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Classes

🕑 Added 2023-03-21 19:36:30 +0000 UTC
Classes

Comments

BrokenSes

I can't help but read these and be inspired to have an idea that I'm enthusiastic to share and also think would really work in the game. I've seen Matt and James talk about not sharing ideas as they are worried about fans claiming that the idea was stolen and locking them out of that design option if they like it. But I'm here with ideas feeling like I'm gonna explode.

BrokenSes

I was coming to comment something similar.

JB I

love the post, I would also just like to request a ranged combat class (bows. slings, etc)

Darthwest

I love the flavor of the Illrigger and I'm disappointed not to see it in the list! Are you planning to develop it later or is it being expanded into The Censor?

daniel briscoe

Love these Ideas! However, I gotta say, I'm not a fan of there not being a non-magical rouge option right now. Playing a resourceful thief is fun!

The Victor Nation

I think they do that pretty well here, no?

CharismaSAVE

The summoner or elementalist who summons One Big Dude is something I'd love to play and seems to be missing from most systems. It's the archetype of the summoner from Final Fantasy, commanding a power they can barely control or understand at first.

gm_naahz

I'm still of a mind that until you come up with a story and vibe of your setting coming up with new names for D&D classes will make this just feel like a D&D clone rather than something new and different.

The Wizard Gravy

I love to imagine a censor that is somehow able to switch between specialties between adventures. Like you’re out of luck if you choose demons and aren’t fighting any right now, but if you expect to be fighting demons you can be blessed or warded in such a way to counteract them, a process that you have to do somewhere specific like a temple, and it takes a long time so you can’t just hop over and switch every time you expect to fight something else, y’know?

Matthew Van Ginneken

I wonder if there is an option between Classes and Ala Carte abilities. I just backed Shadowdark on Kickstarter, and they talk about having random abilities when you level up. I'm not sure this is something MCDM wants or needs but it was definitely an interesting approach which I am looking forward to see implemented.

Josh Chunick

I read the Censor, at first, as Censure. Wouldn't it be more appropriate as Censure? There's also Censer which is a vessel that holds burning incense in the catholic religion. It sounds like Censor, but isn't spelled like it so the implication is still there, but also has that religious connotation and is nicely associated with a vessel which can also mean someone who contains or holds something such as divine power.

Edward Bennigsen

Yes, very much so. It's a great idea. It reminds me of Root in some ways, where each faction has their own resource management game to play.

Rogar Ravenhair

The censor seems to have the same problem as the 5e ranger. If your main ability is based on fighting one kind of enemy, you're only gonna feel cool when that enemy is there. I think it would work as a separate class ,The Monster Hunter, seems apt. You’d need to be able to change your “favored enemy” so to speak. Maybe during a rest or something you could choose to spend time researching the type of enemy you think you’ll be fighting. But to know what kind of enemy you may face, you’d need to have cool abilities that let you scan the area for clues, as to what type of enemy lurks in the cave beyond , or whatever.

blackgarlic

Really looking forward to The Shadow. I like the idea of a Rogue that uses magic to be particularly deadly in combat. While the Assassin subclass in 5e was neat on paper, most parties in most campaigns I don't think are super keen on kicking back to let you assume someone else's identity and have you work out some brilliant 7 day+ long plan. And while Assassinate was a cool feature, outside of that, you were mostly just doing sneak attack every round. I do like the idea of something like 4e where you place seals on enemies and they let you deal additional damage or put some kind of effect on them, but whatever you end up doing, I'll be glad to see it!

Ian Cannon

Thank you for the write up as always, interesting to read even if everything is subject to change. I love the idea of the Null as described, really interesting concept.

Daniel Clements

I've been thinking about a unique resource for every class (inspired by Diablo in my case) for my own system. These seem like really cool ideas for how each class uses and gains their resources in different ways

Jakob Cushing

I have a friend who has been wanting to play a necromancer properly since diablo 3. Hard to find any games or dnd homebrews that do this and aren't sort of lame or busted. If MCDM can do this fantasy as good as you guys did the beastheart I know there will be at least 2 people having a blast at my table.

Joaquin Sanchez

lots of interesting ideas... the concept of having a "resource" per each class intrigues me. As a fan of boardgames (specially euro types) it gets me excited.

Quantum-Mechanic

The censor? It is literally taking the core mechanic from the illrigger.

lone-rev

I hope a late game shadow will be able to invoke "The Vile Form"

ArtfulTarrasque

I’m really enjoying this look into the MCDM design process. These initial class concepts all sound very exciting, and I look forward to seeing how they evolve over the course of development🥰

MCDM Productions

I think that's an origin story, in this game. "How did you become a legendary thief?" A 1st level character is, we think, already famous in our game. Maybe only locally famous, maybe only famous to their clan or town or tribe. This isn't a Zero To Hero game, we don't think.

Francesco Passero

Or maybe they could give us a clear template on how to reflavour the mech in a low tech setting. An equivalent of a mech in pure fantasy could be a golem, a dwarven machine powered by runes and crystals...and maybe a captured soul! Even though I have no problems whatsoever with the high-tech mech myself. As for the Operator outside of the mech, they could still maybe have reverse-engineered part of the "tech" and applied it onto themselves. I don't love MCU examples, but think of Tony's watch that becomes an Iron Man gauntlet. Not really a full suit, buuut it blasts!

Josh Rodell

I wonder if an explicitly magical shadow will scratch everyone's itch for sneaker. I love the Corvo vibes it gives me, but the archetype of the simple thief who never thought stealing that necklace would get them involved in all this is a pretty strong one.

Chris Dowdell

This is first time I could imagine myself playing each class. Usually, I had a few favorite in DnD I'd cling to, but here, I like them all. Two things. Please, give the Mage a cooler title, like the other classes. Second, give that mech driver the ability to be awesome outside of the suit. Then, I can get more behind inserting it in a swords and sorcery type of fantasy game. But, hey. That's just my two pence.

Jaycey

Not going to lie I was hoping to see a Illrigger class for this game

Kerfliggle

I’m super curious to see how you build out the Shadow, especially since you seem to be leaning towards making them explicitly supernatural. I wonder how one might mechanically delineate between the skills needed for a more socially-focused grifter type (a la Leverage) vs. a Sam Fisher or Dishonored style infiltrator or cat burglar. Would a spy use the same skill to maintain their cover as a thief would to stay unseen by guards? One of my favorite gimmicks of these types of characters is the ability to stare your mark right in the face without them knowing who you really are, and I’m curious how the Shadow might play out that sort of direct subterfuge…

Matthew Edon

Dwarven Magma Diver. That's possibly the tightest shit I've ever heard

Grant

Very fun read. I could instantly visualize each character I would want to play from Matt's class descriptions (first dibs on The Operator). I really love the idea of combining board game like resource management and RPG elements together. I hope that sticks around!

tupalev

I really, really enjoyed this article. The classes are super exciting, even in theoretical forms, and the whole vibe really is like some of the best running the game videos. These articles are a fascinating look behind the game design curtain - hook them to my veins and keep ‘em coming please. Cheers.

RuneWave

Your segment about the Summoner really opened my eyes about how a 5e summoner class would work. MCDM’s minions have worked really well in my game so turning that mechanic into a summoner class shouldn’t be that difficult to be honest so that’s probably going to be the next thing I throw myself at 😄

Reformed Hillbilly

Even though I knew all of this from watching the live streams, I wanted to say how much I really appreciate the time and effort put into making these posts. It is pretty incredible that we get this deep look into the entire process of designing a game from scratch.

Viridian

I really like the idea of each class being its own thing. Generic classes aren't very fun. That being said, there is a danger in specialization in that certain archetypes could easily be looked over. I don't think every fighter needs to be the tactition, there is certainly a place for a character who isn't a 'leader' but a pure killing machine. I also like the idea of a 'weaponmaster' type. Someone who specializes in just one weapon that they master completly. like a kensei.

MCDM Productions

Now you know how we think!

JJGYET

Reading this solved an Issue I was having with a game design of my own's classes. Namely: There is no reason my fantasy world cannot have a mech in it. So thanks for that.

Cyrus Mach

the Troubadour, despite being nothing but a name excites me heavily

Storm Haven

The idea of Monks or similarly unarmed and armored fighters who are explicitly anti magic is so cool. I love the idea of every class having its own resource, and now my homebrew mind is racing about a new system using 5e while I wait for this game to launch h

Richard Miller

The Operator doesn't really grab me, but I think every game should have room for a tool monkey. Maybe you can build a subclass with combat effectiveness from widgets and whatsits that aren't hardsuits.

MCDM Productions

That's a good question! I dunno! Maybe something we haven't seen yet...

Aphrodyte

More along the lines of becoming his own 'element'. So instead of fighting styles it is elemental styles designed to absorb energy magic types. I like the idea of them being weak against the opposing magic types. summoning opposes healing, power opposes magic and maybe even find some way to implement that within the classes that use those magic types. So a summoner is more powerful against a healer but is also more susceptible to that magic type. As so is the Null. The goal of all Nulls is to achieve a zero balance of magic in the universe by absorbing it all.

Aphrodyte

I assume there will be rules to prevent "stacking" debuffs that contradict each other. Such has 2 different players "marking " the same person and would be treated as an 'either or' and instead there will by synergy skills like Tactician marks an enemy. If the Shadow attacks a marked enemy they do more damage, etc. This was one of the great things about 4th Ed I thought where skills were synergized with classes so one could take advantage of other "debuffs' from other characters.

Alex Bogart

I'm really inspired by the Censor class. I can almost imagine a skill tree of seals that you're free to mix and match into. I think some of my interest would be in playing an all-around Censor; banishing ghosts and demons and evil! But also specifically as a Dragon Slayer or an Exorcist- where I've used all my levels to be really good against one type of thing.

Skyao

Which one of these would Elric be?

Cogspace

The Null is such a cool concept. A monk that at max level basically achieves enlightenment and transcends physical reality? Incredibly cool stuff. Thanks for sharing these tidbits! I remain very optimistic about the future of this game.

Tim Smith

I cannot wait for the summoner. Not enough games have a class like this and they can be really fun to play.

BronzeDionysus

ALL OF THESE SEEM DOPE! The Tactitian evokes the person who has lived through battles and has the scars to prove it. The aged knight, whose best days might be behind them but can lead others into the breech with valor and grace. This is the person who stands beside the monarch when the gates have failed and all that remains is them and their sword. They're the Captain of the Black Company.

Francesco Passero

"It is not magic, but purity of will!" - Anti Mage I'm in love with the concept of tying a bit of magic interaction into classes like the Shadow and the Null. The latter sounds like a blast, mechanically! That said, the "monk" archetipe is often very lacking in charisma, in and out of game. They would usually be a character that lives outside of society, that uses little to none "cool" equipment: roleplaying can get restrictive, and the power fantasy might get dull. I think it's only right to introduce more flair into the Null, interpreting them from a new angle, and hopefully giving it more flavour than the lackluster 5e one. Curious of what you'll do with a druid-ish class!

Anne Tracy

These class concepts sound solid! It's fantastic to see the process

Richard Neve

I would love to read your book on game design first principles and take that class. Do you have any favorite game design books?

Dor Edras

I suspect art will solve for a lot of this. 'The Null' is *maybe* the most opaque at first glance just based on the name, but as soon as you see the art for the Null you're going to know exactly what this dude is all about.

Erik

I could maybe even see having the effects reversed. Law generating “Judgements” and chaos generating “mercies” or something to that effect. So it’d tie thematically to the conduit but still be clear that’s it’s a different beast.

Timothy Baim

I really like your insights here! I feel like a lot of games are soafraid to even try balance stuff like operators and summoners, that they miss out on a very compelling fantasy. It heartens me to see this sort of aknowledgement in the value of it. I also love how your posts reiterate and reinforce your stated conviction in making things COOL. No more generic fighters! We have battlefield experts and strategists and commanders. I feel like those sorts of rules can really enforce a character fantasy that can help players build out with identity and gives a better focus to ideas past just generic roles!

Joe Auerbach

Great update! I'm really excited to see these classes come together

Ormus Erebus

I really do hope that you design plenty of classes so I can pick and choose which ones fit my fantasy game! Always disliked the idea of needing to support every single class that 5E churned out.

Roman Penna

I am very excited to test these classes when they eventually appear. I cannot wait to play some of these classes, cause they're all super cool. Fits my flavor and fantasy perfectly. I know it will be a while, but thank you for sharing. Makes me more excited.

Brian Diehl

Thanks for the update Matt! This just makes me this much more stoked for this game. Love these evocative classes, and can easily see how these will squeeze into my setting and game.

Ryan Rieder

I am legit in love with The Operator concept just from that one picture

Nathan Peacock

Loving these updates! It's super exciting to see parts of the process, gets my design brain humming!

Gerald Humphrey

In much the way that as soon as I started watching Running the Game, I wanted to start... well, running the game, I want to design an RPG every time I finish one of these posts. Each one is like a blast of oxygen into the kindling that gets the fire going. Thanks for that feeling, it's a good one.

Scott Davis

Love the core concepts here, just think a number of the names for them obfuscate clarity as to the roles that each of the classes fulfills for fledgling players.

Brent Clark Palmer

I have some concerns that the pacing of RNG moments feels rapid with some of the classes. Less is more, in my opinion, and around the table, you only need one RNG moment per round or a few big RNG moments per game to tell a good story and to create something compelling. My operative analogy here is being a chef adding ten ingredients when just a few will do. Maybe this generation or these times do call for a greater complexity in players realizing goals, but I just don't want the group experience or the story being told to suffer while individual players noodle-tease their mechanics to death. I understand the whimsy, I am concerned with the end result of providing group "moments". Seasoning every layer could result in too much salt. My request is that you be mindful of the pacing of surprise rolls. I don't think you want the experience to feel like Vegas every turn more than once per player round, that is.

Cromm

Already I want to play most of these classes! (I say "most" just because they are in early phase and I cannot imagine how they would play based on the description.) A couple of these features, the personalised combat manoeuvres that depend on the weapon The Tactician is wielding and the unpredictable consequences of the new spells of The Mage, are features I have attempted to homebrew previously so I am very excited to see done professionally!

Anthony Lee Phillips

Re: The Censor... I wonder what the law and chaos versions of that character are? Would that also be Virtue and Wrath? I'm curious to see how that develops, especially depending on whatever deity/source of their censoring power comes from.... Stokes the imagination!

Anthony Lee Phillips

So cool! Thanks for looping us in. The Null reminds me a little of Iron Shirt Qigong, which is pre-tai chi energy work that allows you to "take a hit like your body is an iron shirt," and is still practiced today.

Schoopdoop McGoop

Yessss. The Swordmage or The Spellblade or something. That's something I love to play personally, so seeing an MCDM version of that, with managing resources sounds....awesome.

Nathaniel Castle

Digging the concept If every class has a resource they can build up (martial,surges,fury etc) then really the important thing is how each class generates their power and what they get to spend it on during a situation. Really looking forward to seeing how this goes

TheDungeonJourneyman

The Tactician write up gave me real Madmartigan vibes.

Jacob Montague

This was a great read!

Pete Cotton

These class concepts all show incredible promise. Definitely looking forward to future updates. One thing that I didn't see explicitly represented here is an arcane spellblade type character; a real gishy archetype. I think this is a very popular character fantasy and a lot of players come back to this well over and over. Hope you can add something of that nature as development continues!

Harrison Clark

Looks like a great core group of classes are forming. Really enjoyed the discussion on the difference between class based and ability based systems. I really enjoy the idea of flow chart levelling as I feel that it gives greater player agency and choice. Not necessarily to the degree of feats from 3.5 but bridging the gap between that and how the FFG Star wars game handles experience through the specialization trees. I am also a big fan of more classes and less subclasses. One of 4e's strengths was having really distinct and exciting class options with their own thematic abilities and rulesets that made them stand out and say "Play Me!" Subclasses I find water down classes to the point where the subclass abilities define the class more than core class abilities which begs the question on why they werent individual classes to begin with.

Lev Vaesinis

Loving these! I don't think "subclasses" are strictly necessary as long as each class has other modular options, like Beastheart's companions or Tactician's maneuvers that a player can choose from to customize, although the former is going to be easier to add more options for over time than the latter.

D

Love the long form update, thanks for going so in depth with all of your thoughts. I'm always partial to Paladin type characters as a bit of a goody-two-shoes myself, so I love that there's a holy warrior in here. But if you're interested in some discussion I am just imagining a scenario where "The Censor" becomes a default "debuff the monster" class? If that makes sense? Thanks for sharing all of this, absolutely incredible work. Keep on keeping on!

Juandissimo Magnanimo

I may have had to flee Arcadia once.

ChocolateYeti

What a novel…. I love it. Keep up the creative design and work. Cheers. 😎


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