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Hey Folks, Matt reporting in. It’s been a little while since we’ve had an update, mostly because we’ve been focusing on dialing in the round-to-round experience of Fighting Monsters and that (so far) hasn’t changed that much from week to week.

But this week we have the entire design team in-house here at MCDM and so this is the time when we talk about really high-level design nonsense. Including! Today’s meeting! Character Options! We should have some!

When you finish making a 1st-level character, what choices have you made? What do you expect to get for those choices? We know your character has an Ancestry and a Class. Do you have a subclass? If so, do you choose it at level 1? Do you use feats to customize your character? Themes? Prestige Classes? What are those?

Good question! Let’s find out!

Some of these things, we may discover we don’t need them? Some might get rolled into others, and we might discover there’s a need for some new option we haven’t accounted for here. But this is our current thinking. We’re only going to cover your character’s ancestry right now. We talked about a lot more today, but writing these posts takes time and sleep has to happen sometime.

Ancestry

We know your character has an Ancestry and a Class. We spent a little time after the meeting talking about the Ancestry design space because I wanted to make sure we were confident that we could balance humans against Something Way Cooler. If we want to make a Hakaan (Half-giant) ancestry, could we do that and make sure humans are equally cool? Let’s find out!

We started with the Hakaan, aka the Barrowmen. A community of stone giants who, generations ago, made a pact with [sufficiently powerful probably extraplanar entity who might be a demigod or maybe a famous lich or something, I dunno] to trade some of their fabulous strength in exchange for oracular vision.

But they were betrayed and after giving up some of their size and strength, they found that the only future they could see was their own death. What on earth might this be a reference to? No one knows, impossible to say.

Ok so we got this cool mix of Half-giant and this high weirdness involving some kind of doomsight. Neat! That’s a pretty well-defined box to start with and it’s sufficiently beefy that I think it’s a good benchmark for “how powerful can an ancestry be?”

Starting with the beefiest ancestry we could think of, we will then go back and see if we can make humans equally cool (spoilers, we think so!) But first we need to know what a Hakaan’s abilities look like.

This led to all sorts of discussions like, how big is big? How many bigs are there? Are all bigs large or are some bigs larger than others?

In other words, do all character sizes equate to a unique grid shape? if a Human is medium, and medium means you take up a 1x1 square, and the Hakaan are larger than medium, does that mean they take up a 2x2 square? We don’t think so, we think you can be Bigger Than Medium and still be 1x1. Just like you can be smaller than medium and still be 1x1 since our game doesn’t have divisions of the grid smaller than that. Maybe Large is 2x2 and the Hakaan are Big, which is one size category bigger than Large, but still only 1x1.

The Hakaan are “strong” although we really don’t want to say “Hakaan are the best ancestry for these might-based classes.” And I don’t think we need to!

First of all, part of their Big And Strong shtick is that they’re harder to move. Knockback resistance! Easy! But also we want something that represents their tremendous strength without giving them a bonus to physical combat that means no one bothers playing a Hakaan Mage. Letting these demigiants ignore some degree of encumbrance seems reasonable.

We don’t really know how Encumbrance works in our game? We know you’re probably not going to be tracking the weight of every item, but if you decide to pick up a bear we all expect it should slow you down some. Does that mean we don’t track weight but you can be Encumbered and it’s a condition the GM applies? Or maybe we only worry about broad weight categories and then you have different levels of Encumbered in which case the Hakaan could ignore some of them.

Maybe, if we come up with a handful of weight categories, and everything you might ever pick up falls into one of those categories, then we could say encumbrance is more about…Endurance which we already have a stat for, and it’s just a normal Athletics test where the target number is determined by the weight category?

This would also help with stuff like the Talent’s telekinesis when used on normal objects out of combat. Having broad (like, maybe only five?) weight categories makes it easy for us to calibrate the Talent’s telekinesis “strength.”

In that case it’s super easy to imagine how a Hakaan PC might be able to ignore some amount of Encumbrance, or be immune to the Encumbered condition? We don’t actually need to know how Encumbrance works for this exercise, we only need to believe that we can give the Hakaan some cool benefit there. Given that we have several ideas, all of them pretty easy to implement, it’s safe to assume we can make the Hakaan “strong” without actually giving them a bonus to Might. This means Might is not literally just Strength.

Being Big, or at least Bigger Than Medium also should mean you’re easier to hit at range than a smaller person? So like, medium characters gain a boon die on ranged attacks targeting you? Well, that might work, but isn’t that really just one specific instance of a broader rule? Whereby anyone gets a boon die on ranged attacks against targets larger than them?

You know, we’re not very far into this document and it feels like all sorts of stuff is falling into place. We wanted to know what kinds of abilities a really cool ancestry would give you, so we can then go see if we can make humans equally cool (no spoilers!)? But just picking the demigiants means we’re talking about Encumbrance and size. Which we needed to figure out anyway!

And we have a lot of ideas for Encumbrance, but one of them, where everything has a weight category and Encumbrance is just an Athletics check modified by that category, means we know how telekinesis works. And really any supernatural spell or prayer that might hurl things around. So the weight category idea seems more useful than the others, because it tells us how other things work as well.

Then we wondered, should being Big mean you’re a bigger target for ranged attacks? Therefore ranged attacks are more effective? So we imagined, maybe the Hakaan being Big means they’re easier to hit at range, and that is just a boon die, then I think we know how ALL ranged attacks against targets larger than you work! That’s…it’s really nice! Means we’re on the right track. Pulling at this one thread meant we’re learning a lot about how our game works.

We can let them ignore the effects of extreme weather and environment, that’s easy. And we can say that they can ignore the Heavy trait and use two-handed weapons one handed? That’s cool!

Finally we have this Doomsight. We think we can give players good ideas of how to implement this in a roleplaying context so “I know my fate” is fun but doesn’t shoehorn them into anything, but really we’d like to see some minor oracular ability useful in combat here. Like a reroll once a day? Glimpse of the Future or whatever?

Yeah that all seems reasonable. It’s a LOT! But we’d rather start with “a lot” and see if we can get humans into parity, than start with humans and then get frustrated when we can’t make the Hakaan “cool” and have to nerf them into oblivion.

So! How do humans work? We have some ideas from Orden. In Orden, humans are “of the world” in a way the other Speaking Peoples are not, for reasons concerning Deep Lore. No, they didn’t evolve naturally, but it’s kinda like that sorta thing.

Because humans are natural, in a way magic and undeath are not, we can give human PCs the ability to detect stuff like magic or undead or really anything sufficiently supernatural. We could even give them resistance against supernatural effects, including magic!

That’s already sorta beefy, we can dial that in as much as we need to. But less is more here, we don’t want humans to become explicitly anti-magic. So let’s keep thinking.

Humans could be better at dealing with animals! Since they’re both “of the world” and this may mean humans are better with pets! Better animal handling? We could probably come up with an ability that reflects that, although it feels like a minor ability. It’s a neat idea though; that humans are better with animals than other ancestries.

This led us to a discussion about classic human tropes like…humans have some nebulous ability like Courage that explains why they’re so successful compared to “cooler” ancestries like the Hakaan. Or maybe they’re Adaptable and so get more skill proficiencies, more skill stunts? That seemed promising.

Then we started talking about humans here in the real world and how homo sapiens are really good endurance runners. S-tier endurance runners. So…maybe…humans in our game get the Supernatural detection/resistance, some animal handling coolness AND…some bonus stamina?

Yeah. Yeah! Bonus stamina! Stamina is a resource that acts like hit points, but it’s deplenished first, before you start losing health, and it automatically replenishes at the end of the encounter. Also! You can spend stamina to gain more movement and maneuvers. Stamina is cool and we like it and if we imagine that humans get more of it than anyone else, you can sort of understand why they’ve been so successful as a species! “I’m not necessarily a better smith than you, I can just do it way longer before I get tired.”

And, like “supernatural resistances,” we can dial in how much bonus stamina you get to bring you into parity with the Hakaan. Might only need a little? We’ll see!

But at this point we all felt confident that we could have some Really Cool Ancestral Abilities without humans feeling basically useless by comparison and that was a good place to be.

More To Come….

We talked about a TON of stuff so far, but I wanted to get at least one update out asap, so we’ll have to stop here and all look forward to the next one. Subclasses AND Prestige Classes?! Surely not! Unless….

Until next time, peace! Out!

Comments

Amber Ponce

Always love how whenever I read one of these updates by Matt I can visualize and hear it exactly like one of his videos with all the tone, inflections etc. Anyways really really exciting stuff, super excited for the MCDM RPG

Elisha Swihart

I really appreciate the thought that humans aren't baseline, we have a thing, and that thing is endurance hunting.

ZooSKP

So inspiring; now I can't wait to use human sweat as a required a magical reagent!

Paladin Feora

I love the concept of Stamina, allows for a more cinematic experience from the sounds of it since it depletes first before your health. Kind of like how the heroes in star wars always dodged the stormtrooper blaster fire while a stormtrooper couldn't dodge theirs.

Stuart Cook

I could *feel* the excitement in the room when the idea of bonus stamina for humans came up. Completely different systems, but that really seems in the same vein as the Human’s superiority ability in Flee Mortals: a general “just better at fighting” ability

Brian Diehl

I love this! What makes being on this side of the development so great is that as I read this I can begin to imagine how these things might be tweaked and adjusted to fit into my own setting. It’s almost like I am growing in my capacity to think about these elements of game design…..

Aidan Boyle

I LOVE when humans are something other than the "straight man" of the fantasy ancestries, each little tidbit about this game gets me more and more excited

Sampson

Well, EYE know what you're referencing

Kuroshi

Considering the several abilities you are imagining for humans, I hope that this means ancestries will be given a decent amount of design space.

Arek Schneyer

Okay... This was absolutely the right post to join this tier for. I loved reading all of that, and it's given me so many ideas for my own game. I need to go write them down... also, PS, not sure if you can/want to edit the above post, but there are two paragraphs saying basically the same thing: explaining the ranged weapons for big creatures mechanic.

Andrew Martin

Love the endurance aspect of human design - that's something that Dungeon Meshi picked up as well. The other thing they focused on was human's natural inclination and ease of socializing and songs - we whistle, we sing, we hum while we work. They did a similar "pack bonding" idea in "a long way to a small and angry planet", which is an incredible sci fi narrative that hides incredible xenobioligical ideas. if you haven't read it, it makes the coolest connections between birth rate, life cycles, physical differences, and how they affect the culture, gender, sexuality, and priorities of alien races. Really incredible stuff and definitely places that humans are NOT just "baseline".

Hayden Pech

This is the straight dope. Makes being in the “+” tier worth every penny. Keep ‘em coming!

Vitruvian Link

I don't think I've EVER seen a game give humans an actual ability we have in real life, besides diversity, extra stamina is dope as hell! "Yeah, I take another bonus maneuver this turn, cause I'm human and we can just do that"

Anthony Corliss-Smith

I really like the idea of giving humans extra stamina. It's a great mechanical representation of the extra well of courage/spunk/determination that humans are shown to have in sci-fi/fantasy media.

Roman Penna

Love how pulling at one thread lead to a lot of of other (possible) answers. That's really cool, and a neat way of seeing how design workshops work. Ideas breed more ideas. Excited to see all these ancestries and (eventually) test them!

The Component Stage

"Because humans are natural, in a way magic and undeath are not, we can give human PCs the ability to detect stuff like magic or undead or really anything sufficiently supernatural" I never thought I'd see the uncanny valley given mechanical expression, but I honestly love both this wording and the entire idea!! Incredible!!!

Dave

This is all good stuff, but I especially love seeing the classic "humans are terrifying pursuit predators" meme turned into game mechanics.

mcdm

I think you got it backwards. It's because we want ancestries that are normally WAY COOLER than humans that we needed to make sure, even under that model, we could get humans to parity. In other words, we're STARTING with a really broad design space for ancestries.

Reformed Hillbilly

I really like the design space of “here are cool ancestries. Now what makes humans as cool?” I always wonder about that in fantasy when there are creatures that are just physically/magically superior to humans. Why would humans be so dominant in that world? The “Oh the super beings just like to keep to themselves.” Is a weak explanation. This, what you guys are doing, this I like.

Richard Miller

Love the thought space that while humans might be vanilla, that does not equal plain.

Simoom

I think my hesitation with the stamina thing might come from remembering the chase in the Two Towers. IIRC, no character was shown to be unable to keep up (except maybe the hobbits, but they do have tiny legs) but they were all shown to be similarly capable by drawing on slightly different strengths: Aragorn had conditioning and dedication, Legolas had mental repose, Gimli had sheer stubbornness, and the orcs had fear and discipline. I think I agree with other comments here that the best traits are ones that define personality, and there should be caution about defining superiorities/inferiorities - which was pretty explicitly mentioned as a motivation in Matt's piece and for the stamina idea, but I'm just wondering out loud if it doesn't stray from that in some aspect, conceptually or mechanically, in ways that the other ideas didn't.

Fluf Hoftis

Cant wait to see how you guys design your character sheet. After trying to make my own for my table you realize just how important a good character sheet is at helping players understand the game.

mcdm

I think the Lord of the Rings RPG probably has different rules than our game.

Simoom

Ha, you're right. I'm just bored and backseat driving.

Wesley

Those could also all be different abilities. Like, just spitballing, Aragorn has extra stamina because humans are good long distance runners (and absolute champion walkers) whereas Gimli is tired but he can just ignore fatigue or something until it all catches up with him eventually and Legolas...I mean, rpg elves are really not like LOTR elves. LOTR elves are kind of just better at everything in a way that most rpgs don't like to do.

Doug Pinckney

Continually appreciating the behind-the-scenes look! Fun to see how it all comes together. In particular that stamina mechanic is awesome. I know it’s all subject to change, and im totally at peace with it changing, but that mechanic was a “ive never considered that but it’s obvious and cool in hindsight” moment

Victor

i remember watching the chain when you first put it up and loved the changes you made to humans. 5e and a lot of other systems just make them so bland that i never want to play them. now THIS is something that makes me really think on what characters to make with these abilities, the investigator relying on his 6th sense, his trusty hound hes had for years, going for days with little rest to solve the crime.

Cam

I've always found it really boring how in most fantasy and sci fi, humans are depicted as adventurous, adaptable, creative, courageous, gregarious, charismatic. I think it says something about the way we want to perceive ourselves. I would love to see a universe where, compared to others, humans are reserved, cautious, rigid thinkers. Imagine if we made first contact and discovered that everyone else is so much more creative than us that we seem like Vulcans to them! How fascinating would that universe be!