill them, and so forth, we end up with 'Zendikar, but without most of the things that set it apart from more typical fantasy worlds.'
Which is great! As I said, more than I ever expected!But I think that just about any MtG plane that we've spent a set on would be worth at least a 200-page sourcebook. A DM has to limit what is allowed in the game, and literally every DM I know doesn't allow any homebrew, UA, or third-party supplements, so this won't be used in tabletop games around here, organized play or otherwise.WOTC really needs to stop doing this. I don't mean stop making material. I mean stop making 'unofficial' material that isn't legal for AL play or playtested. UA articles are like trailers for movies that are stuck in development hell.
Why do they waste their time and ours by teasing us with material 'for a possible future supplement' when no such supplements ever get released? They ask us to put in work playtesting but never follow through on our playtest reports.WOTC obviously put work into this document but they didn't put enough work into it to call it official material. That's a lazy, half-done job. Nobody I know will use this book.
A DM has to limit what is allowed in the game, and literally every DM I know doesn't allow any homebrew, UA, or third-party supplements, so this won't be used in tabletop games around here, organized play or otherwise.WOTC really needs to stop doing this. I don't mean stop making material. I mean stop making 'unofficial' material that isn't legal for AL play or playtested.
UA articles are like trailers for movies that are stuck in development hell. Why do they waste their time and ours by teasing us with material 'for a possible future supplement' when no such supplements ever get released? They ask us to put in work playtesting but never follow through on our playtest reports.WOTC obviously put work into this document but they didn't put enough work into it to call it official material. That's a lazy, half-done job. Nobody I know will use this book.I'm under the impression that, like Elemental Evil, this is a full supplement that's meant as a companion to an officially released book. I'm not seeing the 'laziness' here. If Wizards put the time and resources into polishing this material that you seem to want, they would probably either release a lot less of this sort of supplemental material or they would release it in full-on books rather than putting it out for free to anyone who wants to use it.On the other hand, I love what they're doing.
I've bought four books and gotten a ton of extra, free material to use or not as my group decides (and it is a group decision, not a strict DM allowance/ban). If something needs adjusting, the DM is free to rule one way or the other, but most of what they've released has been in the right ballpark at least in terms of power.It sounds like the problem you have is more with DMs whose standards for materials don't agree with their players' interests or desires rather than anything Wizards themselves is doing.Edit: Also, I think the reason this isn't AL legal is more to do with what Arkhios said than 'not putting in enough work to call it official material'. They're treating Zendikar as a D&D setting, not folding Zendikar's features into every other D&D setting.
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Browse posts by category. UPDATE: Hey folks! I've been gathering feedback from people who read/ran my free adventure, Army of the Damned, and I figure it's time to post an update.Army of the Damned is a 5e adventure that starts at level 1 and ends at level 5. It is set in Magic: the Gathering's world of Innistrad. It was well received when I last posted, and I'm particularly proud of I got from the folks atWhat is Innistrad? It's a setting steeped in gothic horror themes and makes liberal use of horror tropes.
Werewolves hunt within the forests, vengeful spirits haunt the places of their grisly deaths, hedonistic vampires feast on humans at their leisure, and Frankenstein-like mad scientists create abominations stitched together from corpses. All these classic horror stories are merged together to create a unified campaign setting that is much more than the sum of its parts, an amazing and compelling backdrop for epic storytelling. Hi,The official policy for 5e is no fan made modules. Which is a bit of a change from their historical policies (which were almost 'open source' in 3 with the 'open gaming license' and limited access in 4e with a stated application process and base terms).But you can always ask for permission, they have a I have submitted requests through there before, and the response was pretty quick and personalized. There also isn't much risk to using the form. For instance, I asked permission for an, and they denied me permission. I stopped working on it, but left it up, and they haven't sent me a C+D or anything.
They are pretty reasonable people, so don't be afraid to ask.Even if they say 'no', (which might unfortunately be the new policy), you might consider pitching it to a couple of folks via twitter anyway. I have only skimmed the stuff you have done so far, but it seems pretty high quality, and they've partnered with community members in the past on stuff like this.edit: Formatting.second edit: There has never been much crossover between mtg and d&d before, even tho they have been owned by the same company for a long time.
It's been long enough that they probably have a reason for it, or something would have happened like this before. I could see it taking a lot of work to coordinate any large scale collaboration between the two. Like, imagine trying to get production schedules and art departments from mtg and D&D to colaborate on a release where a new plane is introduced, and there are simultaneously D&D adventures on it, as well as a mtg expansion set on that plane.The lead up time/development cycles for the two are completely different, and i'm sure there would be a huge pile of incompatibility between the two.As far as one brand just taking another brands IP and having fun with it, I think the closest we've seen to that was Zendikar. I remember dailymtg talking about how this was basically their 'mtg expansion on a plane that has D&D adventurers on it', it was expressed through the 'ally' and 'quest' cycles.It's probably just that each brand has directions and needs for their IP, and they don't overlap.
It would be weird for a magic card to have phrases like 'adventuring party' on it (kinda obtuse) so they just called it 'ally'. You had 'rogue allies' and 'wizard allies' that worked together well. Simultaneously, it would have probably been a bit too wonky for a set to have enchantments like 'If you have a wizard, a rogue, and a warrior in play, you may sacrtifice this enchantment to draw 3 cards' (changelings completely ruin this card) so we got the more generalized 'quests' that Zendikar had.And yeah, i'm guessing D&D wants to be focusing it's efforts on a few key settings, rather than just publishing random articles online about 'Hey, did you want to play D&D set in a fantasy version of the Terminator universe?'
Like they kinda used to do in Dragon. The ironic thing I find about MtG and D&D not crossing over, is that Magic was originally created for the D&D audience, particularly to be played in short bursts during breaks in long gaming sessions; essentially a super-compact & portable version of D&D.I also find your paraphrased Maro comment odd, considering most of the artists used by Magic and D&D are the same, and I don't think it would be that difficult to use an existing MtG plane &/or storyline; place it in a parallel Multiverse and use the D&D mechanics. Lord knows MtG planes have tons of space for elaboration, though that may be one of the primary reasons MtG staff doesn't want to crossover with D&D. (I recall Creative saying they don't want their planes to be too detailed and that they purposely leave tons of unfinished plots, so they can 'return to the plane' or essentially make up anything they want on the fly.).