March Patreon Q&A
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- Опубліковано 6 тра 2024
- Enjoy some design discussions about our new upcoming RPG.
The full Q&A was streamed live to our Patrons on March 14, 2024.
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You know why I love not giving suggestions? Because James says things like "what if we had an Earthquake Fury" and Matt says "what if a Water Mage was about the philosophy of change, and not just cold damage".
You come up with enough A++ ideas I think!
YES!
"I wanna hear about kits"
When a mommy fox and a daddy fox...
Matt was exactly right when he said that people will obsess over the name because they can't play the game yet... I can't play! So I'm obsessed about the name! Graaaargh!
Graaaargh! is a good name for RPG.
@@janstefanisin320 it's got my vote
Is Dael part of the company or contracted to host these Q&As?
She is contracted to host the Q&As.
Cool. I didn't need to know, but this is the third one where I've seen her on the channel and just got curious haha.
I just heard the word "instantiated" yesterday and spent 30 minutes learning what it means. And now James hits me with it twice. Glad I came prepared.
I'm glad that MCDM is prioritizing keeping each class distinctive above multi-classing. Having each class have a unique resource means each one has a distinct mechanical flavor.
Dael Kingsmill sounds like a name that should be preceded with "Grand Moff".
And given how many Grand Moffs are male, I’d probably fear her the most
Only needs to be used when you're face-to-face, her online persona increases her approval rating in preparation for a Galactic Senator appointment.
Gives me more fantasy vibes than Star Wars, but now that you mention it that works too.
The way James explained challenging and severe tests reminds me of Forged in the Dark systems' Position and Effect.
Just the Position part, I think. Effects can vary based on the power roll
@@j0nasbs yeah it's neat to see how they built a system that solves the same problem but in a faster way for a game that involves a lot more dicerolling.
When Matt mentioned that the nature of the Water Elementalist is Change, I couldn't help but think of the Bruce Lee interview.
"When you put water into a cup, it becomes the cup. When you put water into a teapot, it becomes the teapot. Water can flow, water can crash... be like water."
Yeah I think I was mostly riffing on Water from the Legend of the Five Rings CCG, but 100% Lee's speech was in there somewhere.
@@mcolville The Greatest Story Ever Told.
so the kit multiclass is more like a "class dip" for flavor, got it
Feels kind of like a feat
@@garion046I'd agree with you if there weren't Titles, which are explicitly like Feats. Kits are more like... if your 5e Background gave you weapon and armor proficiencies, and the special ability was useful. And if you could switch it on a Long Rest.
20:33 My first thought is the Futurama episode where they accidentally release a swarm of nanobots who then evolve into dinosaurs and people and such.
The VTT looks good, I'm looking forward to playing on it.
this sparks joys
I LOVED the encounter spreadsheet idea!!
I like the design behind the Memonek. I think of organisms as being biological machines, but these are basically the epitome of biological machines. It fills the role of the "warforged" construct race without all the problems that being a robot brings to the table (such as the 'how does healing or breathing work on me' problem).
I love ALL MCDM videos!!!! ❤
This is great- the VTT in particular makes me incredibly excited to try out some highly technical encounters
How difficult will it be for your Director to upload their own homebrew tokens? It seems like a lot of work would go into adding token features and abilities to reach parity with what was shown here.
You must mean something other than what I am hearing when you say "tokens". To me, a token is just the image of a character/monster. In which case, if it isn't dead simple to add tokens, something must have gone horribly wrong.
But again, you (and the 8 likes you have atm) surely must mean more than that?
@@noahblack914Yeah they mean the full "Actor" (that's the term Foundry uses). The image with stats and powers and all that attached.
As hard as adding any other custom creature/person?
@@12thLevelSithLord Well, I've put together a handful of custom Foundry actors, and my best guess is that the MCDM VTT will be much easier than that. It's not like you're gonna have to program your custom token from scratch just bc the VTT looks really good.
"Giants in the lightning castle" brain begins frothing
Water could be also used to refract light, using drops of water in the air to create illusions or make the user invisible to the eye like a chameleon. And never forget fog:)
Neat!
Coolest water mage ever in a book, went into overdrive, when natural fog appeared. He suddenly watched the entire city at the same time
Interesting look at your development process.
Anybody have a link to that Talent guide James was talking about? 👀
I’ve been thinking about how tactical my group tries to be with 5e... I’m hoping we’ll love this game!
I'm really excited for a character creation that organically creates the group connection and character motivation for living this dangerous adventure life
Water to me feels like forced moment focused, mostly based off waterbenders in ATLA. Interesting to see what their take ends up being.
Awesome sauce!
Favors that your character owes to npcs could be a great way to ensure gms can incorporate the backstory into their world building.
Ahoy!
That VTT looks SICK!
Maybe Water and Ice should be part of the same. Steam as well. There are way more stuff you can do when you consider water in all his states.
Yes! There is much power in water. Think of bloodbending or those rad wood cutting machines that cut by forcing a high pressure stream of water through the wood.
You know, I *was* wondering what a Memonek was in the context of the size chart in the playtest documentation >:D
While I won’t be running campaigns with this system I’ll definitely be mixing it with most 4AD rules.
I would just need to make a monster generator and AI chart to have it flow properly
In terms of the power role tables taking up too much room. MCDM could just provide easily printable versions of them all. That’d be awesome.
Does anyone have a link to that Talent guide James was talking about?
I am so excited to play a Panther Shadow Memonek one day. Gonna go so fast, taking out enemies like clockwork.
a d36 exists can statisticaly represent 2d6. if the number of the categories of power rolls are standard this would be a great feature die
is the vtt included for people who purchased the booms or is it expected to not be included? Do you expect to make it a flat cost or a monthly membership purchase?
We don't know. We have ideas, but I don't want to get into them right now in case they end up wrong.
@@mcolville fair fair. Can’t wait to see what y’all come up with for the first backer kit packet later in the year!!
In real time, have y’all finished hiring up?
We have wrapped up the hiring process.
@@helloMCDM That's great! Looking forward to more content and the backer packets.
By being the Elementalist you can play a mage or a shaman Elementalist Same mechanics. different feel.
we all know the most powerful water ability is the waist high wave. how could fire, earth, or the void stand before my waist high wave
Cool knockback ability and VTT effect.
Question… the knockback can push them forward (for instance pull) in the VTT and your game then?
Just guessing, its probably situational. Some abilities let you move the target any direction, some can only push, some can only not pull, etc.
Wouldn't make much sense if the blast of force coming out of my hand somehow pushes you towards the blast. Unless its a gravity blast...
Yes I totally agree but the phrasing they were using was pushing/knockback but in the VTT, pulling was possible. Hence my question if this was the VTT limitation or their vision of the “knockback”.
Also pushing further on a higher success is not that useful. Add some prone, or other effect. Would be more fun (to me).
We have different keywords in the powers.... ie. Push, Slide, Pull to indicate which direction you can move the target.
@@jacquesm5013 Throwing someone further causes more damage if they hit anything.
To explain a bit more, the VTT doesn't *validate* your actions. Your character might only be able to move 5 squares per turn, and the vtt will show you that, but it won't stop you from moving 16 squares in a turn. That way you're less locked-in and are fighting the vtt less when you need to make an exception for some reason.
anything about another support play package?
12 seems kinda low chance for a crit. Interested to see how often it happens and how the game plays!
Statistically 2.78% probability of a crit vs 5% in with a single D20. It will be lower so crit need to mean more when they happen. I think there are too many crit rolled in 5e so I think it is a good outcome single games would still be prone to high variance (just like Catan) but over a campaign the results should average out
Now that we have switched to 2d10 we are still evaluating what makes a crit.
Is the game still using the 2d6 system? I thought i heard somewhere that it had to be changed to 2d8? I very well could be mixing up different games.
2d10. We needed the higher average to make banes and boons work. Among other reasons.
In the play test live stream on Matt's twitch this evening they were using 2d10, still in testing but the idea seems to be that bigger dice means the bonuses can progress more without invalidating the power roll.
I disgree about multiclassing in 5e. As someone who enjoys 3.5/pathfinder multiclassing, 4e/p2e multiclassing and 5e multiclassing, it is fundamentally an issue with the class structure, not the multiclassing rules. The multiclassing rules just act as a multiplier for the problem. The class structure in 5e is mediocre, and becomes downright awful the moment multiclassing of almost any form is introduced.
I randomly checked back in on the channel after a long time, just wondering... are you guys going to do a game of Dune again?
Would be nice. Though I think they do stuff on twitch now.
They are not planning on it as far as I know.
If all the rolls have pre-codified effects at each tier, how do you resolve improvised actions?
Right now, the tiers are always tied to the same target numbers, which would give the GM a good sense of what success/fail states entail (e.g., fail with a consequence, succeed with a bonus) when a player makes a skill test.
@@toohuman2 But you don't actually get a good sense, because their examples are all over the place. Sometimes tier I is a failure, sometimes it's a modest success. Sometimes you have incremental improvement from tier I > II > III. Sometimes tier I and II are both poor, but III is amazing.
Fine if you ONLY use predefined powers. But if you're improvising, then the effect at each tier is a wild guess on the part of the DM.
That works for narrative games but I thought that was not the vibe they were going for.
If you roll box cars, you go shit house. Love it.
Did I understand it correctly that there are essentially only 2 DCs, either “challenging” or “severe”? That seems like very low resolution.
Seems like a trade off, because you always know what tier you're in (those numbers are flat), and there are more varied levels of success than just a binary success/failure. You don't get the granularity of a lock that is DC 16 vs DC 17 to pick, but you get something that is imo more interesting - levels of success. And if it no longer makes sense for a 10th level character to make the same check they made at 1st, the GM can just declare the character is successful without a roll, because the only reason to make a test is if it is dramatically interesting.
A Memonek is a thing you use to help you remember something.
Third??
Isn’t there only 1 way to get 12 on 2d6?
Most players aren't interested in multi-classing? Boy, that's news to me. Maybe I just know a disproportionate number of min-maxers, but I usually get funny looks at the table if I *don't* multi-class...
Anyone have any idea when Backer Kit is going to take my money? Our dog has cancer, so money is tight.
Email hello@mcdm.shop and we'll be able to help you better. I'm sure we can work something out.