Been missing The Chain of Acheron…hope y’all come back soon
@richardred43963 күн бұрын
I don't see (without having playtested this) how gaining more power as the game/encounter goes, is not going to lead to the exact same issue of saving up the best stuff for later, just delayed. Instead of having it right away and not using it, you collect the stuff and have it later, and still don't use it. There's a "simple" (at least on paper aka "in my head") alternative and solution to all this. Could be done in different ways. Just gain your resource according to the difficulty of the encounter. Could be just flat 'gain 2 resource' or done in combination with the following: If the encounter is a final fight, or a tough one, introduce a line or scene or whichever way you want, which is supposed to generate morale, translated as gaining your resource for your encounter. Some kind of short motivational speech to give you goosebumps before the fight starts, done by the players. Could also be fun to have the speech be given by either random players, or in order, but only 1 person per 'big encounter', and depending on how good it was, the GM grants more morale, i.e. more resource for the fight. Alternatively, have equipment, or magic runes/artifacts/jewelery, that grants resource when starting an encounter that includes a boss/elite enemy or whatever type of more lethal enemy might be present. And as for the problem with keeping the resource anyway: Try to incentivize spending it. That could be done with the resource simply fading away, for example: Ferocity/Rage/etc. already sounds like the character will cool off eventually. So during combat, if an enemy is killed, gain a resource. If you do not kill an enemy within the next 2 rounds, lose 1 resource. Or alternatively if you don't deal dmg. Or maybe you need to be always close to enemies to keep it, and if you are not adjacent to enemies or in a certain range, it cools off. Or for every X movement actions you do, you lose resource, like if you don't attack after the second move action + ending your turn, you lose one resource. Etc. There's a million different ways. And that's pretty much how I want to bring different flavours into my classes as well. So many different playstyles can be supported. I have a weapon that allows you to, when spending a resource, forward any "unused" damage (as in, enemy has 6 hp, you deal 10 dmg, so 4 dmg is "wasted") to an enemy adjacent or closeby. Combine that with the skill of generating X resource on turn start for every enemy that is close by, and you have a combo-machine that is all offense and trying to be in the midst of enemies at all times.
@megan_alnico3 күн бұрын
So Passwall from early Bethesda games...
@bonzwah14 күн бұрын
lists of prewritten and broadly applicable motivations and pitfalls sound amazing. that would make randomly generating npc's really easy, and as is stated in this short, the players would also have a much easier time if they could fit npc's into certain categories.
@richardred43964 күн бұрын
I'd like to see/hear your take on, lending, stealing or copying ideas from already existing games, and how far one might go when doing so. I knowm there's nothing that hasn't already been thought about in one way or another, and maybe implemented as well. We stand on the shoulders of giants. And somehow, everyone gets influenced by something. But it is still fascinating to hear others give their point of view on these things. And how much do you want to rely on this for your new game for example.
@silmarian5 күн бұрын
Hey, could you link back to the original video please? I would love to watch the whole thing but don’t know which video it’s from.
@helloMCDM5 күн бұрын
Sorry, missed that link. Fixor'd
@NevTheDeranged5 күн бұрын
Are they real, or are they Memonek?
@IanPanth5 күн бұрын
Just say an extended “oo” when you roll double zeros. Ooooooo
@esequielsotelo7905 күн бұрын
I love how Matt signs off what would be the final episode of The Chain, what a ride 🖤 2:41:07
@lukerabon79256 күн бұрын
I like the idea of the Stormwight basically being Beorn for different animals
@coruscanta7 күн бұрын
I tried working on some homebrew “build your class” style stuff before and it’s real tough! So hats off to y’all for giving it another shot. Can’t wait to see how it turns out!
@Kakerate27 күн бұрын
15:29 SOOO not true
@KikoKay-Kay7 күн бұрын
BEAR MAFFIA! Need it now
@Cuix7 күн бұрын
When it comes to gaining more aspects at higher levels, what if one's fantasy really is super tied to a particular animal? Can one simply complexify/deepen the powers dealing with that animal, or must one utilize more forms/paths?
@Kakerate27 күн бұрын
So does every attack from the 2d6+2 hit? My suggestion would be doing things that fudge with the dice themselves, rather than the modifier. Rogue kit could be "3d6 drop the lowest" (higher average), fighter could be "2d6, less than 3 becomes a 3" (low variance, strong consistency), barbarian could be "1d6 x 2, on 6 add another d6" (high variance, lower average, highest topend)
@jojozxc12348 күн бұрын
Bearington is back!
@daddyuniverse78728 күн бұрын
Bars 👏
@toohuman28 күн бұрын
The class design looks phenomenal in this game. Keep up the good work!
@bigsarge20858 күн бұрын
King of the new RPG's!
@haywirewindgod8 күн бұрын
Oh man, my friend is going to be happy about that. His druid became king of the rats! Hopefully, while this sounds more of a druid barbarian, you'll have smaller critters available.
@Lord-Professor8 күн бұрын
I was just thinking to myself "would this let my Fury be a Rat King?"" Now I'm wondering what other animals would be unorthodox but make sense. Would it make sense for a shining armor stormwight to be a Horse-King? A farmer turned fury known only as the Hog-Lord? A bastard noblewoman who abandoned a shot at the crown because she's also Queen of the Bees?
@BasementMinions8 күн бұрын
KING OF THE BEARS
@peterlaws4448 күн бұрын
3e surely proved people will happily build characters from the smallest component parts
@Pit_Wizard8 күн бұрын
I'm sorry, did you say "hole"? I'm in.
@frognyanya8 күн бұрын
so...how is it used in combat
@DemiFly876 күн бұрын
if your in a multistory building you can drop someone down from one floor to another
@TMKing_MS8 күн бұрын
This is a cool concept, but this ability, along with any other ability that allows you to traverse levels within a dungeon with needed to see the destination, is to ensure that, as a Director, you are prepared to either set limits on the ability to prevent circumventing prepared material, or at least create dungeons that requires the use of this feature as a direct mechanic of the dungeon.
@orranrobb86478 күн бұрын
You're totally right, this would be the most banned ability in any RPG. Imagine trying to write a session when literally any physical barrier can be bypassed for free.
@peppa44125 күн бұрын
? Or you can just use "skipped" prepared materials later, or edit your dungeon for them to encounter what you prepared anyway (but trick them into thinking they actually skipped a level something). It's also a dirt or stone wall, so any other material will prevent passing through every floor, straight to the bottom. Also, they's still have to know where their destination exists in the 3 dimensional space otherwise they could "skip" their destination entirely and have to get back all up. It's just adding 1 direction of travel. If they have actually made all the effort and research to figure out exact route to their goal using this ability, then that's good for them.
@TMKing_MS5 күн бұрын
@@peppa4412 Thanks for using a lonhwinded expansion on what I said in my original comment. This ability requires more work from the GM.
@peppa44125 күн бұрын
@@TMKing_MS hmm, I guess that is true. For me it's just harder to stick to the concrete setup maps and plans and that feels like more works to me.
@TMKing_MS5 күн бұрын
@@peppa4412 It's not bad. It just requires more work.
@QuirkyEclipse8 күн бұрын
Your mom has an evolving hole!
@redundantbadger9 күн бұрын
Great video thanks for uploading
@ashtongaskill39809 күн бұрын
Keep rockin' you cool people
@empatheticrambo48909 күн бұрын
This is exactly the kind of design that has me super excited for this game
@Lord-Professor9 күн бұрын
Blimey!
@danniemiesse46439 күн бұрын
As someone who loves the puzzle of character creation; I'm looking forward to finding all new ways to make pieces fit together differently in the MCDM system. Panther caster here I come!
@bigsarge20859 күн бұрын
Good ol' holes.
@MrocnyZbik9 күн бұрын
- Have you seen the MCDM Rpg? - Pretty sure it fell in the hole. - What hole... OH MY GOD!
@CJVale9 күн бұрын
Am I the only one who immediately thought of using it to make a Team Rocket style pit trap?
@KikoKay-Kay9 күн бұрын
I always felt that it's the designer's role to make something easy to digest, no matter how complex. If you made something reeaaally cool but incomprehensible then you failed as a dev. Onboarding and tutorialization is part of the directive and shouldn't ever be an after thought. As an example, Final Fantasy 14 is incredible at this. Most of the FF14 bosses are very complex and baffling. But the way they are structured is almost like a test. The first 1-2 minutes are slow and not punishing. It onboards you to the fight, while giving you time to recover and think. Then slowly it ramps up. It starts varying the attacks, and comboing them. Then in the third part it speeds up as a test of your skill, with the occasional rug pull to spice things up.
@toohuman210 күн бұрын
So cool!
@mcolville10 күн бұрын
Back when we thought there might be a "weaponmaster" Tactician subclass, I suggested they could use two kits. But we couldn't think of any other cool stuff for the Weaponmaster, as our game isn't really about weapons. It was James who suggested, "maybe there is no Weaponmaster. ALL tacticians are weaponmasters, and they all get to choose two kits?" Which was immediately, obviously brilliant.
@LoneWeasel6 күн бұрын
Wow! A minor KZread celebrity in the wild!
@BasementMinions10 күн бұрын
That's super cool!
@DraxiusII10 күн бұрын
Fantastic way to have the design convey a weapon master. All aboard the hype train!
@lokinallan930710 күн бұрын
I wonder if, perhaps, building a god-relationship would fit better in the character background/inciting incident customization section, rather than the main class-building section: the relationship with one's god/patron is inherently tied to the character's backstory.
@AlexPBenton10 күн бұрын
I love unique and high-fantasy ancestries. Dwarves and elves are cool, but they’re all done to death. I love when a world is unique in its interpretation of classic fantasy tropes, like the dwarves from MonsterGarden, or these M…ma…muh,.. robots
@kuldahar4410 күн бұрын
I'm really hoping the conduit can take some inspiration from 4E invoker and less generic cleric. Can't wait to see it!
@maggiemiller317411 күн бұрын
I love how y'all handle development 💙
@mcolville11 күн бұрын
How to make a priest, step one: BUILD A GOD!
@ashtongaskill398011 күн бұрын
Always so cool to hear what you've tried and to peak behind the curtain like this. Love the philosophy you work under.
@bigsarge208511 күн бұрын
GO FOR IT
@ThePromesian11 күн бұрын
Coming from Pf1e and pf2e I personally love getting to choose options for my characters. My fav class is Oracle from pf1e thats basically just a buffet of choices!
@noahblack91411 күн бұрын
I'm so intrigued by the dual subclass idea. I hope it survives contact with the testers
@AwesomeWookiee11 күн бұрын
The flavour event horizon of being a War & Fate Conduit, whose Deity could be about Justice/Punishment OR about the supremacy of Empire OR about pruning the Time Stream is just crazy. So many possibilities.
@wakeful171011 күн бұрын
666 thumbs up! Careful we might summon an illrigger!
Пікірлер
Been missing The Chain of Acheron…hope y’all come back soon
I don't see (without having playtested this) how gaining more power as the game/encounter goes, is not going to lead to the exact same issue of saving up the best stuff for later, just delayed. Instead of having it right away and not using it, you collect the stuff and have it later, and still don't use it. There's a "simple" (at least on paper aka "in my head") alternative and solution to all this. Could be done in different ways. Just gain your resource according to the difficulty of the encounter. Could be just flat 'gain 2 resource' or done in combination with the following: If the encounter is a final fight, or a tough one, introduce a line or scene or whichever way you want, which is supposed to generate morale, translated as gaining your resource for your encounter. Some kind of short motivational speech to give you goosebumps before the fight starts, done by the players. Could also be fun to have the speech be given by either random players, or in order, but only 1 person per 'big encounter', and depending on how good it was, the GM grants more morale, i.e. more resource for the fight. Alternatively, have equipment, or magic runes/artifacts/jewelery, that grants resource when starting an encounter that includes a boss/elite enemy or whatever type of more lethal enemy might be present. And as for the problem with keeping the resource anyway: Try to incentivize spending it. That could be done with the resource simply fading away, for example: Ferocity/Rage/etc. already sounds like the character will cool off eventually. So during combat, if an enemy is killed, gain a resource. If you do not kill an enemy within the next 2 rounds, lose 1 resource. Or alternatively if you don't deal dmg. Or maybe you need to be always close to enemies to keep it, and if you are not adjacent to enemies or in a certain range, it cools off. Or for every X movement actions you do, you lose resource, like if you don't attack after the second move action + ending your turn, you lose one resource. Etc. There's a million different ways. And that's pretty much how I want to bring different flavours into my classes as well. So many different playstyles can be supported. I have a weapon that allows you to, when spending a resource, forward any "unused" damage (as in, enemy has 6 hp, you deal 10 dmg, so 4 dmg is "wasted") to an enemy adjacent or closeby. Combine that with the skill of generating X resource on turn start for every enemy that is close by, and you have a combo-machine that is all offense and trying to be in the midst of enemies at all times.
So Passwall from early Bethesda games...
lists of prewritten and broadly applicable motivations and pitfalls sound amazing. that would make randomly generating npc's really easy, and as is stated in this short, the players would also have a much easier time if they could fit npc's into certain categories.
I'd like to see/hear your take on, lending, stealing or copying ideas from already existing games, and how far one might go when doing so. I knowm there's nothing that hasn't already been thought about in one way or another, and maybe implemented as well. We stand on the shoulders of giants. And somehow, everyone gets influenced by something. But it is still fascinating to hear others give their point of view on these things. And how much do you want to rely on this for your new game for example.
Hey, could you link back to the original video please? I would love to watch the whole thing but don’t know which video it’s from.
Sorry, missed that link. Fixor'd
Are they real, or are they Memonek?
Just say an extended “oo” when you roll double zeros. Ooooooo
I love how Matt signs off what would be the final episode of The Chain, what a ride 🖤 2:41:07
I like the idea of the Stormwight basically being Beorn for different animals
I tried working on some homebrew “build your class” style stuff before and it’s real tough! So hats off to y’all for giving it another shot. Can’t wait to see how it turns out!
15:29 SOOO not true
BEAR MAFFIA! Need it now
When it comes to gaining more aspects at higher levels, what if one's fantasy really is super tied to a particular animal? Can one simply complexify/deepen the powers dealing with that animal, or must one utilize more forms/paths?
So does every attack from the 2d6+2 hit? My suggestion would be doing things that fudge with the dice themselves, rather than the modifier. Rogue kit could be "3d6 drop the lowest" (higher average), fighter could be "2d6, less than 3 becomes a 3" (low variance, strong consistency), barbarian could be "1d6 x 2, on 6 add another d6" (high variance, lower average, highest topend)
Bearington is back!
Bars 👏
The class design looks phenomenal in this game. Keep up the good work!
King of the new RPG's!
Oh man, my friend is going to be happy about that. His druid became king of the rats! Hopefully, while this sounds more of a druid barbarian, you'll have smaller critters available.
I was just thinking to myself "would this let my Fury be a Rat King?"" Now I'm wondering what other animals would be unorthodox but make sense. Would it make sense for a shining armor stormwight to be a Horse-King? A farmer turned fury known only as the Hog-Lord? A bastard noblewoman who abandoned a shot at the crown because she's also Queen of the Bees?
KING OF THE BEARS
3e surely proved people will happily build characters from the smallest component parts
I'm sorry, did you say "hole"? I'm in.
so...how is it used in combat
if your in a multistory building you can drop someone down from one floor to another
This is a cool concept, but this ability, along with any other ability that allows you to traverse levels within a dungeon with needed to see the destination, is to ensure that, as a Director, you are prepared to either set limits on the ability to prevent circumventing prepared material, or at least create dungeons that requires the use of this feature as a direct mechanic of the dungeon.
You're totally right, this would be the most banned ability in any RPG. Imagine trying to write a session when literally any physical barrier can be bypassed for free.
? Or you can just use "skipped" prepared materials later, or edit your dungeon for them to encounter what you prepared anyway (but trick them into thinking they actually skipped a level something). It's also a dirt or stone wall, so any other material will prevent passing through every floor, straight to the bottom. Also, they's still have to know where their destination exists in the 3 dimensional space otherwise they could "skip" their destination entirely and have to get back all up. It's just adding 1 direction of travel. If they have actually made all the effort and research to figure out exact route to their goal using this ability, then that's good for them.
@@peppa4412 Thanks for using a lonhwinded expansion on what I said in my original comment. This ability requires more work from the GM.
@@TMKing_MS hmm, I guess that is true. For me it's just harder to stick to the concrete setup maps and plans and that feels like more works to me.
@@peppa4412 It's not bad. It just requires more work.
Your mom has an evolving hole!
Great video thanks for uploading
Keep rockin' you cool people
This is exactly the kind of design that has me super excited for this game
Blimey!
As someone who loves the puzzle of character creation; I'm looking forward to finding all new ways to make pieces fit together differently in the MCDM system. Panther caster here I come!
Good ol' holes.
- Have you seen the MCDM Rpg? - Pretty sure it fell in the hole. - What hole... OH MY GOD!
Am I the only one who immediately thought of using it to make a Team Rocket style pit trap?
I always felt that it's the designer's role to make something easy to digest, no matter how complex. If you made something reeaaally cool but incomprehensible then you failed as a dev. Onboarding and tutorialization is part of the directive and shouldn't ever be an after thought. As an example, Final Fantasy 14 is incredible at this. Most of the FF14 bosses are very complex and baffling. But the way they are structured is almost like a test. The first 1-2 minutes are slow and not punishing. It onboards you to the fight, while giving you time to recover and think. Then slowly it ramps up. It starts varying the attacks, and comboing them. Then in the third part it speeds up as a test of your skill, with the occasional rug pull to spice things up.
So cool!
Back when we thought there might be a "weaponmaster" Tactician subclass, I suggested they could use two kits. But we couldn't think of any other cool stuff for the Weaponmaster, as our game isn't really about weapons. It was James who suggested, "maybe there is no Weaponmaster. ALL tacticians are weaponmasters, and they all get to choose two kits?" Which was immediately, obviously brilliant.
Wow! A minor KZread celebrity in the wild!
That's super cool!
Fantastic way to have the design convey a weapon master. All aboard the hype train!
I wonder if, perhaps, building a god-relationship would fit better in the character background/inciting incident customization section, rather than the main class-building section: the relationship with one's god/patron is inherently tied to the character's backstory.
I love unique and high-fantasy ancestries. Dwarves and elves are cool, but they’re all done to death. I love when a world is unique in its interpretation of classic fantasy tropes, like the dwarves from MonsterGarden, or these M…ma…muh,.. robots
I'm really hoping the conduit can take some inspiration from 4E invoker and less generic cleric. Can't wait to see it!
I love how y'all handle development 💙
How to make a priest, step one: BUILD A GOD!
Always so cool to hear what you've tried and to peak behind the curtain like this. Love the philosophy you work under.
GO FOR IT
Coming from Pf1e and pf2e I personally love getting to choose options for my characters. My fav class is Oracle from pf1e thats basically just a buffet of choices!
I'm so intrigued by the dual subclass idea. I hope it survives contact with the testers
The flavour event horizon of being a War & Fate Conduit, whose Deity could be about Justice/Punishment OR about the supremacy of Empire OR about pruning the Time Stream is just crazy. So many possibilities.
666 thumbs up! Careful we might summon an illrigger!