I've been thinking some more about my roll to be a planeswalker RTD.
I decided how the combat system will work.
So first of all, I will use a d6, not a d8.
...The combat system is gonna work exactly as I mentioned before. I'ma give examples and stuff. A 1/1 would get -1 on attack and defense. A 2/2 would get no bonuses or penalties. A 5/4 would get +3 on attack and +2 on defense. Things with 0 power couldn't do damage (I guess I would have a separate attack and damage roll.) and things with 0 toughness WOULD BE DEAD because that is how magic works.
Onto another part
For those who don't know, Magic the Gathering has five colors.
White, Blue, Black, Red, and Green. They are allied and stuff with different ones of each other but I don't need to say that here and you can look it up.
Players would choose a color or a combination of colors (from one to four colors- colorless and all five colors are veerrry special slots on the waitlist that I will open in time.) and would be able to cast those spells as their planeswalker would be of those colors. They would also get spells and stuff made up by me that only planeswalkers of that color can cast.
The balance between planeswalkers with one, two, three, and four colors is as such: While planeswalkers of four colors can cast !@#$#$!@ loads of spells, they'll get the weakest passive abilities (from leveling up which is I guess what I'll do, keep like an experience rank). Planeswalkers of one color are limited in what they can cast to one color, but get the strongest passive abilities.
Abilities in general will be of Four types:
Passive:
Affected by color combinations and such, these always affect your character and are the kind of thing that deal with combat bonuses and spellcasting bonuses and such. You can also train on your own time to get color unaffected abilities.
That's simple enough. The rest of these involve Energy Points, like Loyalty counters on planeswalers in MtG. What they are is something that determines what of the next three spell types you can use at a time- they stick around as a constant stat. Some abilities raise the points for a small effect (and will take dice rolls outside of combat to succeed prevent abuse- call it adrenaline). Some take some energy/no energy (sometimes) for larger effects. Some take larg amounts of energy and will be a bit more volatile in what they do and the dice for a massive effect.
Positive:
This gives you Energy Points for a small effect or one with a price, like gaining the ability to cast another spell but losing the ability to cast a random one. These take dice rolls to succeed outside of combat, a 4 or over.
Active:
This is an ability that loses Energy points or takes none, like losing Energy Point for putting an opponent's creature to death.
Ultimate:
Basically, this move is the cat's knees and costs a lot. However, moves like this have one other drawback/advantage: They react to the dice differently.
If you get a 1, they blow up in your face spectacularly. If you get a 2, it doesn't work as intended and will probably minorly screw you. etc. etc.
So basically it's mana. I overexplained it, but Energy Points, are mana points as mana is in most videogames. and those are abilities that are classified on mana cost with different things about them as such.
Now to get to spells, in order of complicatedness to put in:
Players would learn them as they go on, but here are the types:
Sorceries: You cast them on your turn, they have an effect. Then they go away.
Enchantments: You cast them on your turn, they have an effect, then they stay there OR they get cast and have an effect when it is activated
Artifacts: Basically like enchantments but called something different, more likely to be an activated effect, and can be carried with you if small enough so you don't have to wait for them to pop up in your head or whatever (I'm thinking up half of this as I go, really) but you would have to pay the mana cost to activate them.
Creatures: You summon these guys, and afterwards, they either go home or are your companions. You have to find away to get them loyal or control them though.
Lands: You have to sarch your memory for these guys, and form a mna bond to cast your spells! This involves a primal thing, but you odn't usually have to make rolls because in magic that would be evil. If you try to do something tricky like make a bond with two at once though, you better make a roll.
Instants: In Magic: they can be played at any time and can even interrupt other spells. In the RtD: Oh boy. OHHHHHHHH BOY. Well first of all, for the plain any time casting, you don't need to cast them on your turn. It took me a while to think of this, but before turns I will post a list of the spells cast that turn, and who and when those were cast, for if anyone wanted to respond to them. Alternatively, I could do a spellcasting sequences in which I post mini turns by order of initiative and all the players and (enemies, controlled by me) do their instant stuff. You guys choose which one I do.
Also, planeswalkers would choose a set to be from. Their first spell (non-creature) would have to be from that set, and they would get +1 on casting spells from that set.