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Our first-level heroes are just a little too complicated. I mean that literally—it’s just a BIT much. If we could slim down the complexity a TINY bit, things would be better. That’s what a lot of playtests were telling us. Luckily, we had a solution that went hand-in-hand with another problem we had to solve—players wanted kits to be more impactful.

Hey, it’s James again! I’m currently hard at work on the playtest packet for Patrons, which should be coming soon. By the way, the MCDM RPG has a crowdfunding campaign on BackerKit, you should read this announcement before you pledge!

In the meantime, I wanted to talk to you about some changes we’ve made to kits that affect the complexity of a first-level hero. First, let’s review what kits used to give you, then I’ll take you through some of the latest changes.

Old Kits

When we launched the BackerKit campaign, we gave a preview of four sample kits. In that version, every kit gave static bonuses to some of your statistics. A kit could contribute to your Health, speed, and attack damage, range, and reach. In addition, your kit gives you a special ability that you can use once per encounter. Because these abilities could only be used once per encounter, they had to be special and impactful. The abilities were a big part of what made one kit distinct from another.

Problems with Old Kits

While that version of kits was well-received, it wasn’t done. In fact, we knew it wouldn’t be the final version, because it’s rare for us to make something and have it be a homerun in its first iteration. That’s why we have development editing and playtesting.

The first issue with kits is that classes who primarily rely on magic spells or psionic powers in battle (caster classes) didn’t feel the same impact of kits as a class that relies on weapons (martial classes). All caster kits had the same broad category or armor (called wards) and a broad category implement, which could be any sort of spellcasting focus they wanted. Meanwhile martial kits had light, medium, and heavy armor and a whole bevy of weapon categories from polearm to thrown. Caster kits also granted the same static bonuses as martial kits, which meant that they felt like the less flavorful type of kit.

Special abilities were also an issue for kits. For one thing, the abilities behaved like almost nothing else in the game. There aren’t that many things a hero can do that happen once per encounter. Most are based on resources! Kit special abilities meant every character had to track something differently than most other abilities.

The other problem with special abilities was related to character advancement. How were these abilities going to scale with a hero’s level? Every encounter only lasts so many rounds, so what’s going to make a hero want to use the kit ability they got at 1st level when they’re 10th and have a bunch of options to choose from? There are a few ways to solve this issue, but some abilities scale better than others. In the preview, an ability like the Shining Armor kit’s Lead the Charge doesn’t really need to scale. Giving your whole party a free movement once per encounter is always going to be useful. The Cloak and Dagger kit’s Misdirecting Stab scales fairly well, provided you increase your Agility as you level up. The same is almost true about Chain Reaction for the Whirlwind kit, except that the extra bit of damage doesn’t scale nearly as well as Misdirecting Stab’s forced movement. We’d need an adjustment there. The Wizard kit’s Take Flight ability really leaves something to be desired at higher levels, because a one-time use of flight that only scales with a Characteristic score increase will likely be negated by more powerful character options that could grant permanent flight. It’s likely that Take Flight should be replaced entirely with something that better scales with level.

The final problem with kits was that many of the playtesters said they weren’t really feeling the effect of their kit on their character except when they had the opportunity to use their special ability just once each encounter. While the static bonuses were helpful, they didn’t do enough to actively differentiate a kit and make the player feel the identity of its equipment and fighting style.

New Kits

Matt and I had a meeting to talk about how to adjust kits to give them more identity and address scaling issues with special abilities. This is where we wound up.

Caster Kits

The first thing we did was talk about how to differentiate caster kits. Matt wanted us to break implements down further, into categories like orbs, rods, and wands. You can see that we already started to do that in the preview where we gave the wizard a staff instead of just saying “implement,” but at the time we didn’t really know what that meant. We just knew that was the direction things were heading for the sake of better supporting the fiction. During our meeting, Matt and I made a list of implements casters might use and came up with orbs, rods, staves, tomes, and wands to start.

Then we talked about what a caster might want to get out of a kit. More Health? Totally. Better range? You betcha! Better speed? Probably, though not as highly valued as a melee-focused martial hero who has to run from one target to another while simultaneously avoiding being surrounded. Damage? Who doesn’t like more damage? However, many casters might be willing to trade damage in exchange for more battlefield control. Reach? Ehhhh, with a range bonus and few melee abilities, most casters aren’t going to want increased reach.

If we keep bonuses to Health, range, and speed while losing damage and reach, what could we replace damage and reach with? Well, if the fantasy of a caster is better battlefield control, how about we go for increased areas of effect and increased target numbers (or TNs) on a creature’s resistance rolls to stop the harmful effects created by the caster’s supernatural abilities? Yeah! That sounds more in line with the fantasy.

So now that we know what kits can effect, we made a list of what implements are particularly good at doing:

Orbs harness magic and psionic energy to bolster a hero with protective wards.

Rods allow a hero to spread out the effect of their supernatural abilities and increase the size of their areas of effect.

Tomes contain incantations that make a hero’s spells and psionics harder to resist, increasing the resistance roll TN of their harmful effects.

Wands increase the range of spells and psionics.

Staves are combination implements. For example, a staff might be part rod and part orb, giving you the bonuses of each. Staves that can be used as kit implements are explicitly magical and their individual descriptions determine which kits a caster must be using to gain their benefits.

While an implement enhances the bonuses your kit gets, it isn’t necessary to have that implement to get a small bonus from a kit either. For instance, orbs are associated with Health bonuses. That doesn’t mean you get NO Health bonus if it doesn’t have an orb, just that your Health bonus will be among the best a caster kit provides if the kit does have one.

Just like weapons, the implement you take is customizable in terms of its appearance. If you want your orb to be a metal ball etched with eldritch runes, go for it. If you want it to be a rough-hewn hunk of cloudy purple crystal, so it shall be! Your tome could be paper pages bound in leather, a bunch of metal tablets bound by iron rings, or a long scroll. The appearance is yours to customize.

We also decided that not all caster kits need to use wards as armor. There’s no reason some kits couldn’t provide conventional armor. For some it even fits the fantasy better, like the Priest kit. That allows for some further distinction and narrative customization among caster kits.

Special is Out, Signature is In

We really wanted a way to make kits feel like a more impactful part of your hero’s build without overshadowing your class. As we were tackling this problem, I thought about another issue we had. First-level heroes were just a little too complicated. Honestly, if kit special abilities were cut entirely or pushed to a later level, it would make first-level heroes less complicated, but it would make the problem of players not feeling the impact of their kits worse.

Every hero has at least two signature abilities granted to them by their class. These are typically at-will attacks that we have plans to scale as your level increases. But what if one of those at-will abilities came from your kit instead? It could still scale with your level just like the signature ability gained from your class, and you’d use it so often that you’d feel its impact regularly. Your class also gives you a heroic resource to manage and other powers that are fueled by that resource, so your kit still wouldn’t come close to overshadowing it.

If you want a signature ability that fits in with your class, you can take a kit that compliments what your class does well. For instance, the fury class creates a mobile hero that can dish out a fair amount of damage in melee. You can lean into that fantasy take the Panther kit, which increases your speed and damage while also granting you this signature ability:

Devastating Rush

Keywords: Attack, Kit, Weapon

Time: Action

Distance: Melee 1

Target: 1 creature or object

Damage: 2d6 + 3 + MGT or AGL

Effect: You can move up to MGT or AGL squares straight toward the target before the attack. This attack deals 1 extra damage for each square moved this way.

Look at that! An ability that gives you more movement and damage, further backing up what you can do! Lean hard into the fantasy. Of course, if you want to create a fury that has more of a battlefield controller role, you could take the Whirlwind kit (which is all about whip and chain fighting) and gain this signature ability:

Whip It Good

Keywords: Attack, Kit, Weapon

Time: Action

Distance: Melee 2

Target: 1 creature or object

Damage: 2d6 + 2 + MGT or AGL

Effect: You slide the target a number of squares equal to your MGT or AGL.

Or if your fury wants to get a little psionic, you could take a kit like Ward Weaver and gain the following signature ability, which compliments your fury class features pretty well:

Energy Siphon

Keywords: Attack, Kit, Psionic

Time: Action

Distance: 11

Target: 1 creature

Damage: 2d6 + REA, INU, or PRS corruption

Effect: The next attack made against you before the start of your next turn has its damage reduced by an amount equal to your REA, INU, or PRS.

The Results

Honestly, we just started testing the idea of caster kits and kit signature abilities, so they may not stick around. However, I used them in a playtest last week and they seemed to be effective in helping players feel the kit more and taking some of the complication out of the heroes without sacrificing the feel of playing a powerful hero. We’ve put the idea into wider playtesting, and now we’re waiting to see what our testing team thinks! I’ll be running more tests on my own in the meantime. Holidays are a great time to game!

If you want to talk about this post, the upcoming Patreon playtest packet, or the crowdfunding campaign on BackerKit, head on over to our Discord to chat with other Patrons about the RPG’s development. You can also go chat with folks on the MCDM subreddit, where the conversation about the RPG has really been popping lately!

Ex animo,

James Introcaso

MCDM Lead Game Designer

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Comments

Kaelen Pelaia

I really like the new direction of kits. Not only does it slim down on the complexity as you mentioned, but it also creates a more a-la-carte customization experience that doesn't appear to be too overwhelming when combined with existing 1st-level options.

Joe Auerbach

This feels very good. Very close to complete, IMO. I very much like how this iteration is about giving you cool stuff but also giving you more control over the fantasy

Schoopdoop McGoop

When you've got 1 problem, you've got 1 problem. When you've got 2 problems, one of them might be a solution in disguise. Fixing both 1st level and kits simultaneously

Scott Gutteridge

Wow! Im so excited for this! I can easily imagine the fury with each of those example kit signatures! Plus i think I'd enjoy thinking about which kit i could change to during a rest and it would add a new layer to it. This sounds epic!

Jonny

I'm trying not to get attached to this design too early, but it does sound awesome. Kits granting signature abilities makes a lot of sense to me, since your equipment ought to impact most of your turns, not just one!

Malty Martin

So to clarify, are the new signature moves from kits Encounter powers or at-will powers? (Please excuse the 4e lingo, I am new to the party and don't know the new terms yet).

Jonny

My understanding is that (in this design) they've changed kit abilities from Encounter powers to At-Will powers.

Malty Martin

Nice. I look forward to playtesting these! I have three kiddos (18,17 and 11) who are in for the journey with me, so I can pass along how easy it is for different age groups too. I know it's a game for adults, but it never hurts to know how it translates for younger audiences.

WookieMonster

Yup, definitely like this a lot. It's not a 1 for 1 match but this is giving me vibes of cycling through the player options in games like Golden Axe back in the day and trying to decide which loadout to roll with. Good stuff as always!

Dalen W. Brauner

Smells a bit like subclasses and multiclassing... I'd bet this'll take another iteration or two to get right, but I love how you guys are thinking about it! Keep it up!

Ryan

“Whip it good” really killed me

Eric Stefen

I know not to get my hopes up (for any particular rule at this time), & I have been supporting & excited for this game from the start but something really clicked into place here that has me super excited.

Nicholas Nyberg

Hi James, my understanding was that one of the reasons you guys were contemplating limiting classes in what type of kits they could use was that ppl would often just go for the ones that gave them the most health; unless I'm misreading the post or missing something, that restriction seems to have been removed (or maybe it never materialized)? If so, how do these changes address that issue?

MarxMayhem

In this prototype caster kits, can I have staves that are two rods? Or a tome and a rod (a fantasy weapon you see crop up every now and then)?

Benjamin Mitchell

Is there any concern that this going to create a similar situation to 5e's weapon list? That there is only one "right" kit for each class to reach its maximum potential?

HammerTimeMays

Kits were one of the first mechanics I read about when joining the Patreon, they got me super excited and this new version seems even better. Great work!

BRex

It's amazing to see how much this system has evolved over the past few months since it was announced and how much potential it has!

HammerTimeMays

Seems to me the examples given show meaningful differences. Allowing varied styles of play, I think the "right" kit will be defined by the individual far more than other systems we've seen. What are your thoughts?

Josh Goodwin

I know they’re trying to avoid that. Matt made a video about Kits. He says it better than I can.

HammerTimeMays

Having a signature ability attached to the kit seems like a more important piece than a bit more HP. Would that help with your consern? Am I missing something that would cause 5 or 10 hp to be more valuable than an ability which will help define your character? What are your thoughts?

Gerald Duncan

My only point of contention with kits giving a signature attack is that different classes generate resources differently. A conduit generates resources with their signature prayers, but a fury generates rage every turn so long as they, or a nearby hero, is taking damage. I feel that kit signature attacks will have a hard time competing against signature prayers for a conduit because of the opportunity cost of missing out on resources.

Nicholas Nyberg

Hi sorry, this isn’t really my worry, it’s something that was raised in the video about Kits as something that was happening in testing, so I’m wondering if MCDM are no longer worried about that and if so why not:)

mcdm

Under this model, a conduit generates resources whenever they use a signature attack, be it from kit or class, so they're not hampered. -James

Roman Penna

Really loving how signature attacks work with kits, very much made the kits feel more part of the character.

Barefoot Monk

I think that's mostly a matter of balance. Those issues come up in 5e because a lot of weapons (spear) which are cool fantasy wise are strictly worse than other choices. I think the approach of making it a playstyle defining attack is a good approach as long as there aren't any (greataxe) massive outliers in effectiveness.

Barefoot Monk

I really love this approach. If my player has a cool chain-wielding barbarian she should feel like she's doing chain-wielding barbarian stuff most of the time. This fix seems elegant, cinematic, and provides meaningful choices. I hope it survives testing!

Gerald Duncan

That is an elegant solution. Thank you for your response.

Tom W

Sounds great! Love the signature move change. That sounds perfect for making kits more resonant & fun. Plus, I think it's more interesting mechanically this way. I like the approach to caster kits, too. With the knowledge that it can still change, i think this template sounds like a good idea & I hope it makes it to the packet.

Sonofwarvan

I'm really liking the direction of this. I think kits take away all of the micromanaging, but when adventuring, if you're going to get new items for your kit, the GM needs to be sure they're giving you loot you can use.

Anthony Lee Phillips (edited)

Comment edits

2026-09-05 08:00 Kits is such an interesting idea. I loved when one of you said "it may be our solution to multiclassing." Immediately got me inspired to create some new heroes. Especially regarding the summoner - I mean, why wouldn't Conan want to be able to bring back the dead?
2023-12-20 00:21

Timo Raivonen

Interesting idea. I'm just a bit worried how much this requires balancing for the kits to feel awesome in theme and functionality.

Mentalic Mutant

This is looking cool. I love that kits get you an At-Will that is thematically appropriate. I also like that you do not want character creation to be too complicated.

Sam Gherrity

Is it intended functionality for characters to be able to change their kits between adventures? Once they stop to rest, could they strategically decide the challenges in front of them would be better addressed with a different kit?

Tom W

Do I take it to mean you foresee some issues?

Kuroshi

This is such a clean solution to those problems. The various caster items are pretty distinct from each other, which is exciting to see. But it is awesome to see that what gear you have will more often impact how the hero is fighting.

Kuroshi

Do you see those bigger, once-an-encounter abilities coming back in some form at higher levels?

Irving Flanagan

I believe they've said that kits can be changed out during a rest.

Richard Miller

You can probably accomplish the Elric kit with a "staff" combines a sword (or other weapon) with rod, orb, or wand.

Eran Arbel

No kit access limitation? I find it wierd that the fury can just pick up psionics via a kit with no other investment.

WookieMonster

I'm pretty sure they did say there would be some limitation - magic based class couldn't take a pure melee kit for example. But even if there ends up being no restriction, you could always just say at your table that X is not possible in your game. I agree it is a stretch, but I like the idea of keeping the options as open as possible. With the right RP, you could make it work.

Eugene Cheney

I think it’s cool :) it’s evocative and gives the player something cool to think about. “Hmm why does my barbarian have sonic powers? Maybe because there’s an illiquid tadpole in their head!” They have mentioned doing some limitation tho. Like caster only, martial only, both caster and martial for niche protection

Eugene Cheney

This art is fire! The Elf looks so cool

Alex

I’m afraid that by using specific instrument (orbs, wands, rods, etc.) you’ve unintentionally reintroduced a problem that kits initially solved for martial characters. Before, there was a worry that a player would be forced to choose between a mechanical advantage and the fantasy they want for their character. For example, a person might’ve wanted a knight with a shield and hammer for their fantasy, but wanted a warpick for the in-game benefits. To continue the example, the worry I have is that a player might want a wizard with a gnarled staff for their character fantasy, but chose an orb for the in-game benefits. I think that for magic user characters the equipment they use might need a higher level of ambiguity. People generally have an idea of how a character wielding two daggers would fight differently when compared to how a character with a two-handed battle axe fight. But I think it’s more difficult for people to agree on how the fantasy of casting spells with a rod differs from the fantasy of casting spells with an orb. I’m pretty sure this because magic is not something we have life experience with, and there’s a greater diversity among players’ thoughts of how a character would use an orb, or staff, or wand to fight or defend themselves. Another example: one person might imagine that an Elementalist that wants raw power would chose to use an orb, but another person might imagine a tome is the implement that should represent raw, destructive power. I trust MCDM to decide whether or not my worry is something worth considering and, if you do, I trust you to design a solution that suits the game best. I have thought about how I would change things, and I imagine that instead of specific implements like staves, rods, tomes, orbs, and other instruments, I might choose characteristics that any implement might posses. So instead of choosing a rod or a tome, player might choose between a rod of evocation or a tome of transmutation. I chose the schools of magic from that WotC game as an example because I think most of us are familiar with them, but the differences between implements could be anything, maybe they have different materials in the construction, like a corundite orb and a wand with a corundium core might both increase the TN of your spells and powers. Or you could use place/time/culture of origin as a differentiation. As an example, imagine that staves and rods crafted from Steel Dwarf manuscripts increase the damage of spells; and tomes from the age of the Star Elves enlarge the area of effect of your spells.

Malty Martin

What if instead of weapons, the kits revolved around magical techniques, clans or familiars? Heck, it could even just be a different type of stone or tattoo. I know we are no where near the lore stage here, but I always liked the different witcher schools for example. A warlock, or a wizard might both prefer a the extra health from a "Kit of the cornerstone" or maybe the mobilty of the "School of Mercury" so long as it doesnt say "you weild a two handed staff" we should be able to rp it however we please. And if the kit had more of a theme, it also helps new players describe the entire look and feel of a character.

Anthony Lee Phillips

Would you say "rings" would be in Caster Kits? Or would it be a magic item?

Jim

I like the idea of kits providing at-will abilities. This seems to make kit selection a little more important. Full disclosure, I am very much not a fan of encounter/daily powers. I feel like action frequency could be achieved in other better ways. I like the direction this is headed. I'm concerned that the caster kits have taken a step backward towards the a-la-carte problem. I personally feel the mentioned mechanics are their own fantasies and deserve to be supported by their own kits... or maybe this is another situation where casters need to break the rules in some way (again).

Eran Arbel

Cool. If you want something like a symbiote, that would be a great way to do it but as a collection of items... it feels wierd.

David L

This is definitely a good point. Of course, the reverse can also be true, that because we don't have any real world experience on how casting magic with a staff or a wand or an orb might differ, the team is free to define how different kinds of magical fighting works in the context of their game. Like, for instance I could easily buy how a magic user reading spells from an ancient tome would function differently than one wielding staff; on the other hand I feel like the difference between swinging a small stick (wand) and a big stick (staff) while casting spells is a lot more ambiguous and could be argued either way whether they would function the same or totally different. I could definitely see it working better with more generalities though, maybe more along the lines of where does the magic draw from. Like say, a "source of knowledge" implying you have recorded words that create the magic, whether that's a tome or a scroll or a staff carved with runes; contrasted with an "object of power" that kind of draws ambient magic to you, or a "contracted familiar" that acts as an independent entity that your are simply borrowing the power from.

BaconBits

I'm glad to hear that Kits are still in development. It's a really good idea. A little back-of-the-napkin math had me noticing that at level 1 a Tactician (before Ancestry) with Shining Armor got a ~50% bonus to their HP, while at level 10 the same Tactician only got about ~15% bonus to their HP from the kit. That seemed like a potential scaling issue. Why should armor get worse when you get tougher? It felt like there had to be a point where the effect of that benefit just wasn't worth it compared to the other kits available. Any idea how easy or difficult it is to change Kits?

gm_naahz

I was thinking about Gandalf's staff as I'm reading and I'm composing in my head what that would be like and then I get to the part where a wizard's staff is a custom combination of rod, orb, wand, etc and I just think.... OMG that's flippin' brilliant. In the fellowship of the ring Gandalf the Grey's staff might be an orb and a tome that protects him from the balrog's blade, and raises the TN for the balrog to save versus crumbling bridge. In the two towers Gandalf the White's staff might be a tome and a wand because bonking Theodan to break Saruman's curse definitely modified the TN ("you let him keep a wizard's staff!?") and raising the fighting spirit of the Rohirim before the charge from the dawn certainly had an Area of Effect of the whole army. in Return of the King he rides out at the Nazgul and banishes them with light from his staff at a very great distance and affects all of them (wand & rod mayhaps?) I just find this to be a brilliant way to make a wizard's staff - the fantasy of self image - be supported by the mechanics. My only question is: do the kits specify one type of implement, but a stave (found or made) has more than one keyword and can be used by a character using a kit with either keyword? Or does the kit change over the course of the life of the character?

gm_naahz

Maybe its as simple as making it +20 health per level?

Jacob Davidson

I love the idea of implementing individual magic caster weapons! It always bothered me that in 5e there were "arcane focuses" and "component pouches" but that they were only there to hand wave material components for spells. Giving meaning to what a character is holding is really cool. Which is why I love these kits so much.

Ernge

That's a very good point. Might lead to a mismatch of the game's fantasy and the table's fantasy. I like your suggestion of using schools instead.

Alex

I think "techniques" is a good idea. Something with a sufficient amount of ambiguity that a player can incorporate it into any fantasy.

Adrian Griffin

I love this new version of kits! My only suggestion is to add an implement for component pouches. Their implementation was a little underwhelming in 5e, but I do like the idea of a caster that relies on smaller items to channel their magic, like Willow throwing acorns that turn people to stone.

BrokenSes

I got some good advice in the mdcm discord when designing a magic weapon for 5e that may be helpful here. Abilities gain from kits should be possible because you have that kit and not possible without it. The effect of whip it good makes sense due to the whip dragging people around. Why couldn't you have the devastating rush effect with a different kit?