Super cool idea, kind of reminds me of the Dungeon Crawl Classics RPG's system for spellcasting where the result is plugged into a chart that spits out one of a number of possible effects. With this new chart design you're trying out you could also open yourself up to the possibility of reintroducing those "I did no damage on my turn" effects but as a distinct, higher risk higher reward talent. Maybe that would be the best of both worlds & recapture that idea of introducing recklessness into what could otherwise be a 'safe' turn. In my head, it looks like this: I'm playing a wizard, and I could cast Firebolt which I KNOW will do some range of damage, or I can cast something like Unstable Hellfire which could allow for more damage on a good roll but no damage (or even self damage!) on a poor one. Replace spells with some crazy spin around in place swing of the sword or XYZ for other classes and suddenly there is a way in-game to differentiate between a wise soldier who chooses the steady option and the wild youth who throws caution to the wind in search of glory. I think having both the steady and the risky options on the same sheet would be important if the risky option was added though - that would ensure it is the player who decides, on their turn, whether to take the risk or not: it would suck to be unable to make the decision and adjust to the particular encounter in front of you. Just an idea I had while watching, thanks for the update video and best of luck with the project - I'm expecting great things!
I thought the same. Customisation, randomisation, hell, you could trade 'em with your friends like Pokemon cards. It has enough complexity to make things feel distinct/unique but is rigid enough that it demands - or could demand, I guess, depends what they go with - mechanical compliance. When Matt said 'chart' I was like 'oh brother don't do me like this' but the more I think about it the more I like it as a method for straightforward homebrewing and a lot else besides.
I find it very fascinating that in the process of removing the attack role which most people universally think is cumbersome and not fun, you did discover that the attack roll didn't exist for no reason. Which is cool! You just needed to find a better way to solve the problem the attack role was originally designed to solve.
I went into great detail about why the attack roll exists and where it comes from and why it's useless in a modern context, in one of the first videos, Maybe I should make that video again! :D
@@pablodelolmo8225 If he's talking about a Designing the Game video, it's probably either the "Flow & the Null Result" or the "Attack!" videos on this channel. Each are about 10 minutes long. I lean toward the former but don't remember clearly. ua-cam.com/video/FnGdoicrfms/v-deo.html - Flow & Null ua-cam.com/video/0hR-lto4yro/v-deo.html - Attack!
Another idea PbtA implements that you should consider: 2-6: pick 1 option 7-9: pick 2 options 10+: pick 3 options Then have a list of options/effects to choose from. For example… -Push the target 10 ft -Target is set on fire -Move 5 feet -A target is afraid of you -Your magic doesn’t deal damage to you -The fire doesn’t spread -etc
That's an interesting option. It feels like a less tactical framework for an ability though. If you use the ability, prioritizing one option, and get three, you suddenly need to change plans and play gets interrupted somewhat. If the three outcomes are known ahead of the roll, the only comparable interruption is a crit, which would be rarer and more impactful. It does make me wonder about skill checks though...
@@reddjack340 what else are they doing similarly? I immediately thought of PbtA when I heard this idea, I haven’t made a connection between MCDM-RPG and PbtA before.
@@MisterFizzer This could be a situation where you lock in the Intended effects based on priority beforehand. I want to shove the Elf Chief toward the Shadow, slow would be great, damage is just icing.
I think this would be really fun: for 1 ability on 1 class. It's a lot of abstraction, but for something thematically similar to the 5e sorcerer it REALLY fits the theme.
I played around with this exact concept last year, and i was all geared up to comment 'KEEP ALL THE RANGES AND THRESHOLDS CONSISTENT ON THE TABLE' and then you immediately pointed out why thats important. Touché. You should do this for a living.
One other upside to this system is that the increase in cognitive load is offset somewhat by the fact that you're working with smaller numbers. It's a lot easier to subtract 3 damage from 10 hit points than to subtract 17 damage from 44 hit points.
The Power Roll chart has tremendous potential. For starters, it can allow actions with no damage, just effects, and still have a dice roll to determine their effectiveness. Maybe not so necessary when it's buffing or healing allies, but when it imposes a powerful condition? The dice help it seem fair.
This also applies to monster abilities. A Medusa's petrifying gaze might go "Slow (until saved) / Stone Coated (until saved) / Petrified (until cured)". The Medusa can still turn a person to stone, but failing to do that still creates a mechanical effect the encounter can be built around.
@Bluecho4 and kinda also works potentially on resistance rolls for effects. There could effects with multiple levels that you roll and depending on your resistance will determine if the effect happens. Or how bad it happens.
@@Bluecho4 Do people need to make the 2d6 roll for saving throws too? Because this would be very neat to include the already-used "if they failed by 5 or more ..." dnd text that a ton of monster abilities have.
I love the idea of this for Skill rolls, Result 1 : Fail but... Result 2 : Succeed but... Result 3 : Succeed Crit : Succeed and... Crit Fail : Fail and...
I like seeing the real time convergent evolution of RPG's. This would be very similar to Daggerheart's fail with fear/hope, and success with fear/hope.
the chart abstraction is SO strong, and the fact the ranges are the same across the board is SUPER key for a "small" part of it. I can see a design from the olden times of game design where they land on the chart abstraction, but then completely lose the plot by making the ranges all over the place for different monsters and abilities. The line between a great abstraction and cognitive overload is thin indeed.
The one thing they'll need to worry about is that if the charts are complex enough, a printer will become a soft requirement to play. TRPG character sheets in general have a massive problem of you needing to write down way more stuff than can actually fit on the sheet. And even a simple chart is going to run hard into that unless they dedicate a big space on their character sheet for it. And of course, people using blank paper or notepad documents need to be able to recreate the chart section easily too.
YES. PbtA games are my favorite way that dice roll results and degrees of success have been handled in rpgs. This video makes me so excited to get into this game when it comes out.
At first when you started explaining the idea, I thought it was going to get super unwieldy and messy, but when you got into it a bit more it clicked for me. Really exciting idea.
It's why Dungeon World and their Kickstarter did so well long ago. It's pretty much lifted from there and has been tested by lots of people who play those X World games. It works well and leaves more room for flavor and class/level/spell/ability design space.
Never thought I’d learn so much watching the sausage get made. It’s a small important tweak that seems to keep the game at its core the same but much more streamlined and open to customization. Can’t wait to see how the Power Roll changes with character progression
I love that even though I've read this and know it from Patreon, hearing Matt and the team talk about these things makes me think of it differently, and more dramastically.
As a DM, homebrewer, and a lover of magic items my brain is absolutely BRIMMING with ideas for what to do with these charts, this design is a true game changer.
I took part in the playtest and I will say I have never had more fun in moment to moment gameplay in a trpg. I've had more fun in a full session. Because of gravitas and history and emotional investment in the campaign. Watching a buddy tackle god out of heaven or having my character pray in a desperate moment and feel warmth fill him as his prayers are finally answered were both better moments than the playtest session I played. But not by much. And by contrast, the playtest had zero character investment, history, or narrative weight behind it. It was raw mechanics. And those raw mechanics were so good that I was genuinely sad when a fight ended because I wanted to keep doing the combat. You've got the core of something really really good here, and I'm looking forward to it releasing. It had some weaker areas too, and I included that in my feedback, but the core concept of the resources, initiative systems, and making every turn matter are rock solid.
This is very interesting for spellcasting. The thing I've always missed from Palladium is the concept that a meager wizard's apprentice could steal a very powerful spell to, for example, resurrect their long dead lover. Typically, such an inexperienced and lowly apprentice has no hope of casting the spell. But if they use a powerful component like a unicorn horn and perform the ritual at a magically charged stone henge on a full moon, there's a chance it could work. It never made sense to me that "Oh you're not high enough level so you have zero knowledge of or hope to use that spell until you kill more kobolds"
Mm. Magic needing to be balanced tends to kill a lot of what makes it magic. I would adore being a wizard in a "real" magical setting. Studying the magic. Seeing what the limits are. Pushing those limits. But DnD Wizards and in general most tabletop game wizards aren't able to do any of that. And quite rightly, it would be broken as hell. But are we not playing trpgs to experience these kinds of fantasies? Wizard as magic scientist is a core fantasy and its drastically underserved by trpgs.
@@ASpaceOstrich I'm currently working on my own ttrpg system, where mages can end up doing some crazy powerful things. Their limitation in a combat setting is simply that it takes longer to cast a spell than almost any other combat action. Out of combat they're a potential menace, in combat they're a ticking time bomb on the encounter. But a guy in melee range with a sword will cut them down before they can vaporise their kneecaps. It's just one solution, and the game is not based around "balanced combat", but I think it does enough to encourage play styles other than "I cast fireball"
I find it interesting that both Daggerheart and the MCDM RPG have separately arrived at a "base 12 and check a table system". Now both tables are very different (Daggerheart uses 2d12 and a damage threshold table). It's like parallel evolution! It's neat! I'm more excited by the MCDM system as it feels more exciting.
Alright Matt. You got me. I’ve been following the project (from the outside, on UA-cam) for a long time and I was always caught up on this specific point of design; the auto-hitting and damage results confused me - even when you released the previous video on attacks succeeding without a die roll to determine if it is a hit. Your new version of the core die roll has captured my inspiration, like how you started expanding on the Elementalist. Today, after work, you will have a new and enthusiastic backer.
ICON takes a bit of inspiration from 4E and we all know Matt loves 4E as well, as well as both also pulling ideas from PBTA style games. so its kinda natural to see both games turn into a PBTA + 4E mixture.
I love the idea. The Powered by the Apocalypse system is, in my mind… about as perfect of an RPG system as one can get. So I think taking notes from their games is a great idea.
I’m a long-time follower of Matt and MCDM and I’ve been sort of passively following their development of this game the whole time. The vibe for me has been “huh, interesting. Sounds neat, but it doesn’t seem like my style and I probably won’t play it.” THIS is the first designing the game video that has made me actively excited and really wanting to play this game!
With spells, this can actually incorporate the wildness/danger of magic. E.g., you throw a fire spell at an enemy, and you don't precisely know whether you're getting a surgical fire bolt or a massive explosion (1: fire dart, 2: better fire dart, 3: kaboom, crit: disco inferno). Wizards could actually have abilities to curtail their success, actually reducing their dice roll, having to wrangle the forces of magic under control by sheer willpower in order to prevent magic spells from going wild and causing disaster.
Wow, this is the most exciting thing that ive seen so far. I was nodding along at the narrative of how you came to your end result. Cant wait to see what your studio does and what the community will make once it is released. Congratz!
I believe monster of the week uses a chart for 2d6 rolls too. They have a lot of non-boolean results for skill checks that elevate the game. For example, if you get a mixed success, (the mid tier result) you get to CHOOSE a downside. Either it doesn't work as well, it costs you something, it draws unwelcome attention, or the game master gets to "hold" which is an excuse to screw over the players in the future.
I'm on the fence with the system so far, but I have a lot of faith in anything Matt puts his mind to. I think this game will continue to grow and evolve into something special.
@@noahblack914For me it's pretty much entirely just a tactics game. It doesn't seem to be going much for the actual adventure side or character side of things. And although there's some cool abilities, combat looks to take as long if not longer than 5e DnD due to more hp offsetting no to-hit-rolls and so many abilities being viable and wanting players to unlock stronger abilities as they fight which seems to encourage longer engagements
The advantage of this scheme for attacks is that the chart for each attack is (or can be) so simple, you could print it on a card and hand it to the player. (Or release it as a free downloadable PDF, that players can print at home on cardstock and cut out). Or just copy directly on a character sheet, the way D&D leaves space to write your common attacks, their attack bonus, and damage. Hell, since the thresholds for each tier of result are always the same, you could simplify the notation of damage results to "x/y/z". With each number representing the next tier of damage. So the "chart" could get smaller, and thus take up less room. (While I enjoy the granularity of D&D 5e's monster stat blocks, I can't help but pine for the elegant stoutness of 1e stat blocks, which were just a string of notations.)
My experience with games that use charts has been that they drag down play, then when later editions get rid of them it feels like the soul of the game had been ripped out. Limiting yourself to three bands and keeping the ranges consistent across charts is a great idea that I hope evades the problems I've seen.
This sounds good. Fixes all the issues I had with the previous system. I really love this video, proper dev blog with insights to design. I really need to join that Patreon.
Glad to see my main concern with the "hit" roll addressed, and also see the 4 degrees of success sneak it's way into another game (albeit though a different design process).
adding "tiers" to skill rolls sound like a fun twist to simple YES/NO roll. I like how you bake together TTRPG and storytelling. my idea is that there could be four levels to skill rolls: 2-4 no, and 5-7 no, but 8-10 yes, but 11+ yes, and it's simple, it supports both director's and players' imagination and is vague so it could mean very different results. also it's a simple storytelling rule that could help directors with building their adventures and campaigns as well.
love this makes homebrew so much easier without having to worry about the maths involved. adding +1 to the 2d6 roll is super impactful turning a 7 to an 8 wow. this mechanic has gotten me the most excited to run this game let alone play it
You might want to try something like Dungeon World in the meantime. It uses this approach throughout. More of an RP-focused game but it will give you a good taste of this mechanic (and it's free).
Every time I hear about this game and it's developments, I get excited. And this seems like no exception. I think this mechanic is going to be very easy to homebrew and come up with stuff that is simple, thematic, and relevant, easy to do.
You made a really interesting reference here to the amount of cognitive workload that players have to handle while playing a TTRPG, and it's not something I've considered in this context before. In combat, you need to keep track of your own character and abilities, where all your allies and enemies are and what they're doing, and possibly also the roleplaying of what your PC would actually do. Any rules on top of that add intrinsic load to the situation, which takes time to internalize before you've got enough space to allow the germane load (aka the fun) to be dominant again. Thanks for opening my mind to this connection!
I love the mechanic from Call of Ctulhu of pushing the roll: > Pushing a roll allows you to roll the dice a second time; however, the stakes are raised. If you fail a second time, the Keeper gets to inflict a dire consequence upon your character. It's great because it allows the player to decide if they want to play it safe (so they deciding if their attack doesn't do anything, and when you decide something everything is more fun) or if they want to risk it (and any consequence they receive its felt as more ' fair' , because they its caused by their decision to push the roll)
I'm totally enthralled by "a goodly amount of fire woohoo". How can you pull that much excitement in your voice while looking straight at the camera and in between regularly spoken sentences. I mean, the idea is good and everything, don't get me wrong, but this casual display of voice acting skill got me good
This is actually brilliant, you allways generate a quality of result, but also allow for infinite variety. I am so exited for the next playtest packet, this is epic.
This kind of chart to determine damage output is a good and tested system that works; it turns the damage dice into attack dice with the difference that attacks don't miss and deal a variable amount of damage. It takes away from the uniqueness of the original idea "We don't roll attack dice", but makes the system more flexible. My advice is this: If the ranges are always the same - as they should be - you don't need a 3-line chart; show the 3 damage results in a single line, separated with " / " or " - ". Much cleaner and easier to read.
Completely disagree about not having 3 separate lines. when on boarding new players too much simplification can actually make things more complicated to understand. seeing this [ 3 / 6 / 9 ] on a weapon might actually confuse newer players as to what that even means. On top of that when you start getting into ability and spells this method falls apart pretty fast. and you have to switch back to writing them out again. It's better to just keep the formatting the same across the board to simplify it in a cognitive sense. because if its sometimes written one way and other times written another you start to get confusion.
Hey, I think this is a good idea, and it sort of lives in the same world as other games in this space like Icon. There's an emerging school of "neo-trad" design where you build something that embraces D&D's wargaming roots but with indie sensibilities. I think importing PBTA success tiers with your 4e-like combat is a sweet idea.
I absolutely love the three-tiered result! Use it for as many dice rolls as possible! As a Director, it would give options without getting in the way while also providing consistent expectations. One of the primary sources of frustration is unmet expectations. While unmet expectation’s isn’t necessarily always a bad thing, it is important to pick your battles! I love that @mcolville said “dramastically”! I tend to mash words frequently without realizing it - one of the tells of my brains ADHD re-wiring. My friends, family and players point it out.
You started talking about those roll charts and my brain instantly remembered a card game I played with a coworker years back... and then you brought it out and it all clicked! So excited for this, it seems like an awesome change and mechanic going forward!
Thanks for these Designing The Game videos. I know they're niche and being phased out, but as someone with a legit interest in how the sausage composition is determined, they really got my noggin churning... and were a bit easier to wrap my head around than the Patreon content (which is, don't get me wrong, great). I'm stoked for the future of MCDM's creations... and the supporting "reading/viewing matter". Thanks again to you and your merry band of creators.
THIS IS HUGE! I loved it when I saw it on patreon, and I love it when I hear it again! I really hope this chart-thing sticks, it's so perfect for homebrewing and even making up on the fly if needed!
So the damage roll became... an attack roll. Damage became static, depending on how well the attack went, with special effects linked to weapon or mode of attack. Sounds cool
The idea that damage dice being a direct metaphor for your weapon, and that this is a higher level of abstraction is something I never would have thought of, and is a great point. That's why I respect Matt even after 20+ years of DMing.
I love this video and I LOVED the battle wizards game. It's my son's favorite board game so we play it a lot on big family game nights. I've been in development of my own system recently for my company and had never even considered this mechanic as one to steal because our system doesn't use dice at all, but I have to say I am very excited to see what you do with this going forward. My only problem with MCDM is I'm not a fan of classes, doesn't matter how much they get dressed up they feel bad to me at the table, so doubt I will play a lot but definitely watching how you guys go because it's great ideas that will push the hobby forward!
I like the look of this chart approach, because I had also be concerned about how to display the difference between 'accurate but weak" attacks vs "clumsy but powerful" and I think this can address it. Some monsters (or pcs) may have very flat differences between the levels, while still allowing for things like a big clumsy ogre maybe having results like "(low) = near miss, take 1 damage from shrapnel as his overhand swing pulverizes a nearby rock, (mid) = 3 damage from a glancing blow, (high) = 10 damage from a crushing hit". While even other enemies like a skilled giant or a dragon might have all of there results be pretty nasty. I think there is some good room here to give a different FEEL to the monsters here (or heroes) which has some potential. Also: you kinda already have 4 buckets, it's just the last bucket "crit" is the same for every attack.
“I think it is basically impossible to write a rulebook that literally everyone understands perfectly the first time they read it.” If anyone can do it, James and Matt can! I know Matt’s a writer and he’s good at his job, but man, that was a freaking awesome video! When can we as a planet decide to train all of our AI using Matt’s brain and then have them write all of our technical manuals? (The obvious, best use of the Colville AI!) Clear, relatively concise, funny, lacking fluff (your mom is lacking flu… nvm). 😂 He definitely has the knack of taking complex information and making it understandable and entertaining. Keep up the amazing work, and can’t wait for the next Patreon playtest packet!
This is awesome! It could also help do away with save-or-suck spells like Hold Person, maybe instead of legendary resistances that completely negate a spell effect, the monster gets to go down one threshold so they take a lesser effect
i homebrewed a combat system where each player gets a "combat modifier" which is generated by various skill points and a "defense modifier" which is also generated by various skill points, each weapon has it's own dice a dagger does a d4, long sword a d6, ect, on your turn you roll a d20 + your weapon dice and add it to your combat modifier the creature you attack rolls a d20 and adds that to your defense modifier and the difference is the damage taken, on a crit attack the player does max damage and ignores the armor roll plus gets another attack using only the weapon dice, on a crit defense roll the target takes 0 damage and gets a free attack using the weapon dice. my players loved it as it still gave them crits, combat was fast and engaging since they had a defense roll, and between the combat modifier and weapon dice the damage was all over the map.
I LOVE this idea! This seems to solve the scaling problem of your game (what's the difference between level 1 and 10, though you described it in terms of all classes/monsters doing the same damage), which was always a concern I had. The chart also allows explicit definition of graduated success (as you mentioned). I'm personally not bothered by the "abstraction". IDK why, but I love me a good table lookup.
If you use ranges, you no longer need multiple dice, as you can balance the probability of the results by adjusting the ranges (e.g. 1-2, 3-5 and 6) are quite close to the ranges in the video in terms of probability. The only difference is the crit (1/36 chance), but that could be replaced by either using a bigger die (e.g. a D12 or D20) or by rolling again on a 6, with another 6 giving the crit result. You could also adjust this mechanic in a way, that on rolling a 6 you get the result and can roll again and add the result to the effect
I love this idea. It is simple enough to make fun at the table, and has room for enough variance and complexity in the chart to keep things interesting.
Fascinating insight into the game design! I have enjoyed comparing my game design to what you all are doing at MCDM. I can see that having a chart could be a good reference for players to lean on and it's not a huge table to read through. In my game design for combat I explored something I called Rank damage dice, you roll your weapon's base damage and then your rank damage changes depending on the character's Ranks. It's just cool to see how different minds solve similar problems differently. Also, POWER is just a cool name for it.
I love the PF2e Crit Fail, Fail, Succeed, Crit Succeed system. The Power Roll solution by MCDM captures the dynamic results while getting rid of the null result and having to roll for damage 🤯
I am absolutely loving these Designing The Game videos. Blows my mind how in-depth you can go pondering and designing this stuff ( for example, the level of abstraction topic, when rolling damage. That makes so much sense, but I'd never figure something like that out. And learning that stuff is just cool.). Also, Matt's so damn good at sharing his excitement about a thing, it's like he's spreading a hype-virus through the format of video or something. Watching him express himself, I can't help but get hyped!
Okay. Here is the form that your commendation today shall take: You described the problem so well that, after the sentence beginning with "The problem is this" I paused the video, thought about it a little, and MY answer was ALSO chart. Specifically a choice between distinct charts for each d6 based on whatever (say, kit + user error/competence) or a single chart describing moves or moments that you pull two qualities or conditions or cherries-on-top from, based on reading the individual dice. I suppose that one could also have one chart that read the sum of both dice and fill that with cool flavorful "choose A or B" options, but! Kudos to you for asking the question in such a way that it mostly-independently beckons the same design answer. 🎉
On a purely selfish level, I really like that when I watch your design videos or read the Patreon packets/ updates, etc… your reasoning for design decisions really vibes with my own preferences for design decisions. Even when we ended up with a different choice I could still see how it addressed the same design preference. Very much looking forward to the end game.
Now this is the straight dope! Love the behind the scenes peak at how you guys are tackling the design process and that moment of euphoria when something just clicks. I think my favorite thing about the design of the dice charts is sets up a simple template that players and DM's can iterate on themselves to suit the game they are playing and the types of characters they are trying to create. I can't wait to see how the rest of your game takes shape
The biggest positive takeaway I get from this is the design space has been rent asunder and splayed out revealing a void begging to be filled! Excellent work. The fact that ideas are fizzing from something as simple as "damage" is incredibly encouraging for the game.
I adore that after all these many revisions y'all essentially landed on a near-verbatim adaptation of Apocalypse World's mechanics. AW's fights are by far the most cinematic and exciting of any TTRPG I have played, I think this is a very good direction.
I feel like these are going to work so much better as cards now. Or you could pre-print little tables on your character sheet to make it quicker to check.
The tests so far have had unique character sheets per class, but the result side of the chart will need to be blank because it can be influenced by your kit. You will have to update that if you switch.
I play a lot of Apocalypse World, so I know this scale type die roll well, and I know it works. I think for this application this is a very interesting direction, I would perhaps just wonder how to translate the charts to the character sheet. Lots of blank boxes I suppose? Maybe even sheets for each class, listing out the charts for their abilities? Intriguing stuff MCDM, happy to support this kind of thinking!
Playbook character sheets for Monster of the Week is great design and does just this, but I think there's even more room for improvement. If the die rolls are truly always the same, you just need to list the three results, not include a chart each time.
I'm imagining a table on the character sheet with one column for ability names/descriptions and 3 columns for their effects - one for each tier of success. That works well for simple abilities where the variability in effect can be described by a single number or a couple words; more complex variability might require individual tables.
Basically the same way spells are templated in PF2, I'd imagine. There you have degrees of success for saving throws like Failure, Success, Critical Success, and their respective effects, like "Failure - Prone and can't use reactions", "Success - Slowed 1", etc.
Cards, I can easily see every ability / Weapon being made into printable cards / Sold as physical cards (Similar to Bunkers & Badasses, Dagger Heart and D&D 4E). People already do it with 5E and spells
Yeah, I find it really interesting to see how MCDM is pretty much drawing from PbtA style games. It's odd given that their baseline goal is something tactical similar to D&D 4E, yet they're drawing on a lot of PbtA style mechanics and setup. Really goes to show how well set-up PbtA is.
I love how you are altering your approach after having *actually* tested it especially using people who weren’t involved in creating it. Kudos yet again for a great approach! I also see the power of this change that you mentioned. Great idea!
Yeah, wish the *World games got more than a passing mention here. This is tried and true in Dungeon World. That game is a little more narrative driven than this is, but this is turning into its spiritual successor. Which I like, though I hoped to play something truly different than a game I kick-started eons ago already. For people who like this style, they should try Dungeon World and see what they think.
I LOOOVE this. Only slightly more complicated, but really intriguing. I can see myself being really excited to look at the number spread and figure out how powerful an ability is relative to others
I really like this idea. All my players already have reference cards for all their attacks and stuff in any given game so a powers card is no different
I do like this idea, and I can see it being used for skills. You go to pick pocket a guard of their keys roll of 2-7 you do it but something bad happens too, 8-11 you just do it, 12+ you do it plus a bonus. GMs than can mod the rolls with pluses and minuses based on how hard it is to do. the number you need is always the same but what you add to the roll changes. The guard is on high alert -1 to your roll, or one of your party members is doing a juggling act in the street and the guard is distracted +1 to your roll.
Apocalypse World is slowly but surely becoming the most influential ttrpg. It is truly amazing how much it evolved the whole ttrpg space back when it was released and it seems like it's actually starting to be more accepted and appreciated.
As a Game Designer I went through a whole range of different emotions whilst listening, from the simple; oh god it's a simple modified Year Zero System, to more complex ones; this is a functional, ingenious, very cool idea! There are many suggestions that come to mind after this update. In the end I decided to summarize everything in two examples that seem fitting to me. I don't know if you were aware of this, I think so, but in any case there is a dice-based RPG called "Too Many Bones" where you basically roll a bunch of dice every turn. Each die based on the skill has one or more chances of rolling 0, represented by the bones symbol. However, to prevent a bad, very bad roll from transforming the progress built to be able to throw all those dice to a miserable; you missed the target, each character has a personalized table called "Backup Plan" where you can store each failure (each bone) and it gives them an extra action every turn. The more bones, the stronger the actions. There are entire character builds based on the opportunity of failure, and that always makes the game exciting, no matter what. If you don't know it, try taking a look, maybe it could inspire a part of your system! As a second suggestion. I have seen the die number range system in place similar to your example in a series of narrative games called; Spire's End. They are more game books in the form of decks of cards, rather than table top or roleplaying game, but there are some dice rolls with references to tables divided by range. Thematicity is everything since each encounter interacts differently with the same ranges. Characters have skill success ranges, monsters have skill success ranges, and sometimes scenarios themselves have this way of interacting. Spire's End is a small pearl, certainly a less complex inspiration but it could give you some keys to unlock a higher level of thinking regarding the interaction of the environment/weapons/skills/characters. Keep up the good work, it's a pleasure to follow you! See you soon and happy design!
"It's not the DUMB thing YOU'RE thinking of. It's the COOL thing WE'RE thinking of."
Huh. You can comment on a video before you upload it.
@@blingkong1045you can comment on it before you *publish it
@@blingkong1045 Or maybe you can upload it as a private video for review and comment on that before making it publicly visible.
Due to the Pinna mini really hope you’re able to signal boost the Goblin Backerkit on the Matt Colville channel as well!
Super cool idea, kind of reminds me of the Dungeon Crawl Classics RPG's system for spellcasting where the result is plugged into a chart that spits out one of a number of possible effects.
With this new chart design you're trying out you could also open yourself up to the possibility of reintroducing those "I did no damage on my turn" effects but as a distinct, higher risk higher reward talent. Maybe that would be the best of both worlds & recapture that idea of introducing recklessness into what could otherwise be a 'safe' turn.
In my head, it looks like this: I'm playing a wizard, and I could cast Firebolt which I KNOW will do some range of damage, or I can cast something like Unstable Hellfire which could allow for more damage on a good roll but no damage (or even self damage!) on a poor one. Replace spells with some crazy spin around in place swing of the sword or XYZ for other classes and suddenly there is a way in-game to differentiate between a wise soldier who chooses the steady option and the wild youth who throws caution to the wind in search of glory.
I think having both the steady and the risky options on the same sheet would be important if the risky option was added though - that would ensure it is the player who decides, on their turn, whether to take the risk or not: it would suck to be unable to make the decision and adjust to the particular encounter in front of you.
Just an idea I had while watching, thanks for the update video and best of luck with the project - I'm expecting great things!
The power roll 3-line chart looks like a very fertile ground for homebrewing
I thought the same. Customisation, randomisation, hell, you could trade 'em with your friends like Pokemon cards. It has enough complexity to make things feel distinct/unique but is rigid enough that it demands - or could demand, I guess, depends what they go with - mechanical compliance. When Matt said 'chart' I was like 'oh brother don't do me like this' but the more I think about it the more I like it as a method for straightforward homebrewing and a lot else besides.
...your mom looks like...
@@kef0205 Like the D&D 4e Power Cards. When I saw the table that's the first thing that came to my mind.
It's a lot like Apocalypse World, which has clearly been mega customized
First thing I thought is how it allows for multiclassing really easily.
I find it very fascinating that in the process of removing the attack role which most people universally think is cumbersome and not fun, you did discover that the attack roll didn't exist for no reason. Which is cool! You just needed to find a better way to solve the problem the attack role was originally designed to solve.
I went into great detail about why the attack roll exists and where it comes from and why it's useless in a modern context, in one of the first videos,
Maybe I should make that video again! :D
@@mcolvillewell if it was over 4 years ago it might as well be 100 years ago
Link to the video?? pls@@mcolville
@@pablodelolmo8225 If he's talking about a Designing the Game video, it's probably either the "Flow & the Null Result" or the "Attack!" videos on this channel. Each are about 10 minutes long. I lean toward the former but don't remember clearly.
ua-cam.com/video/FnGdoicrfms/v-deo.html - Flow & Null
ua-cam.com/video/0hR-lto4yro/v-deo.html - Attack!
Thanks!@@SibeliusEosOwm
Another idea PbtA implements that you should consider:
2-6: pick 1 option
7-9: pick 2 options
10+: pick 3 options
Then have a list of options/effects to choose from. For example…
-Push the target 10 ft
-Target is set on fire
-Move 5 feet
-A target is afraid of you
-Your magic doesn’t deal damage to you
-The fire doesn’t spread
-etc
That's an interesting option. It feels like a less tactical framework for an ability though. If you use the ability, prioritizing one option, and get three, you suddenly need to change plans and play gets interrupted somewhat. If the three outcomes are known ahead of the roll, the only comparable interruption is a crit, which would be rarer and more impactful.
It does make me wonder about skill checks though...
@@reddjack340 lol
@@reddjack340 what else are they doing similarly? I immediately thought of PbtA when I heard this idea, I haven’t made a connection between MCDM-RPG and PbtA before.
@@MisterFizzer This could be a situation where you lock in the Intended effects based on priority beforehand.
I want to shove the Elf Chief toward the Shadow, slow would be great, damage is just icing.
I think this would be really fun: for 1 ability on 1 class. It's a lot of abstraction, but for something thematically similar to the 5e sorcerer it REALLY fits the theme.
I played around with this exact concept last year, and i was all geared up to comment 'KEEP ALL THE RANGES AND THRESHOLDS CONSISTENT ON THE TABLE' and then you immediately pointed out why thats important. Touché. You should do this for a living.
He got 4 million dollar’s off this already… he’s doing it for a living lol
@@9HPRuneScape ... That was the joke...
@@user-if7vt2ni2z My bad, failed my Charisma check and didn’t pick up on the joke so much as thinking you were someone new tuning in. 🙃
@@user-if7vt2ni2z I failed my Charisma check as I took your joke as someone new that was just tuning in lol xD
as if...
One other upside to this system is that the increase in cognitive load is offset somewhat by the fact that you're working with smaller numbers. It's a lot easier to subtract 3 damage from 10 hit points than to subtract 17 damage from 44 hit points.
The Power Roll chart has tremendous potential. For starters, it can allow actions with no damage, just effects, and still have a dice roll to determine their effectiveness. Maybe not so necessary when it's buffing or healing allies, but when it imposes a powerful condition? The dice help it seem fair.
This also applies to monster abilities. A Medusa's petrifying gaze might go "Slow (until saved) / Stone Coated (until saved) / Petrified (until cured)". The Medusa can still turn a person to stone, but failing to do that still creates a mechanical effect the encounter can be built around.
And applying debuffs doesn't *stop* an enemy from acting, but you can blunt the edge and also see the direct benefit of your tactics!
@Bluecho4 and kinda also works potentially on resistance rolls for effects. There could effects with multiple levels that you roll and depending on your resistance will determine if the effect happens. Or how bad it happens.
@@Bluecho4 Do people need to make the 2d6 roll for saving throws too? Because this would be very neat to include the already-used "if they failed by 5 or more ..." dnd text that a ton of monster abilities have.
I love the idea of this for Skill rolls,
Result 1 : Fail but...
Result 2 : Succeed but...
Result 3 : Succeed
Crit : Succeed and...
Crit Fail : Fail and...
Very similar to Monster of the Week, but with crits, which I love!
I like seeing the real time convergent evolution of RPG's. This would be very similar to Daggerheart's fail with fear/hope, and success with fear/hope.
So Apocalypse World and it's tons and tons of hacks
almost exactly how PbtA does it, which is where James got the idea from.
maybe.
setting target numbers sounds quicker on the fly in play, though.
the chart abstraction is SO strong, and the fact the ranges are the same across the board is SUPER key for a "small" part of it. I can see a design from the olden times of game design where they land on the chart abstraction, but then completely lose the plot by making the ranges all over the place for different monsters and abilities. The line between a great abstraction and cognitive overload is thin indeed.
The one thing they'll need to worry about is that if the charts are complex enough, a printer will become a soft requirement to play. TRPG character sheets in general have a massive problem of you needing to write down way more stuff than can actually fit on the sheet. And even a simple chart is going to run hard into that unless they dedicate a big space on their character sheet for it. And of course, people using blank paper or notepad documents need to be able to recreate the chart section easily too.
"Oh so it's kind of like Duel at Mt. Skullzfyre."
".... HOLY SHIT"
Yupppp well done, and then different things can trigger having all chart results happen on crit, etc
So many interesting things.
I was just thinking the same! :D
I immediately thought of the same thing
YES. PbtA games are my favorite way that dice roll results and degrees of success have been handled in rpgs. This video makes me so excited to get into this game when it comes out.
At first when you started explaining the idea, I thought it was going to get super unwieldy and messy, but when you got into it a bit more it clicked for me. Really exciting idea.
It's why Dungeon World and their Kickstarter did so well long ago. It's pretty much lifted from there and has been tested by lots of people who play those X World games. It works well and leaves more room for flavor and class/level/spell/ability design space.
@@mattie3875 also pretty easy to adjust ranges for things or give boosts, you really have a lot of options for balancing things
Never thought I’d learn so much watching the sausage get made. It’s a small important tweak that seems to keep the game at its core the same but much more streamlined and open to customization. Can’t wait to see how the Power Roll changes with character progression
Testing this out on friday after an invite from the Discord - CAN'T WAIT! Much love to James, Matt and the team
I love that even though I've read this and know it from Patreon, hearing Matt and the team talk about these things makes me think of it differently, and more dramastically.
As a DM, homebrewer, and a lover of magic items my brain is absolutely BRIMMING with ideas for what to do with these charts, this design is a true game changer.
Yes!
I was kind of worried as you led up to the mechanic, but I really love it! So excited to see how it works out.
I took part in the playtest and I will say I have never had more fun in moment to moment gameplay in a trpg. I've had more fun in a full session. Because of gravitas and history and emotional investment in the campaign. Watching a buddy tackle god out of heaven or having my character pray in a desperate moment and feel warmth fill him as his prayers are finally answered were both better moments than the playtest session I played.
But not by much. And by contrast, the playtest had zero character investment, history, or narrative weight behind it. It was raw mechanics. And those raw mechanics were so good that I was genuinely sad when a fight ended because I wanted to keep doing the combat.
You've got the core of something really really good here, and I'm looking forward to it releasing. It had some weaker areas too, and I included that in my feedback, but the core concept of the resources, initiative systems, and making every turn matter are rock solid.
As a PBTA junkie, I am overjoyed that you're going this direction
I was hoping for something new a bit, but I do like more energy behind the * World style 2d6 outcome approach.
This is very interesting for spellcasting. The thing I've always missed from Palladium is the concept that a meager wizard's apprentice could steal a very powerful spell to, for example, resurrect their long dead lover. Typically, such an inexperienced and lowly apprentice has no hope of casting the spell. But if they use a powerful component like a unicorn horn and perform the ritual at a magically charged stone henge on a full moon, there's a chance it could work. It never made sense to me that "Oh you're not high enough level so you have zero knowledge of or hope to use that spell until you kill more kobolds"
“You want to get good at magic, people gotta die” -Brennan Lee mulligan
Mm. Magic needing to be balanced tends to kill a lot of what makes it magic. I would adore being a wizard in a "real" magical setting. Studying the magic. Seeing what the limits are. Pushing those limits. But DnD Wizards and in general most tabletop game wizards aren't able to do any of that. And quite rightly, it would be broken as hell. But are we not playing trpgs to experience these kinds of fantasies? Wizard as magic scientist is a core fantasy and its drastically underserved by trpgs.
@@ASpaceOstrich I'm currently working on my own ttrpg system, where mages can end up doing some crazy powerful things. Their limitation in a combat setting is simply that it takes longer to cast a spell than almost any other combat action. Out of combat they're a potential menace, in combat they're a ticking time bomb on the encounter. But a guy in melee range with a sword will cut them down before they can vaporise their kneecaps. It's just one solution, and the game is not based around "balanced combat", but I think it does enough to encourage play styles other than "I cast fireball"
I find it interesting that both Daggerheart and the MCDM RPG have separately arrived at a "base 12 and check a table system". Now both tables are very different (Daggerheart uses 2d12 and a damage threshold table).
It's like parallel evolution! It's neat!
I'm more excited by the MCDM system as it feels more exciting.
Alright Matt. You got me. I’ve been following the project (from the outside, on UA-cam) for a long time and I was always caught up on this specific point of design; the auto-hitting and damage results confused me - even when you released the previous video on attacks succeeding without a die roll to determine if it is a hit.
Your new version of the core die roll has captured my inspiration, like how you started expanding on the Elementalist.
Today, after work, you will have a new and enthusiastic backer.
Its fun seeing how MCDM and ICON are convergently evolving into the same game
🦀🦀🦀🦀
ICON takes a bit of inspiration from 4E and we all know Matt loves 4E as well, as well as both also pulling ideas from PBTA style games. so its kinda natural to see both games turn into a PBTA + 4E mixture.
@@Zertryx Yup, and I am here for it
I love the idea. The Powered by the Apocalypse system is, in my mind… about as perfect of an RPG system as one can get. So I think taking notes from their games is a great idea.
This small, discrete table approach has me much more excited about the damage & skill systems.
I’m a long-time follower of Matt and MCDM and I’ve been sort of passively following their development of this game the whole time. The vibe for me has been “huh, interesting. Sounds neat, but it doesn’t seem like my style and I probably won’t play it.”
THIS is the first designing the game video that has made me actively excited and really wanting to play this game!
13:44 I don't know why this put a smile on my face, but I suspect that it's because the players I DM for absolutely LOVE this Tactical teamwork stuff.
With spells, this can actually incorporate the wildness/danger of magic. E.g., you throw a fire spell at an enemy, and you don't precisely know whether you're getting a surgical fire bolt or a massive explosion (1: fire dart, 2: better fire dart, 3: kaboom, crit: disco inferno). Wizards could actually have abilities to curtail their success, actually reducing their dice roll, having to wrangle the forces of magic under control by sheer willpower in order to prevent magic spells from going wild and causing disaster.
I love this.
@@megamarkread nothing would make me feel like more of a wizard than fighting with reality itself to accomplish my goals
That's so cool, and very evocative of the disciplined spellcaster archetype.
Wow, this is the most exciting thing that ive seen so far. I was nodding along at the narrative of how you came to your end result. Cant wait to see what your studio does and what the community will make once it is released. Congratz!
I believe monster of the week uses a chart for 2d6 rolls too. They have a lot of non-boolean results for skill checks that elevate the game. For example, if you get a mixed success, (the mid tier result) you get to CHOOSE a downside. Either it doesn't work as well, it costs you something, it draws unwelcome attention, or the game master gets to "hold" which is an excuse to screw over the players in the future.
I'm on the fence with the system so far, but I have a lot of faith in anything Matt puts his mind to. I think this game will continue to grow and evolve into something special.
What has you on the fence?
Personally, skill increase. You can't +1 this on the roll side at least.
@@noahblack914For me it's pretty much entirely just a tactics game. It doesn't seem to be going much for the actual adventure side or character side of things. And although there's some cool abilities, combat looks to take as long if not longer than 5e DnD due to more hp offsetting no to-hit-rolls and so many abilities being viable and wanting players to unlock stronger abilities as they fight which seems to encourage longer engagements
The advantage of this scheme for attacks is that the chart for each attack is (or can be) so simple, you could print it on a card and hand it to the player. (Or release it as a free downloadable PDF, that players can print at home on cardstock and cut out). Or just copy directly on a character sheet, the way D&D leaves space to write your common attacks, their attack bonus, and damage.
Hell, since the thresholds for each tier of result are always the same, you could simplify the notation of damage results to "x/y/z". With each number representing the next tier of damage. So the "chart" could get smaller, and thus take up less room. (While I enjoy the granularity of D&D 5e's monster stat blocks, I can't help but pine for the elegant stoutness of 1e stat blocks, which were just a string of notations.)
I was just about to suggest the x/y/z syntax. Only downside is you have to memorize the thresholds, but I don't think that'd be a problem.
This is basically how Daggerheart does it with a threshold of damage meaning something different
My experience with games that use charts has been that they drag down play, then when later editions get rid of them it feels like the soul of the game had been ripped out. Limiting yourself to three bands and keeping the ranges consistent across charts is a great idea that I hope evades the problems I've seen.
dramastically is a part of my vocabulary now :)
Always been part of mine - it IS a real word, after all...
It’s always a good day when MCDM uploads
This sounds good. Fixes all the issues I had with the previous system. I really love this video, proper dev blog with insights to design. I really need to join that Patreon.
Glad to see my main concern with the "hit" roll addressed, and also see the 4 degrees of success sneak it's way into another game (albeit though a different design process).
adding "tiers" to skill rolls sound like a fun twist to simple YES/NO roll. I like how you bake together TTRPG and storytelling. my idea is that there could be four levels to skill rolls:
2-4 no, and
5-7 no, but
8-10 yes, but
11+ yes, and
it's simple, it supports both director's and players' imagination and is vague so it could mean very different results. also it's a simple storytelling rule that could help directors with building their adventures and campaigns as well.
I love the idea of integrating the best part (read as 'my favorite') of PBTA into your design! Cant wait to see where it goes!
Apocalypse world has a great system. I'm glad MCDM is now using something similar
This video is the one that has me the most hype for this game since the original concept video.
James Introcaso is one of my favorite designers, I love his ideas! And I'm ecstatic that he works for MCDM ❤
love this makes homebrew so much easier without having to worry about the maths involved. adding +1 to the 2d6 roll is super impactful turning a 7 to an 8 wow. this mechanic has gotten me the most excited to run this game let alone play it
You might want to try something like Dungeon World in the meantime. It uses this approach throughout. More of an RP-focused game but it will give you a good taste of this mechanic (and it's free).
@@mattie3875 i'll try but my group is like herding cats at the best of times. Trying new things takes about 6 months of nagging
Every time I hear about this game and it's developments, I get excited. And this seems like no exception. I think this mechanic is going to be very easy to homebrew and come up with stuff that is simple, thematic, and relevant, easy to do.
You made a really interesting reference here to the amount of cognitive workload that players have to handle while playing a TTRPG, and it's not something I've considered in this context before. In combat, you need to keep track of your own character and abilities, where all your allies and enemies are and what they're doing, and possibly also the roleplaying of what your PC would actually do. Any rules on top of that add intrinsic load to the situation, which takes time to internalize before you've got enough space to allow the germane load (aka the fun) to be dominant again. Thanks for opening my mind to this connection!
I hope the art style on your shirt is featured in the game, it looks great!
Fairly certain it’s fan art actually
I love the mechanic from Call of Ctulhu of pushing the roll:
> Pushing a roll allows you to roll the dice a second time; however, the stakes are raised. If you fail a second time, the Keeper gets to inflict a dire consequence upon your character.
It's great because it allows the player to decide if they want to play it safe (so they deciding if their attack doesn't do anything, and when you decide something everything is more fun) or if they want to risk it (and any consequence they receive its felt as more ' fair' , because they its caused by their decision to push the roll)
I'm totally enthralled by "a goodly amount of fire woohoo". How can you pull that much excitement in your voice while looking straight at the camera and in between regularly spoken sentences.
I mean, the idea is good and everything, don't get me wrong, but this casual display of voice acting skill got me good
This is actually brilliant, you allways generate a quality of result, but also allow for infinite variety. I am so exited for the next playtest packet, this is epic.
This kind of chart to determine damage output is a good and tested system that works; it turns the damage dice into attack dice with the difference that attacks don't miss and deal a variable amount of damage. It takes away from the uniqueness of the original idea "We don't roll attack dice", but makes the system more flexible.
My advice is this: If the ranges are always the same - as they should be - you don't need a 3-line chart; show the 3 damage results in a single line, separated with " / " or " - ". Much cleaner and easier to read.
Single line might not be enough as the result can be something else than just damage number.
Completely disagree about not having 3 separate lines. when on boarding new players too much simplification can actually make things more complicated to understand. seeing this [ 3 / 6 / 9 ] on a weapon might actually confuse newer players as to what that even means. On top of that when you start getting into ability and spells this method falls apart pretty fast. and you have to switch back to writing them out again. It's better to just keep the formatting the same across the board to simplify it in a cognitive sense. because if its sometimes written one way and other times written another you start to get confusion.
Hey, I think this is a good idea, and it sort of lives in the same world as other games in this space like Icon. There's an emerging school of "neo-trad" design where you build something that embraces D&D's wargaming roots but with indie sensibilities. I think importing PBTA success tiers with your 4e-like combat is a sweet idea.
I absolutely love the three-tiered result! Use it for as many dice rolls as possible! As a Director, it would give options without getting in the way while also providing consistent expectations. One of the primary sources of frustration is unmet expectations. While unmet expectation’s isn’t necessarily always a bad thing, it is important to pick your battles!
I love that @mcolville said “dramastically”! I tend to mash words frequently without realizing it - one of the tells of my brains ADHD re-wiring. My friends, family and players point it out.
This the video which sold me completely on the MCDM game. Love this concept so much
You started talking about those roll charts and my brain instantly remembered a card game I played with a coworker years back... and then you brought it out and it all clicked! So excited for this, it seems like an awesome change and mechanic going forward!
Thanks for these Designing The Game videos. I know they're niche and being phased out, but as someone with a legit interest in how the sausage composition is determined, they really got my noggin churning... and were a bit easier to wrap my head around than the Patreon content (which is, don't get me wrong, great). I'm stoked for the future of MCDM's creations... and the supporting "reading/viewing matter". Thanks again to you and your merry band of creators.
THIS IS HUGE! I loved it when I saw it on patreon, and I love it when I hear it again! I really hope this chart-thing sticks, it's so perfect for homebrewing and even making up on the fly if needed!
So the damage roll became... an attack roll. Damage became static, depending on how well the attack went, with special effects linked to weapon or mode of attack.
Sounds cool
The idea that damage dice being a direct metaphor for your weapon, and that this is a higher level of abstraction is something I never would have thought of, and is a great point. That's why I respect Matt even after 20+ years of DMing.
This power roll makes me excited to design for this game. I was tentatively on board before, but now I'm VERY on board.
I love this video and I LOVED the battle wizards game. It's my son's favorite board game so we play it a lot on big family game nights. I've been in development of my own system recently for my company and had never even considered this mechanic as one to steal because our system doesn't use dice at all, but I have to say I am very excited to see what you do with this going forward. My only problem with MCDM is I'm not a fan of classes, doesn't matter how much they get dressed up they feel bad to me at the table, so doubt I will play a lot but definitely watching how you guys go because it's great ideas that will push the hobby forward!
I LOVE this! My brain is already going crazy with the homebrew potential.
I like the look of this chart approach, because I had also be concerned about how to display the difference between 'accurate but weak" attacks vs "clumsy but powerful" and I think this can address it. Some monsters (or pcs) may have very flat differences between the levels, while still allowing for things like a big clumsy ogre maybe having results like "(low) = near miss, take 1 damage from shrapnel as his overhand swing pulverizes a nearby rock, (mid) = 3 damage from a glancing blow, (high) = 10 damage from a crushing hit". While even other enemies like a skilled giant or a dragon might have all of there results be pretty nasty.
I think there is some good room here to give a different FEEL to the monsters here (or heroes) which has some potential.
Also: you kinda already have 4 buckets, it's just the last bucket "crit" is the same for every attack.
“I think it is basically impossible to write a rulebook that literally everyone understands perfectly the first time they read it.” If anyone can do it, James and Matt can! I know Matt’s a writer and he’s good at his job, but man, that was a freaking awesome video! When can we as a planet decide to train all of our AI using Matt’s brain and then have them write all of our technical manuals? (The obvious, best use of the Colville AI!) Clear, relatively concise, funny, lacking fluff (your mom is lacking flu… nvm). 😂 He definitely has the knack of taking complex information and making it understandable and entertaining. Keep up the amazing work, and can’t wait for the next Patreon playtest packet!
This is awesome! It could also help do away with save-or-suck spells like Hold Person, maybe instead of legendary resistances that completely negate a spell effect, the monster gets to go down one threshold so they take a lesser effect
i homebrewed a combat system where each player gets a "combat modifier" which is generated by various skill points and a "defense modifier" which is also generated by various skill points, each weapon has it's own dice a dagger does a d4, long sword a d6, ect, on your turn you roll a d20 + your weapon dice and add it to your combat modifier the creature you attack rolls a d20 and adds that to your defense modifier and the difference is the damage taken, on a crit attack the player does max damage and ignores the armor roll plus gets another attack using only the weapon dice, on a crit defense roll the target takes 0 damage and gets a free attack using the weapon dice. my players loved it as it still gave them crits, combat was fast and engaging since they had a defense roll, and between the combat modifier and weapon dice the damage was all over the map.
Me at 10:00 - "NOOOO, not LOOKUP TABLES!!!"
Me at 12:50 - "Oh, okay, I could probably still teach this to someone."
I LOVE this idea! This seems to solve the scaling problem of your game (what's the difference between level 1 and 10, though you described it in terms of all classes/monsters doing the same damage), which was always a concern I had. The chart also allows explicit definition of graduated success (as you mentioned). I'm personally not bothered by the "abstraction". IDK why, but I love me a good table lookup.
If you use ranges, you no longer need multiple dice, as you can balance the probability of the results by adjusting the ranges (e.g. 1-2, 3-5 and 6) are quite close to the ranges in the video in terms of probability. The only difference is the crit (1/36 chance), but that could be replaced by either using a bigger die (e.g. a D12 or D20) or by rolling again on a 6, with another 6 giving the crit result. You could also adjust this mechanic in a way, that on rolling a 6 you get the result and can roll again and add the result to the effect
I love this idea. It is simple enough to make fun at the table, and has room for enough variance and complexity in the chart to keep things interesting.
“Inalienable or unalienable” I see what you did there Mr. Colville, that was probably my favourite stream of yours I ever watched
the VTT looks nice, hoping it requires less setup than Foundry and is more plug and play, it gets annoying setting up 15+ modules on there.
Its a good day! Sun is shining, Mcdm is posting.
I haven't been more excited about a core mechanic implementation since I learned about Apocalypse World!
Fascinating insight into the game design! I have enjoyed comparing my game design to what you all are doing at MCDM. I can see that having a chart could be a good reference for players to lean on and it's not a huge table to read through. In my game design for combat I explored something I called Rank damage dice, you roll your weapon's base damage and then your rank damage changes depending on the character's Ranks. It's just cool to see how different minds solve similar problems differently. Also, POWER is just a cool name for it.
I love the PF2e Crit Fail, Fail, Succeed, Crit Succeed system.
The Power Roll solution by MCDM captures the dynamic results while getting rid of the null result and having to roll for damage 🤯
I am absolutely loving these Designing The Game videos. Blows my mind how in-depth you can go pondering and designing this stuff ( for example, the level of abstraction topic, when rolling damage. That makes so much sense, but I'd never figure something like that out. And learning that stuff is just cool.). Also, Matt's so damn good at sharing his excitement about a thing, it's like he's spreading a hype-virus through the format of video or something. Watching him express himself, I can't help but get hyped!
Okay. Here is the form that your commendation today shall take:
You described the problem so well that, after the sentence beginning with "The problem is this" I paused the video, thought about it a little, and MY answer was ALSO chart. Specifically a choice between distinct charts for each d6 based on whatever (say, kit + user error/competence) or a single chart describing moves or moments that you pull two qualities or conditions or cherries-on-top from, based on reading the individual dice.
I suppose that one could also have one chart that read the sum of both dice and fill that with cool flavorful "choose A or B" options, but!
Kudos to you for asking the question in such a way that it mostly-independently beckons the same design answer. 🎉
On a purely selfish level, I really like that when I watch your design videos or read the Patreon packets/ updates, etc… your reasoning for design decisions really vibes with my own preferences for design decisions. Even when we ended up with a different choice I could still see how it addressed the same design preference. Very much looking forward to the end game.
Now this is the straight dope! Love the behind the scenes peak at how you guys are tackling the design process and that moment of euphoria when something just clicks. I think my favorite thing about the design of the dice charts is sets up a simple template that players and DM's can iterate on themselves to suit the game they are playing and the types of characters they are trying to create. I can't wait to see how the rest of your game takes shape
The biggest positive takeaway I get from this is the design space has been rent asunder and splayed out revealing a void begging to be filled! Excellent work. The fact that ideas are fizzing from something as simple as "damage" is incredibly encouraging for the game.
I adore that after all these many revisions y'all essentially landed on a near-verbatim adaptation of Apocalypse World's mechanics. AW's fights are by far the most cinematic and exciting of any TTRPG I have played, I think this is a very good direction.
I feel like these are going to work so much better as cards now. Or you could pre-print little tables on your character sheet to make it quicker to check.
The tests so far have had unique character sheets per class, but the result side of the chart will need to be blank because it can be influenced by your kit. You will have to update that if you switch.
I had similar but more complicated/unwieldy ideas once. What you have done, though, is so elegant and powerful that I am deeply impressed.
Once again a stroke of genius from the team. I can't wait for this game to release.
I play a lot of Apocalypse World, so I know this scale type die roll well, and I know it works. I think for this application this is a very interesting direction, I would perhaps just wonder how to translate the charts to the character sheet. Lots of blank boxes I suppose? Maybe even sheets for each class, listing out the charts for their abilities? Intriguing stuff MCDM, happy to support this kind of thinking!
Playbook character sheets for Monster of the Week is great design and does just this, but I think there's even more room for improvement. If the die rolls are truly always the same, you just need to list the three results, not include a chart each time.
I'm imagining a table on the character sheet with one column for ability names/descriptions and 3 columns for their effects - one for each tier of success. That works well for simple abilities where the variability in effect can be described by a single number or a couple words; more complex variability might require individual tables.
Basically the same way spells are templated in PF2, I'd imagine. There you have degrees of success for saving throws like Failure, Success, Critical Success, and their respective effects, like "Failure - Prone and can't use reactions", "Success - Slowed 1", etc.
Cards, I can easily see every ability / Weapon being made into printable cards / Sold as physical cards (Similar to Bunkers & Badasses, Dagger Heart and D&D 4E). People already do it with 5E and spells
Yeah, I find it really interesting to see how MCDM is pretty much drawing from PbtA style games. It's odd given that their baseline goal is something tactical similar to D&D 4E, yet they're drawing on a lot of PbtA style mechanics and setup. Really goes to show how well set-up PbtA is.
This is the kind of game mechanic design I love. Congrats.
I really like the idea as long as the layout on the character sheet allows you to just have all that info in front of you.
I love how you are altering your approach after having *actually* tested it especially using people who weren’t involved in creating it. Kudos yet again for a great approach! I also see the power of this change that you mentioned. Great idea!
This game feels like a Dungeon World 2nd Edition and I'm loving it! I hope they add more of the PbtA mechanics and philosophy.
Yeah, wish the *World games got more than a passing mention here. This is tried and true in Dungeon World. That game is a little more narrative driven than this is, but this is turning into its spiritual successor. Which I like, though I hoped to play something truly different than a game I kick-started eons ago already. For people who like this style, they should try Dungeon World and see what they think.
This was the first video of the many I've watched of the MCDM game that sold me. You beautiful hand-and-a-half swords.
Oh, I've waited so long for news, any news, and somethig finnaly came, oh joy.
I'm so excited for the final product, but the journey 🙌 is just as amazing
I LOOOVE this. Only slightly more complicated, but really intriguing. I can see myself being really excited to look at the number spread and figure out how powerful an ability is relative to others
I am not even in the hobby anymore due to lack of passion and a number of things i just like listening to matt talk.
I really like this idea. All my players already have reference cards for all their attacks and stuff in any given game so a powers card is no different
I do like this idea, and I can see it being used for skills. You go to pick pocket a guard of their keys roll of 2-7 you do it but something bad happens too, 8-11 you just do it, 12+ you do it plus a bonus. GMs than can mod the rolls with pluses and minuses based on how hard it is to do. the number you need is always the same but what you add to the roll changes. The guard is on high alert -1 to your roll, or one of your party members is doing a juggling act in the street and the guard is distracted +1 to your roll.
Apocalypse World is slowly but surely becoming the most influential ttrpg. It is truly amazing how much it evolved the whole ttrpg space back when it was released and it seems like it's actually starting to be more accepted and appreciated.
Watching this video reach a similar place as Apocalypse World reminds me of when MCDM reached 2d6 initially: "At least we got there honestly."
Love the chart, the idea of varying effects at different tiers is also appealing for almost any aspect of the game!
As a Game Designer I went through a whole range of different emotions whilst listening, from the simple; oh god it's a simple modified Year Zero System, to more complex ones; this is a functional, ingenious, very cool idea! There are many suggestions that come to mind after this update. In the end I decided to summarize everything in two examples that seem fitting to me.
I don't know if you were aware of this, I think so, but in any case there is a dice-based RPG called "Too Many Bones" where you basically roll a bunch of dice every turn. Each die based on the skill has one or more chances of rolling 0, represented by the bones symbol. However, to prevent a bad, very bad roll from transforming the progress built to be able to throw all those dice to a miserable; you missed the target, each character has a personalized table called "Backup Plan" where you can store each failure (each bone) and it gives them an extra action every turn. The more bones, the stronger the actions. There are entire character builds based on the opportunity of failure, and that always makes the game exciting, no matter what. If you don't know it, try taking a look, maybe it could inspire a part of your system!
As a second suggestion. I have seen the die number range system in place similar to your example in a series of narrative games called; Spire's End. They are more game books in the form of decks of cards, rather than table top or roleplaying game, but there are some dice rolls with references to tables divided by range. Thematicity is everything since each encounter interacts differently with the same ranges. Characters have skill success ranges, monsters have skill success ranges, and sometimes scenarios themselves have this way of interacting. Spire's End is a small pearl, certainly a less complex inspiration but it could give you some keys to unlock a higher level of thinking regarding the interaction of the environment/weapons/skills/characters.
Keep up the good work, it's a pleasure to follow you!
See you soon and happy design!