Home Creators Posts Import Register Favorites Logout

Content

Hey Folks! It's James. Matt and I are taking your questions about the MCDM RPG RIGHT NOW. We already had a BUNCH asked over on the announcement post for this stream, but we'll also be answering them in chat. We'll get to as many as we can, and if we don't get to yours, don't worry, there will be more Patreon livestreams in the future!

Also, if you couldn't make it live, don't worry. The video will stay archived and attached to this post.

Let's talk about dwarves, elves, and damage.

Files

Patreon Q&A #004

Thanks for being a Patron! 📚 Enhance your game with MCDM products from our Shop! https://mcdm.shop 🐦 Follow us on Twitter! MCDM - https://twitter.com/helloMCDM Matt - https://twitter.com/MattColville James - https://twitter.com/JamesIntrocaso 💬 Join the conversation on the MCDM Discord! https://mcdm.gg/discord Background music for livestreams is provided by State Azure. https://stateazure.bandcamp.com/ #mcdm #ttrpg #mattcolville

Comments

Thomas Carter

Do you guys think that having opposed rolls will slow down play? especially at higher levels it seems like it might bog down the flow.

Jeremy Scroggs

I really liked the idea of stamina and health being separate because it was so easy to imagine taking stamina damage (you dodge but lose some energy) or taking hit point damage (you were too slow and took an actual wound). With armor adding to HP, I struggle to fit that idea into the "reality" of the game. If a character takes 10 damage and has heavy armor, does healing magic... fix your armor? Do you have any ideas about how to fix that sort of "imagination dissonance"?

Reed Cooley

Hey all. Thanks for your labor of love in everything you do. 5e was designed to simplify gameplay and appeal to the masses, are you guys trying to appeal to the same crowd with a similar design principal, or is your goal to be more “crunchy” and have a wider set of rules for the type of gameplay you are going for? What is the goal for a new RPG player with this ruleset, as in how easy will it be to pick up and play? Are new rpg players a factor in your design process, or do you think your demographic is more experienced TTRPG players? Love you guys, thanks for making me the dm I am today and always having great resources for me to learn and use! Looking forward to the release of this system.

Ian Hastings

Any plans to get this on Fantasy Grounds?

Tim Carroll

Wow, the talent is out? This is the first I'm hearing about it

Lilcultish Inc

Thanks for the live stream! And doubly thanks for answering my question. I think Matt pictured a full print artbook like for a dinner table or something, which makes sense that's probably their original incarnation, but I meant a pdf like this: https://manaprojectstudio.com/store/product/nightfell-artbook-pdf/ This feels like a simple project that doesn't require a high degree of polish and would let your fans access MCDM art more easily for use in digital sessions (or in person with digital monitors). But anyway, I know you guys are small and busy. Love your work, can't wait to see the kickstarter!

armoredkitten

I wasn't able to make the livestream, but I'm watching it now. The career path system sounds very rich and evocative, but my concern is just how deeply it ties character creation to the very specific lore of Orden/Timescape. For me...that's a non-starter. I want to place adventures in my own world with my own lore; if someone comes to me and says they want to be an elf, it's easy enough for me to drop them in somewhere appropriate. If someone says they are an elf commander who fought in the Chain against an army of gith in the great battle of X...that's a lot harder for me to go and rework into my own lore. I know that there's been previous discussion of tying details into Orden/Timescape, but it's always been discussed as "still easy to adjust for your own purposes". But this feels different. I *like* the evocativeness of the system, but it cedes so much control over the lore of my world. I feel like it basically forces me to use Orden as the campaign setting, or else I have to go and do the same gigantic task that Matt did coming up with different factions, different battles, different outcomes that fit with my world. Anyway...just something to consider!

Greymorn

Kits sound brilliant. Same weapon, different abilities depending on the kit.

Jerko Popovic

I don't think that is a problem. If some one wants to be an elf commander than it stands to reason that that elf participated in battles. You use the given mechanic and bonuses but change the names of battles and companies in them. You can change everything just keep the math :)

Richard Miller

Kits seem super useful. We need to go on a stealth mission? Everybody can kit out for that. The paladin and cleric aren't going to doom the mission clomping along in their heavy armor or be cut to ribbons because their AC is crap now.

Richard Miller

What if Elementalists generate their class resource(s), at least in part, based on their surroundings? You summon a fire elemental? It easier if there's fire around. Lightning bolt? Easier under the open sky than underground.

Memory of Ord

I'm loving Kits as an equipment abstraction! I imagine it makes it possible to bring back something that was removed (or just dampened?) from earlier, such as heavier armor reducing movement. It feels bad for a Tactician to have such limited movement, but with the Kits, it's a lot easier to include it and then giving the Tactician class Maneuvers that "Do X, then Move your Speed, ignoring movement reduction from your Kit/armor." Instead of locking Tacticians into heavy armor Kits, the core fantasy can just be made more appealing by facilitating ways they can ignore the downsides to those Kits. Depending on how they are built, one can imagine medium armor Kits with more offensive abilities but less movement reduction... so a Tactician that chooses a medium armor Kit gets those benefits but their "ignore movement reduction" maneuvers are less synergystic. But that's ok! That allows for what many love about multiclassing in "other games" without the nightmare of balancing every class ability against one another along with every item combination. It can allow power gaming and min/max-ing without outright broken combinations (e.g., like PCs that can maintain 1000 ft speeds every 6 seconds, or unlimited spell slots). It's also interesting to consider how loot would play into this. Perhaps independent items can still exist, but they are limited to certain Kits and just plus those Kits... easier to balance than considering every [multi-]class combination. Example based on Matt's Shield of Gravesford campaign: The 2-handed great axe Wound can be used by anyone equipped with either the great-weapon-wileding-Tactician-inspired Mountain Kit or the no-armor-Fury-inspired Panther Kit. In either case, it adds the classic Wound bleed effect on a crit, but for the Panther Kit specifically, it can be wielded 1-handed, allowing for a small shield to be worn as well -- this shield isn't an item per se; it's just narrative as adding +1 static defense to opposed roles or something, further augmenting the Kit. Meanwhile, Wound isn't even a mechanic option for someone with the Cloak-and-Dagger Kit, or a caster-inspired Kit. And because it's just a weapon augmenting specific Kits, it doesn't actually have to be a great axe! Maybe the player wants a big Cloud (FF7) sword, so the Director describes Bonebreaker Dorokor with a great sword instead of a great axe. No big deal.

lone-rev

Can we get a write up about the weapon kits?

Sir Darles Chickens

Missed the stream but watching it now. First thing coming to mind is, I love the Kits idea. Can you make sure you make a Kit for improvised weapons. I've always wanted a character that grabs the first enemy available and just beats the crap out of the other enemies with their friend... until they fall apart. Then he grabs another one. In my visualization of the damage, the grappled creature being used as a weapon takes the same bludgeoning damage as the target.