May Patreon Q&A
ฝัง
- เผยแพร่เมื่อ 4 ต.ค. 2024
- Enjoy some design discussions about our new upcoming RPG.
The full Q&A was streamed live to our Patrons on May 30, 2024.
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Matt Colville? Never heard of him. I hope that guy ends up doing something with D&D in the future...
Have they stopped dnd product production?
I think I've done enough.
Hopefully you do whatever you want to do. Excited about the new game coming out, and also delighted to see MCDM products hitting D&D Beyond. Even if it's just those two books, it shows (along with the other 3rd party content hitting the store) that D&D is more than just whatever rules are "handed down from on high".
@@mcolville thanks for the out-loud guffaw. 😂
Woosh@@PyrotechNick77
"Tacticians can use two kits at once" is a super slick idea. 10/10, really like that! It really sells the idea of the weapon-master martial expert fantasy.
It also got me to thinking: How tied to your Kit are you? Do you pick one at character creation and you're locked in? Or, between adventures, assuming you can afford it, could you acquire a new kit? Could you keep a closet full of kits and pick which one you bring with you on a particular adventure?
They mentioned this in a previous video. You can switch kits during rests, but rests are not just sleeping for a few hours and more go back to base, repair stuff, buy new gear, spend a few days.
Great! Thanks for filling me in 😀
Crit on double tens returns the joyus "natural 20" :D
Although it's relatively rarer, so even more joyous 😉🎉
1/100 vs 1/20. One is 5 times rarer than the other
Oh yeah 1/100 it will never happen :s did the team say anything on that ?
@@tyber_roman313 The easy fix to this is to make it so that you crit when both dice are 9+ which means it's 2/10 x 2/10 = 4/100 = 1/25 which is much closer to, but slightly rarer than, the natural 20.
😄Djordi's lived experience is basically mine as well, probably why I enjoy "Stranger Things" so much. Riding bikes 'til dark, Axis and Allies, Risk, tabletop Battletech, and AD&D starting in the 80's through the 90's!
DOUBLE ZEROES, baybee!
Djordi's knowledge, history, and innate design sensibilities, as well as his unique ability to map the *most devious* route from Point A to Point Z within the constraints of a ruleset is among the highest caliber of any game designer that I have ever known. His presence is quite literally a force multiplier for any gaming development team, in any medium, that is lucky enough to have him.
Thanks for sharing these Q&As with those of us not in the Patreon!
Excited to have Djordi on the team, and the progress that everyone is making is already apparent. So looking forward to, as Dael so aptly said, playing every single character possible in the game!
I hope the MCDM corebook contains a straightforward breakdown of the probabilities involved in the triangular 2d10 distribution and how modifiers change those probabilities. I'm sure the design team has used that information to guide the design. It's equally important to GMs running the game.
theres websites to show dice probabilities!
A Magic Pudding reference? You love to see it! Great Q&A, team!
Is this the Djordi from the "my friend Djordi" stories Djordi? Or is this an unrelated (yet presumably equally awesome) Djordi?
Same one!
This IS that Djordi! The djordi who ran 4E for us and when we fought a Gelatinous Cube in a Kobold Warren, and the Kobolds had TRAINED the Gelatinous Cubes to open a hole in themselves so the Kobolds could throw a spear on a chain at us, skewer a PC, then pull them INTO the Gelatinous Cube!
Grow stronger!
Awesome! Glad to hear about having a lot of choices
Loved the different Tactician subclasses and combining kits. :D
It's awesome when certain class features break a rule.
I love ALL MCDM videos!!!! ❤
I like the idea of the Stormwight basically being Beorn for different animals
I really liked this format, Djordi shared excellent insights, James's enthusiastic expertise shone as strongly as ever, and Matt - through the aether - asked some brilliant questions. Fantastic discussion, very well mediated by Dael :)
Ooh, great Q&A! Love to see the new faces. Can’t wait for the next one!
SOOOO excited for this :) I have really been enjoying The Talent, and can't wait for the full game!!!!!!
Exciting stuff!!!
Lost opportunity for "double-o crit" with the d10.
When you roll double zeros you can yell out “buck shot”
Army of bears! Yesssss That's gonna be a sick warfare session
I feel like rolling any dice other than a d6 feels more exotic or exciting for the normies
So question, can totally understand the power roll going from d6’s to d10’s for mechanical/rules reasons, but d10’s have always been awkward dice to roll (not as bad as d4’s, but they feel “clunkier” than d6’s, d8’s, d12’s, and d20’s). May be worth polling the experience of rolling nothing but d10’s with your play testers.
Also, am I missing something regarding crits? Is it really when you roll x2 tens? Because a crit on a d20 is a 1/20 chance, and it would have been a 1/36 chance on a pair of d6’s by rolling box cars. But “Double Zero’s” on a pair of d10’s is a 1/100 chance. Feels like crits would be suuuper rare.
Currently you score a crit by rolling a 19 or 20 (9+10, 10+9, or 10+10). So a 3% chance of rolling a crit which is less than on a d20, but crits in this game are stronger
@@CeaneCilias Ah, that makes more sense. 3% chance is significantly better odds (and closer to a d20 5%) than 1%. Thanks for the update.
I, and some of the design team I believe, picked up a set of d20's that are labeled 1-10 twice. Gives you the nice rolling of a d20, but d10 results.
@@john_champion ooh, that's a great idea. Thanks for sharing.
There have been RPGs that use nothing but d10's for decades. I don't remember anyone ever complaining about how they "felt"
I have placed 100% faith in this project. But I have NEVER felt it to be comfortable to roll a d10. That is the most jarring part to me, as its seems to be with the rest of the people in this comment section. Of course, I and many others here are also not on the Patreon, and thus have seen less of the game. I am placing my trust in the playtesters, because if they think the 2d10 system works and feels good, hopefully so will I.
I picked up a set of d20's that are labeled 1-10 twice. Get the nice rolling of a d20, but d10 results.
You mean, it's physically uncomfortable to roll that shaped polyhedron? How so?
I’m so excited to play this game!
Just say an extended “oo” when you roll double zeros. Ooooooo
Does that mean one could play a Conduit of War and Peace?
How did Dael have a sister who just learned to play?
so hype.
A common gripe I see in the ttrpg community is the way the mechanics of some ttrpgs encourage the attack is the best form of defence idea. This in turn encourages character builds that do big damage early and reduced the game to a sprint to the finsh. Aspects of the game, like action economy becomes something if you choose an action while being aware of it makes what you do more effective but isn't that meta gaming? This may be on purpose in some games, which seemed to be born out in the comments about the conduit healing AND doing cool stuff like summoning lightning. Feedback has shown game devs that this style of play is what the players want. Djordi's (no shade meant hopefully just constructive criticism) comments about giving advice to the dm about how to run an encounter with a high damage dealing group make me concerned that the emphasis will be put in the director rather than yourselves to make the game tactical. I love tactical games and am so excited for this game, I'm hoping that the best tactics wont be just do as much damage as possible early.
You've got a bit of a run on comment, so I don't know how well I can respond to any particular point. But in general, MCDM is well aware that "deal as much damage as early as possible" is not tactical. And they are constantly talking about making the game tactical, so I'm not sure where your concern about that burden being on the Director comes from.
I'd love to respond to your meta gaming concern in particular, but I can't figure out what you're referring to as possible meta gaming.
Basically the action econony issue you're referring to comes down to a simple conclusion.
If dealing damage is the best way to resolve an encounter, with "resolve" meaning "attain a state of inevitably in your victory", then that's what the game will devolve into.
However, "inevitability" can be achieved through things like winning a battle of attrition, preventing the enemy from mobilizing their forces, or manipulating the battlefield to ensure an objective is secure.
So if you can create classes and features capable of engaging with those "win conditions", enemies, environments, and encounter conditions that interact with those features, and provide guidance to Directors on building encounters with these factors in mind, you can get past the "damage solves" issue.
Please have a dedicated crowd controller in the system. It's something that really has been missing for a long time from games that focus only on dps, tanking, and healing. Old school EQ back in the day is a great example as some of its harder fights required people who could keep at bay a bunch of the adds and it was the threat of them losing control while the standard group of dps, tank, healer took them on little by little that gave a lot of excitement to a fight. Having such a class in the game allows for much larger fights that become increasingly more hectic if you have a party member dedicated to crowd management.
Love the video! Only note is the background music was a bit distracting.
Dark Tower electronic board game was the shit back in the day
I prefer "10s across the board" for a crit, but that's just me.
Can call the dice that always rolls lows "The Russian Die"
I think 1% chance of a crit is not meaningfully different than no chance of a crit. Bold design! But not one that would be very popular with the players. Or, frankly, the developers!
I think I'm causing confusion. I was just referencing James saying it's fun to say "Double zeroes!" Having crits is exciting! I've played crit-less systems, it's okay but not very dramatic to roll the maximum. I will say, MCDMRPG design is 10s across the board for me so far. Keep up the good work.
@@mcolvilleso to be clear is the crit going to be two 0s/10s or how exactly will the crit work with the new dice?
@@Mitchyzdaboss 19 or 20. So, a 9/10, 10/9 or 10/10. Which I think is a 3% chance? Slightly less than d20 Fantasy, but you do a lot more with a crit in this game.
It's beginning to sound to me that you have your classes and each class can pick from several different playbooks.
Frankly the level 1 spec is a good call ! I always enjoyed the fact that clerics chose their domain at level 1. It always felt weird waiting for level 3 in the other d&d classes to finally be yourself (as the character you were destined to be)
Yeah, it seems like 5e devs were torn between "levels 1 and 2 are the tutorial levels" and "It doesn't make sense for Clerics, Warlocks, and Sorcerers to have no indication where their power comes from"
Why is nobody talking about the mouth feel?
Mouth Feel is a level 4 Troubadour ability. They'll get to it soon.
31:26 can someone explain the oatmeal metaphor used here?
My assumption was that since oatmeal is bland and uninteresting, they're getting at the idea that an ability ought to have as much flavor and interest, and/or as much direct connection to the fantasy, as possible - as opposed to "this ability does 4 damage and slows you down a lot.. this other one does 6 damage and slows you down a little..." Instead they want something more along the lines of "Mind Sliver: This attack draws power from the Void to overwhelm the target's mind with thoughts of oblivion - do 4 damage and slow 2" and "Flame Kick: This attack forces raw, primal fire from the elemental planes into this realm, where it takes the form of a spinning kick at your target's ankles - do 6 damage and slow 1" My example is probably in keeping with how MCDM's RPG will word things, and it's all off the top of my head, but hopefully you get the idea :)
@@jamesripley8031You got it spot on, FYI. Except they want the powers to feel more different than that, so even the effects and mechanics of classes work different (or at least more different than DnD players are used to.
Oatmeal = Porridge
@@HarryH256Not quite but similar enough.
Matt Colville has in the past used oatmeal as an example of "a product that is for everyone". You might make a game that is not for everyone, that turns off certain potential customers. But that's okay, you can't please everyone, or you shouldn't want to. The only product that is for everyone is "oatmeal".
3:38 damn, damn, damn, damn
But great minds think alike ig, hell yeah
7:20 bruuuuuuuuuuhhhhhhhh
Loving it
Not sure how I feel about moving to 2d10. For one, it's awfully close to the d20 that they were trying to get away from. For another, it means that that the chance for a crit goes from 1/36 to 1/100. That's going to make crits really uncommon. Does that undermine the "cinematic" pillar?
Clarification: 2d10 has a different probability curve than 1d20, and crits occur on a nat 19 or 20
Your assuming quite a bit there.
The probability curve is different, is the main reason.
2d10 is incredibly different than 1d20, because instead of a swingy roll where every result is equal odds, middle results are far more likely than extremes.
Regards to crits, I bet "crit on double 10" doesn't stick around. 1/100 is way too infrequent.
Maybe crit on 2 of the same result? So rolling two 1s or two 10s results in a crit? Think the probability will work out to about 1/10 though so it might make crits way too common.
These inciting incidents sound cool, but overly specific. I don't think I've ever seen somebody use the random tables for character creation in 5e. And with mechanics attached, selection will be driven largely by those benefits. Or maybe I just play with too many optimizer types.
I will say, I've played a number of different systems and 5e is the hardest to learn of any of them. So anyone who's played 5e who's worried they will have trouble learning this one, you'll be fine. It's all in the presentation, and the 5e presentation is horrendously complicated.
A character should take no less than a week to make.
A character should take no less than a day to make, imo
@@Nova-jw6ju I was kidding of course. I was poking fun at myself. I really get into the weeds with my characters. My group also plays VTM and I have a blast with every minute detail.
@@johnmagowan6393 real and true! I just have a mind for these things so im able to do them basically on command. But my campaigns usually take months on end to even begin, so i usually have time to deeply characterize them anyway
The shift away from d6 is actually kinda disappointing to me. D6 are something EVERYONE has several of in their house. Meanwhile D10s are something only people who are already bought into the TTRPG space will have. As a DM whose playerbase is made up entirely of first time roleplayers I convince to try the hobby out, being able to equip 3-4 players with a Yahtzee box alone would've been really helpful (and d6 are something anyone who's ever played any board game is comfortable with and understands at a glance). I'd prefer 3d6 to 2d10 if you need bigger numbers (even if that would flatten the curve more)
I've noticed the a similar dice accessibility issue in Critical Role's Daggerheart (also currently in development) where every player is expected to have 2-3 d12s of different colors. Not ideal
They are trying to make the best game they can, not the most accessible game.
@@facelessone86doesn't matter if it's the best game in the world if its lack of accessibility turns newbies (especially newbie GMs!) away
This seems an imagined issue to me. D&D is incredibly popular, and uses several dice that virtually no one will have seen before if they aren't a nerd.
At the start, they were using custom symbol dice. Before the Power Roll, there were d4s and d8s involved. They are not designing around whether or not people are gonna have to buy dice. Already having the dice is not an expectation of MCDM, or Daggerheart, or D&D, or any other games I'm aware of. In fact, it's exactly the opposite: They expect you to buy dice if you don't have them.
@@voidsabre_ if getting a couple d10s to play a game(probably could come with the physical copy) will deter a new player, they probably aren't really that into the game in the first place.
d20->2d6->2d10->d20
I predict a change in the future! :D
Single dice rolls are bad, they have equal odds of any result; adding two die tend towards an average while still having a reasonable chance to roll an extreme result. Two die rolls are less swingy and facilitate game balance.
@@j0nasbs I agree, but 2d10 is a 5% chance on a different curve. The math part of the design is apparent here.
Not a critic, just an observation. James said that he struggled with a lot of different dice to get to 2d6. Not we are getting back to a d20.
@@Israelmadruga As I understood it, the issue with 2d6 was that it didn't leave enough room for scaling and bonuses to be added to the roll without making rolling moot, because the highest result became too likely while the lowest was almost impossible. I think they just wanted more space for character progression and situational bonuses.
They actually unanimously dislike a d20 because of the probability curve.
@@IsraelmadrugaPlease elaborate on "2d10 is a 5% chance on a different curve"
“Power creep is up to your discretion” doesn’t help or even answer the question
Would love to know where you pulled that supposed quote from.
Are you deliberately misrepresenting the part around 16:15?
Q: "I'm worried about my players getting too powerful with titles and it being hard to balance encounters."
A: "There are guidelines for how often to hand out titles, but we can't stop you from doing it differently. Do it how it works best for you."
Sounds like a totally reasonable answer. Definitely helps, definitely answers the question.
Woah 2d10 dice!?!? If only there was a way to have that many outcomes available in a single roll of a die! Lol kidding I'm excited 😂
You mean a d19? 🤓
Probability is different.