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Matt ran the Delian Tomb for a few of us in the office last week. But we weren’t playing fifth edition. We were playing our new RPG.

James Introcaso, MCDM’s Lead Game Designer, here. I know you’ve been following our updates for a bit about the creation of the MCDM RPG. We’ve got a few things to share from the latest playtest, which wasn’t perfect, but was a lot of fun, which means we’re moving in the right direction! To me, fun is probably the most important factor in everything we create. We might make something that works or is even elegant, but if it ain’t fun then we haven’t given you a good reason to engage with it.

The Dice

We are going to use funky dice, AKA dice with unique symbols instead of numbers on their facings. Using our own symbols allows us to control how much the dice swing between extremes and avoid null results and devastating results like, “Well, I rolled max damage on the ogre’s club so your 1st-level PC is dead before you ever got to act.” If you have a die that goes from 1 to 8, you need to account for all that could come of that. It means more hit points for monsters, leading to grindy combat. By using our own original dice, we can keep the design focused on fun. We can also add special symbols to the dice, like Critical Effects, Surges, or law and chaos symbols! More on those below, but they’re awesome.

Just like any board game you buy comes with everything you need to play, our RPG will too. We’re also working on a few other solutions to make it easy for you to possibly print your own dice, make temporary labels to place on dice you own, allow dice makers to sell dice with our symbols, or use digital tools. More on those solutions as we figure them out. It’s all part of the process, but we’re dedicated to making the game, including the dice, accessible.

Right now our system uses four kinds of dice. These could all change, including the names, but this is where they currently stand:

d6 Proficiency Die. The Proficiency Die represents your training with an attack, skill, save, or piece of equipment. It’s the least swingy and most reliable of the dice, since it represents your training and expertise. Each side of this die has 2 or 3 successes (swords), and one side also includes an explosion symbol, which we’re currently calling a Critical Effect. When you roll a Critical Effect, you can take an extra action on your turn (just once per turn), or activate a cool special ability granted by your class (for PCs) or stat block (for NPCs). Your ancestry, background, etc. may tap into Critical Effects as well, but we haven’t gotten that far into the design yet.

d8 Attribute Die. Attribute Dice represent the strength of your attributes. Whenever you make an attack, save, or other test, you’re always rolling at least one of these. Every test is tied to an attribute, and you roll a number of these dice equal to that attribute’s score. If you’ve got a Presence of 2 and you’re making a Presence test, roll two Attribute Dice! Each die has 1 to 3 successes on a side and might have a Surge, a special resource used to activate or strengthen special effects granted by your class, spells, equipment, and other features. Surges aren’t as powerful as Critical Effects. They represent a quick boost of strength or flash of adrenaline. For instance, whenever a goblin rolls a Surge, they can move 1 square for each Surge rolled, representing their mobile nature and ability to get out of trouble.

d12 Impact Die. An Impact Die represents special circumstances or resources being poured into an action. Attacking a prone enemy with a melee attack? Add an Impact Die to the damage roll. A special power up granted to you by the Conduit might give you an Impact Die to use on a future roll. Using a special power that costs a lot of your resources might add Impact Dice to a damage roll you make with it. These dice just have successes and are the swingiest of them all, going from 0 (a blank side) to 5 successes.

d12 Cosmic Die. The Cosmic Die is a special die with law and chaos symbols on it. It’s generally only used in special circumstances and represents the fickle forces of the universe that can help or hinder a creature! This game takes place in a fantasy world where the gods and forces like luck and fate are real, so we created a die that represents those forces. This isn’t a game about the forces of law battling the forces of chaos. Rather this is a game for those forces that tangibly exist and can influence the action. Everyone rolls the Cosmic Die when their character is knocked unconscious by dropping to 0 hit points to see if the fates give them the will to get back up and keep fighting. There’s a 1 in 12 chance of that happening. In fact, it happened in our test, and it was awesome. This die is also used for cosmic drama (see below)!

Roll for Impact

You may have read in a previous post that in our game you don’t roll to hit another creature with an attack then roll damage. Instead you JUST roll damage. We call this, “rolling for impact,” because you’re rolling not to see if you hit or miss, but to see how much impact your action has on the story. It’s working really well. To quote Matt, “I don’t miss rolling to hit at all.”

When you attack another creature, you roll dice, count up the successes, add any bonus successes you might have from a weapon, then deal damage equal to the number of successes MINUS the target’s Armor Points. A Tactician with a Might score of 2 using a longsword to make a Might attack would roll:

The proficiency die. because they are proficient in Might attacks

Two attribute dice, because Might, the attribute they’re using has a score of 2

Then add 3 to the overall number of successes, because the longsword adds 3 successes to any attack made with it. (Right now our understanding of weapons is pretty basic, so how they influence the game before damage and Surges is still in progress.)

It might be that the Tactician rolls 5 successes plus another 3 for the longsword for a total of 8 damage. The goblin they’re attacking has 3 Armor Points, so the Tactician deals a total of 5 damage to the goblin. The Tactician’s player can just announce the damage total, and the GM can just then subtract the goblin’s armor points from the damage. There is no stopping to check to see if you hit or not.

Oh, and the Tactician wasn’t just making any old longsword attack. They were using Leading Strike, a unique signature attack they can do at will. So it’s a longsword attack, and it means that the next ally to hit that goblin deals extra damage in the form of a bonus Impact Die.

And the Tactician also rolled a surge on this attack! They spend the Surge to activate their shield’s special feature and push the goblin 1 square away. Awesome. All of that action was resolved in a single roll and took less than 30 seconds. The goblin was damaged, marked for more, and pushed away.

There are times a creature’s Armor Points can reduce all incoming damage to 0. When that happens, the creature can use their reaction to make a counterattack against their foe! Thanks to these rules, there was never a “nothing happens” turn during our test. That felt really, really good.

First Adventure

Right now we’re trying to nail down fighting monsters. We want this pillar of the game to be fun before we start constructing the politics and negotiation pillars of the game and then layering more goodness onto those supports. To that end, we’ve basically only played single combat encounters in some relatively sparse areas. This was the first time we tried a miniadventure, and with that came some new insights.

For instance, when a player needed to jump across a pit, Matt improvised some rules for how far you’re able to jump without rolling any dice and what sort of attribute test needed to be made to try to jump further. “You can jump a number of squares equal to your Might score,” seems very reasonable, as all our characters had a Might of 1 or 2. You get that for free. But if you want to go further, “Roll a number of Attribute Dice equal to your Might score, and jump additional squares equal to the number of successes.” That’s another 1 to 3 squares per die! It meant most of us would clear 3 squares across the pit, but for the characters with a Might score of 1, there was some risk. The fact that Matt was able to create rules that made sense so quickly off the top of his head means that our core design is working pretty well. There might be a cap on how far you can jump overall as we tune this rule.

And of course, someone DID fall in the pit, which meant we needed to improvise falling rules too! There were a few other examples of this, but those also worked well, but that’s another blog post.

New Classes

This was the first time we ran a test with four players and one GM. It meant that revised versions of the Beastheart and the Tactician were there, but we needed two new-to-the-MCDM-RPG classes for the other players. I wrote up an MCDM version of the Talent and a totally new class, the Conduit.

The Conduit is our version of a priest. They manage two resources: virtue and wrath. These resources are meant to be dramatic and evocative, but still easy and fun to imagine for anyone serving a god or saint, or elder power or nature spirit. Even a forest defender who serves the Wode and doesn’t worship the gods holds some things sacred and gets really angry at other behaviors. At the start of the Conduit’s turn in combat, they roll the Cosmic Die. Law symbols generate virtue, which is used to heal and buff allies. Chaos symbols generate wrath, which is used to smite enemies. The person playing the Conduit was fairly new to RPGs in general and not a fan of D&D … and they really loved playing the class and game. To me, that is a GIANT win.

The Talent, similar to our fifth edition version of the class, builds strain as they manifest powers that harm and move enemies and allies. Strain debuffs you as you gain it (and it can actually kill you if you take too much… something that can only happen voluntarily), so it means the talent plays a little differently than other classes at the moment. The Talent’s resource hinders them as they build it, so they can do cool stuff at the start of an encounter and need to use weaker powers toward the end. That’s not the gameplay loop we’re going for right now. We want you to build up to your best abilities so longer battles or adventuring days get more exciting and don’t become slogs.

But I have plans to address this issue with the Talent. Right now the Talent has a way to lose strain in combat. For the next round, I want to try that when they lose the strain it turns into another resource. Maybe called clarity? I dunno. Name TBA. And clarity can be used to do your COOLEST talent stuff. That way the talent can still play in a unique way, have strain to manage (something our testers really like in the 5e version), and have a unique resource building up. That’s just one way to do it, so things could change! Might be too many resources.

Movement Matters

In a way that hasn’t ever mattered when I’ve played other RPGs, movement mattered a lot during our test. I played the beastheart and there was never a turn when my companion or hero just stood in place. A tactical and cinematic RPG should have a lot of movement!

So how can we move so much?

Special Actions That Move You. Many of our PCs and NPCs have actions that allow them to move themself or other creatures around the battlefield. The talent can move friend and foe alike with their mind. The tactician offers free movement to allies. The beastheart has a power that lets them (and their companion) move before or after attacking. The goblin cursespitter can teleport, and all goblins can get free movement from Surges.

Normal Actions that Move You. Right now on your turn you have a move and an action. But you can use your move to move your speed, or move up to half your speed without provoking opportunity attacks (yep, we got OAs), or to push another creature (including willing allies) a distance equal to your Might score.

So we’ve given you a lot of ways to move yourself and your foes, but we need to give you REASONS to do it. Right now there are three reasons why people were moving all over the place on the map:

Shorter Ranges. Getting into or out of the range of someone else’s attack is a big deal in any RPG. Most of our current weapons, powers, spells, and abilities have a range of 5 or 10 squares (a few have longer ranges). By keeping the ranges relatively short, it means that archers and mages can’t just post up in one spot for an entire fight. It also means that their targets can keep their distance to avoid being hit, drawing foes into the fray, and that the Tactician or Beastheart might be tossing enemies back towards the Talent so that their foes get riddled with mind darts.

Overwhelmed. When a creature is surrounded by several foes, they are overwhelmed. A melee attack against an overwhelmed creature deals an extra Impact Die of damage. So you want to both overwhelm other creatures and AVOID being overwhelmed. We’re still playing around with what the right number of foes to overwhelm a creature is. In the test we used the creature’s highest ability score plus their level (which meant that it was three for all the PCs and most NPCs). Why the highest ability score? Because I can see Might, Agility, Endurance, Reasons, Intuition, and Presence all playing a part in helping a creature NOT become overwhelmed. That may be too weird or noodly an equation though, so we may instead do something more straightforward like Agility score plus level creatures.

Bouncing Off the Walls. Another rule was improvised during our playtest when Hannah’s Talent knocked a goblin against the wall of the Delian Tomb with her Concussive Slam signature action. She thought this should do extra damage to the goblin and Matt agreed. Pushing a creature into a wall deals extra damage to them. Makes sense to me! You deal 1 extra damage to the creature for every square’s worth of movement you have left when you push them into a wall or other obstacle like a pillar. It means putting your foes against the wall or a pillar is a good idea, while also avoiding such structures yourself.

These three things kept the game moving and dynamic, which was a real pleasure to see.

Side Initiative

We used side initiative in the playtest and that seemed to work well. This means that the PCs go and then the NPCs (or vice versa). If one side surprises the other, they get to act first. If no one has surprise, roll to see who goes first.

In early testing, side initiative seemed to show that whichever side went first TROUNCED the other. So I tweaked a lot of the math, and now it works much better. It never felt like a cakewalk for the heroes if they got to go first, but it was still a decent advantage.

Side initiative allowed the players to strategize, but it was noted by some that they still felt like they didn’t feel like they had much reason to pay attention to other players’ turns. To combat this, we’re going to try interleaving actions in our next test. Basically when your side goes, you can take your move or action, then allow the other players to do the same, then finish your turns. This can keep players engaged during each other’s turns and allows for even more granular strategies.

With interleaving actions, creatures can do things like move into position to overwhelm another creature and then all attack and get the benefit of overwhelmed (instead of just the third attacker to join the fray). We think we can easily track which actions you’ve taken on a turn with coins, index cards, or some other tool. It might be a mess, but we’re going to give it a shot!

Cosmic Drama!

If you read our previous posts, you know that the Cosmic Die can be rolled at any point during the game to beseech the forces of the timescape to aid you when the chips are down. We internally refer to this as “rolling for drama!” When the die is rolled, the results allow creatures tuned to law or chaos to take very special actions. In our test, the rule was that each PC could roll for drama once during the session. Turns out that is too often.

We only had two of our four PCs roll the Cosmic Die. The first time the result was just a single chaos symbol, which meant all the goblins and the beastheart got to act. Basically, a little more than half a round of combat happened in the middle of a round. The second time the Cosmic Die was rolled, it showed one law and one chaos symbol, which meant EVERY creature got to do something. It was like having a whole round of combat shoved into the middle of a round. Sometimes the result on a die is three symbols, and I can only imagine how that would affect the pacing of combat.

Now, don’t get me wrong, AWESOME stuff happened when we rolled for Drama! The Talent picked up the Conduit WITH HER MIND and carried him 10 squares over a pit and into the fray. Goblins shot many arrows and cleaved many foes! The Beastheart and companion got to move and attack in a synchronized pounce! But it took a long time to resolve it all and ultimately left us confused about where we were in initiative after resolving the drama.

I think we need to adjust two things to make drama happen faster. First, rolling for drama is something that should happen less often. It should be special, not something that happens every combat. I think we may make it so the players can do it once per session or thereabouts and the GM can do it once per session. We may tie a dramatic recharge to it as well, like maybe after a certain number of encounters everyone can roll again.

The second adjustment is that we need these actions to happen quickly. A talent moving someone 10 squares is dramatic, fun, and resolves quickly. A beastheart and companion both getting to move and attack takes a lot more time and is basically something they’re already doing on their turns. These effects should be special but simple, because they’re basically interrupts and there are going to be some rolls for drama where everyone gets in on the action.

Little Changes, Many Tests

We don’t want to change TOO much in our next test, though we absolutely could. Changing cosmic drama, adding in interleaving actions, and making a few tweaks to each class and the goblins should be plenty for now. If we change a lot, it can be difficult to identify what exactly made the difference between the Delian Test and whatever we do next.

In the meantime, we’ve got Mortals to make Flee and an ARC to ADIA. Hopefully we’ll have another playtest and more to report to you all soon!

—James

Files

Comments

Erik The AuDHD GM

Makes for interesting reading for certain! Would you say you’re going for a system that is largely based in fantasy game mechanics, or do you have plans to make it work across many settings?

Nick Rowland

Oof. I'm sorry to hear about the dice. That is a hurdle that will be hard to overcome for many tables.

BKFiya

Really like the impact system, but I'm wondering how dodging might play into things? Thinking like a character in fantasy that is unarmored but when attacked them they just dodge each attack because they are so quick.

Matthew Wood

That sounds similar to the Genesys dice system. Have you checked into those? They are really cool. Essentially, you can still succeed at whatever task you are attempting but bad things can happen that affect other players or even npc's.

Simo Malinen

I do like the idea of funky dice. However, for ease of access mapping the dice on a table for reference would allow people to pick up the game immediately. Ultimately, people would want the cool dice. But they might want to test the rules before investing time and effort. Or the game store nearby doesn't carry them, or they are sold out because that's what happens with cool new stuff. ETA: I love the feel of this game already, and my brain is already trying to twist 5e rules to try out some of the ideas. Looking forward to seeing more of this!

Nolan Shepherd

I'm excited to hear about the system in action! The ability to improvise rules/rulings super quick sounds great. I can see how it might be applied to @Brett's question about dodging above: your character could have an ability to add a roll of their Agility Dice to armor points when reducing damage from an attack. I'm hoping the final product ends up this intuitive for making quick rulings. Great update!

TheDungeonJourneyman

I'd like to hear more about peoples/ancestries and classes too, maybe as an in-between playtesting update? I know we got humans, elves, dwarves, and poulders, and I'd love to read initial wizard/mage concepts. Loving the updates so far, thanks MCDM team!

GM Seven

I have always been opposed to funky dice. But hearing Matt and James explain the rational, I find myself wondering why I was so irrationally opposed? Having funky dice would solve so many problems is my own rpg!

Jim

Very exciting. Can't wait to bring this to my gaming table. Thank you for the update, keep up the great work.

Sean Westberg

Interesting. Very reminiscent from the FFG funky RPG dice system but a little tweaked. For The Talent, maybe the resource pool can be called Flow? The idea being that that the Talent is moving from a state of stress and discord from the fight and into a state of harmony within the ebb and flow of the situation? It links back to that creative flow state where your mind is in the zone. Maybe there's a range of Strain that represents a flow state? Powers that kick off within this range are automatically stronger? That way you're still only tracking the one resource pool, but now the quality of your resource pool matters. As you get better at being a Talent maybe the flow zone widens- Beginning Talents have a zone of 1 or 2 and experienced Talents may have a zone of 5 or 6 depending on the strain scale. You get to pick what flow zone on the strain track is after a long rest or whatever you call it. Eventually the player will probably find a zone range that fits their playstyle and generally stick with it. This is to be encouraged I think.

Sean Westberg

Almost all the funky dice games I've played have charts so you can use your own dice and cross-reference.

Sean Westberg

I don't see it as being any different than Armor damage reduction- The whole point is to GTF out of the way. I actually really like the counter-attack system. A fencer say could redirect damage successes rolled or surges rolled into damage reduction. It's an interesting option ditching the to-hit rolls.

BKFiya

Probably true, that'd work pretty clean

Forgotten

Really really excited about this. like REALLY excited because of this post. There's something about how this test was described that makes it feel much more like a role-playing-GAME. I can almost picture playerboards instead of charactersheets. A lot of rpgs I think are cool, dramatic, and entertaining, but I don't know how many of them are *Fun*. I think the MCDMRPG is going to be *Fun*

mcdm

Yeah we've played the FFG system, I (Matt) played it when it first came out with their Warhammer Fantasy RPG! I think their system is pretty good for a game that is NOT about fighting monsters, where you want lots of dramatic results like; you win, but.... Or, you lose, AND...! Our game isn't a narrative-focused game like that, so those kinds of results don't really further our goals. That's the power of using our own die mechanic, we can dial in the experience we believe in.

Drew Hilliard

I loved reading this; thanks for writing it up. I can't wait to play the game!

Robin Baggett

Killer update! ⚡️⚡️⚡️

mcdm

Currently your armor points are a combination of your Agility, Endurance, and armor you wear. If you take an action to dodge, you add to your armor points for the round. -James

Eduardo Taylor

This sounds amazing. The Side initiative will force us as DM's to become better at tactics... I'm already imagining a lot of fluidity with the impact mechanic.

Schoopdoop McGoop

Wow. So many cool ideas in this! I love the Interweaving Actions, thats such a good way to make the game more tactical and make teamwork more possible. I'm also glad to hear about all the dice and how they work. It makes sense to me!

Kane Sweeney

Wow, this all sounds incredible. Very excited to keep reading these updates. Even in the early stages it’s great to see so much innovation and problem solving, all leading toward a COOLER game.

Matthew Wood

That is awesome! I can't wait to see what you come up with.

Bruce Mastorovich

Please don't tie Overwhelmed specifically to Agility. The sneaky character should want to get out of a crowd as soon as possible while the beefy character doesn't care so much. I love the update!

Sampson

It'd be cool if you were able to model the Flow State with the Talent. Like, you build up Momentum that let's you do cool stuff, but if something goes wrong either the Momentum goes away ("good" result) or it all immediately turns to Strain.

Alpacnologia

interesting concept, but if you build up a load of momentum that can become really swingy and could lead to unsatisfying Strain Deaths

mcdm

One of the things that is always annoyed me about the d20 method, is the fact that I can't have one goblin run up to you and get into position, then another goblin run-up and get into position, and then both attack and get advantage from flanking. It kind of drives me crazy, it's never made sense to me, I've never gotten used to it. So if we can come up with the system that let's DMs just run the monsters in a way it feels natural, I will be happy. -Matt

Roman Penna

Sounds like the playtest was awesome, excited to see where the small iterations get you.

Sean Westberg

I played Warhammer 3rd edition and they did an interesting init method: Everyone rolled for initiative, but anyone could take anyone else's initiative on the same team. So if the slowpoke needed to get into position and do something before the super fast character, you absolutely could do it. It also helped eliminated the whole "whoever goes first curb-stomps" issue. It does require extra brain power and buy-in from the players. Mister Cavern is already tracking initiative so it's not that much more overhead for them but the players now need to be aware of more than "it's your turn". It also allows mid-turn pivots. Someone gets smacked down and suddenly the cleric is like "OMG I need to go next for the healz" and they can. It was an interesting system and might be worth an iterative try to see if it's worth it.

Jason Daubert

I 1000% agree, and it hurts extra because I am so excited about everything else!

Eduardo Taylor

Yes, that's how I imagined it would work. It would make not only push the GM to be a better tactic storyteller but the PC's to establish a team fighting identity. For me it means more stakes into team effort and synergy and makes the raoleplaying more impactfull. I'm already seeing my current table having a engaged discussion being more strategic.

Matthew Donley

Loving these updates! I recently played the Avatar TTRPG and it opened my eyes to how different a game can play and support different pillars. Super excited to try this game out!

Erik

Glad to hear funky dice are back! One thing I’ve heard to watch out for is how the math actually works out on the various dice types and common dice pools. I heard an anecdote that in WFRP 3e, some of the symbol outcomes on the positive dice were poorly designed so that they actually made you less likely to get a success the more of them you added to your pool. I think your current system of not having failure symbols on the dice avoids that outcome, but potentially a useful reminder of about unintended outcomes when designing with funky dice.

Lev Vaesinis

Loving it, but one odd stray thought: isn't fighting near a wall to prevent being flanked/overwhelmed supposed to be a good thing that the "push for extra damage" would discourage? Or is "up against a wall" supposed to mostly be a bad thing that you want to avoid? I guess heavier armor that prevents you from being moved might have change that risk/reward calculation

Paul

What I found most interesting is the note on movement. I love the idea of units flying around the battlefield it sounds and feels very dynamic. The names virtue and wrath also feel very evocative which piqued my interest.

Peter Leo Melendez

Always love the MCDM names for things. Thanks for taking the time to write to us!

brownriggy

As far as funky dice go, would there be a way to use the dice sets we already have and just say something like this for the proficiency die: "a 1 to 3 is a success and a 6 is a critical effect"? Or is that just visually not pleasing?

Eric Stefen

Is it a matter of not wanting to deal with new dice, cuz I think there could be a conversion table done pretty easily? If symbols themselves are a turn off, is it b/c of past experience or how you imagining it? I am just curious as someone who has played forever (40 years) but am not in any way turned off at trying a totally different randomization system.

Eric Stefen

I imagine even if it isn't included, there's gotta be some math nerds we can threaten with noogies to figure that out for us. ;)

GubDM

I'm looking forward to see how y'all tackle the other pillars. Really glad y'all are moving Persuasion away from a simple skill check to a full on pillar/system

Nick Rowland

IMO, funky dice have a few problems. First, lack of portability. Most, if not all of us have multiple games we play. Having a set of dice useless in other games is a logistical issue. This doesn't even touch on the market for specialty dice. "But I can't use my fancy metal ones without consulting a table to figure out my roll." Second, they aren't really solving a problem, but are creating one. As described they mostly function exactly the same as if they said "4+ is a success, six is a success and boom" a la Shadowrun with a tweaked range of success. Now the entire table needs to learn how to read this specific brand of tea leaves. Third, they are crap. I don't mean the concept, I mean the dice. It means a limited run by a supplier who can't compete with Chessex. So we get vanilla dice with even more balance issues than a Chessex. In X-Wing v1 rules the largest statistical advantage you could get on your roll would be to test roll your dice at home and bring the good ones to the tournament; the d8s were not consistent across the run, not even consistently low like Chessex are. Bonus personal: I tend to associate games that require custom dice with the pointless consumerism of FFG's "must have more tokens and custom dice to justify the price, without consideration to whether those tokens and dice add to the gameplay." I've played FFG Star Wars, I've played other tabletop games with funky dice. FFG SW it was one of the hurdles that resulted in not getting past session 3 for the entire table. X-Wing had the major QC issues. FFG's Warhammer Fantasy competitor used Funky dice too, I can't even remember what was special about them, if anything.

brownriggy

I should clarify this comment: I'm not saying don't use funky dice. Funky dice sound, well, funky, and funky is fun. I'm asking if you think the way you are using the funky dice could be translated, for lack of a better term, to normal, non-funky dice for those who don't have (or don't yet have) access to said funkiness. I recognize you mentioned you were working through how the funky dice would work (printing dice, adding stickers or something to already existing dice, etc.). I'm wondering if a sort of numerical conversion chart is also on the table.

Aphrodyte

I had a thought of how magic items could work: Outside of any bonuses you have to" charge them up" with unused skill points. (a.k.a Wrath or Virtue) a the end of the combat to be used for the next fight. You can only choose to charge with one or the other and each one gives the item a unique thing it can do. OR each class has a list of unique magic item charges they choose, regardless of the item or maybe by category ( armor, weapons, etc). The items can have only 1 type of charge at a time and and use only the chosen ability for the next encounter. If you have leftover charges you can change that ability from the same list between encounters. So example. A Conduit has leftover Wrath. He charges the item with the wrath. and picks from the wrath list. You keep the list short but damage scales with the level. Maybe like " Righteous burst: Any enemy within 2 squares will take an extra 1 damage per level that ignores armor from an allies attack made on the next turn." This way you do not end up with under whelming magic items and they scale with your level. This is just an idea to make it relatively simple for magic items and have the skills standardized for each class and merely scales with the level.

Sam Soutullo

This sounds awesome! Super excited to bring this to the table one day both as a player and DM. The Conduit sounds really cool. I don't normally click with the priest roll, but the Law and Chaos system seems like it will really make it come alive for me! Really interested in giving that a shot. On classes would y'all ever consider making an engineer/tinkerer class? I can see a mad scientist drawing inspiration from Chaos to augment their inventions/concoctions or a tinkerer using Law to create things that bring order into a situation. Not sure, it may not even fit in your setting but the idea gets me excited! I'm sure designing more classes is a project for later on and getting to core ideas fleshed out is way more important, just wanted to toss my thoughts out there!

Graham Schofield

I appreciate that you have likely considered this, but I really do want to emphasize how much of a turn off special dice can be for a TTRPG, myself included. A non-zero amount of the culture is around 'shiny math rocks' and having your own particular set. My wife has a set for each character she's played for a while. I liken it to buying a skin for your favourite character in league of legends or similar. One of the major hits against the Star Wars RPG that fantasy flight came out with (though certainly not the only issue the game had) was the special dice, ESPECIALLY when the dice were out of stock and retailers couldn't order more. This typically meant any star wars rpg products were dead weight until they were back in stock (I worked at a rather large LGS in Toronto). One of the strengths of 5e has been the 'roll a d20 and add #' works in both combat and non-combat. Is the consideration of 'how will this system port to other pillars of play' been considered much, or is it 'get a good handle on combat and build the rest around it? Interleaving actions with other players does also open up the idea of 'setup' actions which I really like the potential of. 'Teamwork attacks' has been something that I have seen attempted many times in 5th and 3rd but never to a satisfying effect. Lastly side initiative feels...eh? Perhaps this could change round by round and actions taken by each side could change the odds of the result of the initiative roll? As always I greatly appreciate the window into the design and eagerly await the next drop.

Andrea Costantini

I agree with you on all these points. I have experienced the same problems with FFG games and even player objections to more conventional numbered dice used in games like DCC. Are we going to get precision MCDM dice? That would alleviate some concerns. In the end this will likely be a deal breaker for a lot of people.

Emil Jensen

The dice system reminds me of the Narrative Dice System from FFG. I LOVE the narrative dice system. So the dice system described here really makes me happy! As i read it, the surge is like a positive side-effect and the Critial Effect is like a major postive side-effect. Will you add “negative” symbols as well? E.g a negative surge, where the spell backfires or has the opposite effect?

RocketBird

So, if you don't take the action to dodge, you don't add armor points?

John Wayman

So much awesome info! Must have rolled a critical effect, allowing you to reveal twice as much! Keep up the good work and I cannot wait to see what comes next

mcdm

Right now, we're not adding any negative symbols, because we're looking for a game that's fast and fun. Having negative symbols that can cancel out the positive ones or make for both bad and good things happening at the same time can slow down play. That doesn't mean we won't have a way for spells to backfire, but if we do, it won't be tied to a specific symbol. -James

mcdm

There will for sure be a chart! That's actually the EASIEST option to create. But we want folks to know that we're doing more than just a chart too. -James

mcdm

You always have some active armor points based on your Agility, Endurance, and the armor you wear. Using an action to dodge (in lieu of attack) adds to that total. -James

mcdm

Well we haven't tested interleaving actions yet, it may be a hot mess. That wouldn't surprise us! But...it might work!

mcdm

Well one of the things I (Matt) didn't like about that system, even though overall I thought it was VERY cool, was the fact that the GM and the Player are both contributing dice to the pool. It made things take longer and it made "reading the bones" a little more of a pain. So our game doesn't work that way. And just generally we're not trying to model the same kind of narrative experience they are. That system is very much Not Great for a fighting monsters game. It's super cool though for a Pulp Fantasy, Raider of the Lost Ark / Star Wars kinda game though! Where die rolls are more about moving a SCENE forward in a dramatic fashion.

mcdm

Virtue and Wrath, the names and the idea, are all James' idea! I was super excited when I opened up the Conduit doc and saw that. :D -Matt

mcdm

Yeah there'll be a chart in the book for people who want to roll dice with numbers but if there's like a free die roller app for this game? Then I don't think anyone's gonna have a problem "getting the dice." Also we intend to make it so anyone who wants to can make, print, sell their own MCDM dice. We're not in this to make money on dice, we just want to make the best game we know how.

mcdm

We're trying to make the best Heroic Fantasy RPG we can. Not "the best one you can play with dice from the 70s." But the good news is; if you can only play games that use the 70s dice, there are literally more of those out there than any human can play in a lifetime! Have fun! -Matt

Randall Dorn

They've mentioned using a conversion chart themselves to get the facings (since these funky dice don't actually exist yet).

Niah Klotz

I think being pushed into a wall or object that you're already standing up against shouldn't do damage, as a clean way to combat this. If you get pushed from at least one square away, take damage equal to remaining squares as above?

Niah Klotz

Perhaps a 'Success Threshold'? More powerful spells can take more resources, or be cast with a 'lower level spell slot or in-game equivalent', but at a higher risk..... Do you dare cast fireball with a first level spell slot?? What if you only get 1 success???? It'll go off, right here!!!!

Tristan Arnold

I like the idea that it comes with a trade-off. You cant be overwhelmed (or at least it's harder to be) but you're at risk of extra damage. Maybe that damage is maxed by the attacker's Might, or it only applies if a surge or crit is rolled.

Tristan Arnold

I think game tactics should rarely be 100% beneficial or else they just become ruts that the combatants will work to achieve and then just stay there. That happens far too often with flanking in DD5e IMO.

Chad LaMotte

This is how I run initiative in 5e. Everyone rolls, but I just track the npc and pc order. Anyone can act when it's a pc's turn and they can push 1 turn a round further down the order to have 2 pcs act together.

Soulraid

I love the use of movement in fights, so many times combat feels like bonking each other with sticks till one of you falls down.

Matt Mason

Awesome update! Have you guys considered alternating initiative order between the party and enemies? Meaning, everyone rolls for initiative and whoever rolls highest (party or enemies), that person goes first. Then from there, the other side goes, then the other (original) side, and so on. (PC, enemy, PC, enemy, PC, etc.) I can’t remember where I read about this, but I heard it’s a thing people do and that it works really well.

mcdm

We did try that in our initial playtests and for this particular system it didn't work very well. However, if things change significantly, we may give it a go again. -James

Matt Mason

Ah, cool. Thanks for the reply. This is gonna be an awesome game!

Firstbourne

I see what you're trying to do with the dice, and I'm not sure how I feel about it yet. I like the ideas from a mechanical perspective, but I also really like my absolutely beautiful dice collection that I've spent a lot of money on. Am I the only one who feels like this? Like the mechanic is cool, but are funky dice really necessary?

Steven Mace

Could the pacing disruption of rolling for drama be adjusted for by setting a time for it? Like if we have side-based initiative and each "side" only gets to roll once per session could it be something like "At the beginning or end of a side's turn that side my choose to expend their Cosmic Die." That would help solve the "Where were we now?" issue. Sorry if I shouldn't be soliciting ideas here.

Will Test

I like the idea behind overwhelming a monster (making positioning very important) - but it makes me uncertain about how it will work in boss-fight encounters. To me personally I've always felt a large part of the heroic fantasy genre has been 4 heroes against 1 dragon (or other mythical beast), and then that creature is either always going to be overwhelmed, or just ignores that rule (which maybe could feel frustrating). Sure I could give the dragon minions... but sometimes (for narrative or other reasons) I want the dragon to stand on its own two feet.

VicWeave

The negative set of dice is absolutely one of the reasons I bounced off of the FFG system. I can appreciate the intent of it, but man that’s a lot of work for a single die roll. Everything o have seen so far the Impact system just seems so clean, intuitive, and *quick*. I could see maybe having occasional instances of using the Impact die to represent negative situations/effects, but not something that was common.

chunkyfunker5

You're also perhaps not considering the effect of Movement Matters. Different heroes have different speeds, interact with obstacles differently, so if the dragon is also moving around it should be very rare for all the players to end up in the same place on the same turn.

Alex Walhout

I'm really intrigued by these ideas, they do sound like a lot of fun! My only concern is the accessibility -- I got a little confused reading how all the proposed dice work and how players will build upon each other's effects: It sounds like it could get pretty chaotic and technical. I'd also like to see a chart in the book that will show us how our normal RPG dice values convert into the MCDCM RPG symbol dice -- so we don't have to just throw out or put stickers on our nice fancy dice we already have. Praise the d12!

Caleb Cairns

Would having the Cosmic die alternate between the GM and players solve the placing problem? I know in the Star Wars RPG when you use light side points, they become dark side points making it a risk vs reward. Just pout in a some rules to stop players always passing back and forth or one side hoarding it. I can see a lot of problems with this idea, just curious to see what people think.

mcdm

We think they are necessary. We spent a significant amount of time trying to make numerical dice work with the system we have in mind, and ultimately they don't serve it well enough. We want to make the best version of the game we can, and the whole design team feels confident that requires different dice. -James

BasCB

Also, given that MCDM has already mentioned they want to enable others to make their dice (i.e. provide things like stl files etc), it is surely only a matter of time and a question of how large the audience will be before a pro dice maker offers them. Or at least offers custom made dice?

BasCB

Also, a Dragon can fly, right? So they would have a way to get out. Which feels very realistic (a dragon taking to the air to get away from a group of attackers surrounding it!). Or it orders it's minions / lieutenants to surround the PC instead. OR on top.

Murilo Trigo

My expectations were kinda high, but holy **** So much potential, looking forward to the INEVITABLE playtest

Artemis

maybe cosmic die become a resource like the special abilities in the S&F and K&W books where after you spend it have to fulfill some requirement for it to recharge

Kevin Garber

I like how dynamic the dice system feels as I look at it. It also has the dice pool benefit of "take these and these and do the thing" that makes it easy from a player perspective to learn the core mechanics. The interleaving actions does give a solid justification for using side initiative that makes it feel dynamic so that is cool. I'm really liking these dev diary updates, it is great to see the process.

Rogar Ravenhair

The Talent, sounds awesome! I imagine the clarity/strain system would make the talent unpredictable, so unpredictable in fact that it’s beyond chaos, it’s balance. Like a Jedi! Seems a fun plate to spin. I think coins would be cool. One side could be order, the other chaos. It’d just be a fun way to figure initiative. Not weather chaos or order went first, just dm or players.

Harry Ravenkiller

SO, the dice. I had a mental image of a seer or a village elder "consulting the bones". I feels a little complicated. However, I stall trust the process, and see how it turns out.

Anthony Fontana

Much of this reminds me of the FFG Genesys system I'm most familiar with through the Star Wars RPG (custom dice, narrative instead of mechanical results, side initiatives). But there are some really exciting things here! I've been taking notes on these discussions and will be applying some concepts to my 5e table, which I was already tweaking to make more fun, do less math, less remembering rules, more teamwork and environmental interactions, less null results, and less waiting for turns.

Edge Sharpsword

To the point of parrying, surges, and the forgotten +1/-1 bonuses, why not get rid of those bonuses in favor of a mechanic that simply allows the parry to negate a single attack? One of the things that always catches me when I compare cinematic fights to that RPG is that parrying and killing strokes are just not well represented in a TTRPG.

Vitruvian Link

Hmmm, if you want to invert the drama for talent, would it make sense to reduce the max points spent on a spell, but increase that max with each stress tier?

Martin Goldschmid

Just subscribed to the Patreon, awesome and interesting stuff. Lots to think about :) I'm going through the posts in one go and your design process is gold :) I can't think of any "brand" that does it. Thanks Matt & the team