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The Cosmic Die was just too powerful...

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The Dice | Designing The Game

To Funk or Not To Funk, that is the question. 💝 Support us on the MCDM Patreon | https://mcdm.gg/patreon 📚 Enhance your game with MCDM products from our Shop! https://shop.mcdmproductions.com/ 🐦 Follow us on Twitter! MCDM - https://twitter.com/helloMCDM Matt - https://twitter.com/MattColville 💬 Join the conversation on the MCDM Discord! https://mcdm.gg/discord Background music for livestreams is provided by State Azure. https://stateazure.bandcamp.com/

Comments

Robin Baggett

My partner and I were JUST talking about how excited we are for the MCDM RPG! Perfect timing

Doc Webb

Great summary. The FFG Star Wars game is one of the very few games I actually prefer to play online, or at least with a virtual dice roller, because resolving multiple rolls with big dice pools in combat is unnecessarily unweildy in person. Loved the mix of advantage/threat and success/failure, though.

wyatt wustrau

Like you mentioned towards the end I think there can be a use case in a future expansion or however else you might see to do it. I just came across chaos tables for the first time and wonder if you will implement some sort of "random" aspect to the game? Maybe that too can come much later

Ulrich Zauber

Can we get a blooper reel of that not-looking die throw/catch? Or was that some first take perfection?

Daniel Dias

One thing I didn't understand is will proficiency be removed? Or it will be just a flat bonus?

Ron Griffis

I love the thought process your team goes through for this game. Fascinating. Coming up with really cool ideas, but realizing some don’t work and having the strength to let those ideas go. Not sure I could’ve let go of the Cosmic Die. LOL. Also, I really dig that you are using a 2-tier damage system – stamina and health. One of my favorites games from the 80’s was DragonQuest by SPI. They used Fatigue (stamina) and Endurance (health) which I love and have even toyed (unsuccessfully) with mods to 5e to add this. I can’t wait to see what you do with this. In addition to tracking damage, DragonQuest used Fatigue to power spells instead of spell slots, so thematically the mage character would become more exhausted by casting magic - very cool RP moments resulted. I like your idea of using stamina to power maneuvers, giving the player a tactical choice of giving up a bit of survivability for the ability to do cool things. Awesome. I am really looking forward to an open play test of MCDM’s game!