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Decisions and Revisions Which a Minute Will Reverse

🕑 Added 2023-03-13 18:33:35 +0000 UTC

Comments

Martin Goldschmid

Action die simplicity seems really cool and simple. Everytime I run for new players they just can't manage buff / débuff (I usually play 4e now). I don't know how to solve this problem but the boon / bane dice seems to be promising, what about just give those dice to a player, if he has them (physically in front of him) it means there's an effect and a roll to be made. I always thought debuff buff would be simpler if there were physical dice handed to the player so thats easy to track and remember. I wish you all the luck and inspiration for this, can't wait to test it at the table. Cheers

Dave the Effable

>>> I tend to think of “how many things am I tracking?” is a UI problem. Something a good character sheet could solve. I can't overstate how frustrated I get with TTRPGs that are overly flush with character and enemy abilities that grant status buffs/debuffs or status effects that you have to keep track of, but the game doesn't give you an EFFECTIVE WAY to actually keep track of those things. In the FFG Star Wars RPG, lots of things would grant characters boost dice or setback dice, and when playing in person that was as simple as handing those dice to the person in question. Trying to keep track of it in a VTT, though, was much more difficult.

GubDM

Man I don't like debuffs in 5e, there's too many! And too many of them just say "this is like this other one but with this extra stuff." Much prefer something like status conditions in pokemon. Very small set of debuffs, each one is significantly different from the rest (and in pokemon you can only be affected by one status at a time! I don't hate that either. As a DM, that would make my job a lot easier if each baddy I'm tracking can only be affected by a single status at a time)

Caleb Cairns

Desiging resisting debuffs is an interesting problem to think about. If there is a single action to break it, its anti-climactic. If it's a resistance roll, then it could be binary of low stats keep it while high stats dont. The debuff it points seems interesting and opens alot of design space, while possibly adding more tracking as mentioned. I wonder if the tracking/effectiveness could be rolled into one roll like attack and damage rolls. Say a creature attacks a PC with a debuff. The PC could either make an opposed roll against the creature's ability or maybe the effect itself has it's own DC. Either way, the difference could be the number of turns the debuff is in effect. PC rolls a 2 vs. A 4, they have the debuff for 2 turn, removing them at the beginning/ending of their turn.

Francesco Passero

This was a great update! And I say this as an artist, so I'm taking all your sarcastic pokes about us with quite a deal of sportsmanship 😂 With the testing getting a hiatus, I want to express how much I enjoyed the previous lore posts: maybe they could be a good idea to fill up the gap? Pretty please? 😌

Reformed Hillbilly

Finally able to be a patron and I am so excited for this game. Getting the Beastheart, switching to MCDM monsters as they came out, and now reading through the development posts has given me a lot of confidence in the MCDM team. My players want a game where they can be epic heroes and I want one where it doesn’t take an enormous amount of work to make their characters feel that way or have the monsters be interesting. This is looking like that game. Even jut the concept behind the classes (Beastheart, Talent, Conduit) match my players so well it is as though MCDM is making this game for my table….. How long have you been watching us? Haha

Steven Hamilton

One way that I've seen some game systems in the past (that primarily use d6s) do big random tables is with a d33. Basically, you roll a "tens" d3, and a "ones" d3, so for ex: 2, 3 = 23. 3, 1 = 31 This sort of chart/dXX system could work with your dice based on successes, a "tens" success & "ones" success

Jason Maciolek

I like the cosmic die. Is there a way the cosmic die happens less often? In Cypher system, you pass out Cyphers that can sometimes break an entire encounter in favor of the players. That is okay because they are one use items. It would be the equivalent of getting a vorpal sword but you only get to cut the guys head off once and then the sword disappears. Could the cosmic die be more rare to get? I know you say that pushing the ankeg off the cliff was anticlimactic, but I think it was incredibly climatic, you saved your friend from being eaten. The dice tell the story and in this case they were in your favor, it could have easily gone the other way.

Joe Auerbach

My understanding is that the thing you build up are class resources (right now). I don't THINK there's any final design decision about whether surges are among the things that help you build those up. (it would be built into the class design if so, is the impression I have)

Anaximand

Do you build up Surges? That is, can you make some Law aligned actions through combat and after some rounds get Law points and then use them up to summon an attorney?

Joseph Macdonald

Really cool to read this. I am probably in the minority here but I prefer quicker reads. You guys might be able to get more mileage out of your content if you split this up into 2-5 different articles sprinkled every few days or something. That way its like a nice quick read every other morning.

Luca Mita

It's always an educational read! I'm a Cosmic Die believer, maybe there's a way to earn a roll or a cost that comes on top of it besides the result? The randomness and the flavour are fantastic imho. Nonetheless this is your game and I believe in you guys most of all! 🦾

JJGYET

"Writing it down, in this case, is called making a Design Doc and every designer on every video game does this, even though they know no one will ever read it and they’ll just walk up to your desk and ask you how it works." THIS. THIS. THIS. Okay now I'll finish reading ahahah

Aidan Boyle

While I loved the flavour of the Cosmic Die, I understand why it has to take its leave (for now). As described, it always seemed a bit arbitrary, since there's no difference in outcome regardless of who rolls it, it's just "do we feel like changing the battlefield in some way?"

Dave

The discussion of the creative -> practical design process is top tier.

Dhavaram

This would also allow ANYONE to make their own random charts.

Mattamue

I'm going to use "I can imagine X in my head"

Gavin

On the Hancock/Parliament Funk Scale, where does Dee-Lite's "Groove is in the Heart" land? You've got Herbie, you've got Bootsy, do these effects cancel each other? This is yet another example of side effects.

Dhavaram

If you do a spinner, you could have one like in the classic baseball boardgame All-Star Baseball where the spinner is clear plastic and has a slot to put paper/cardboard discs for each baseball player. This lets you have different size pie slices for different probabilities and different discs to replicate different random tables/charts. Here's a link to a picture of the board with each spinner holding discs for the players on each team: http://keymancollectibles.com/Gamestoys/images/img34.jpg

Shane Blake

Was interesting reading the top section on the design process. Am wondering - do you use methods like Epic-Feature-User Story from Agile-based software development to write those "design docs" as it sounds like they would be an excellent way to articulate your design and thinking

Roman Penna

Wow that was a lot of testing there - rapid prototyping for the win!

dittrich04

Each time a player starts their turn they could roll to reduce debuffs, but rolling against each debuff would take a long time. Instead a player could roll against multiple debuffs and reduce all their debuffs by "n" on a single dice roll. This would also allow support classes to stack on +1/+2 mods in aura or as a reaction on their turn.

colour_crusader

Wow, so much insight, i liked the section with the design process, so you can mostly write before you even formulate one single mechanic? that seems wild and practiacal, i should try that! and damn, whats fun? Is that a trick question? everything I come up is fun for me. Anyway, great post!

JUST WHATEVER, IDK

Consider this: Cosmic Spinner

Kelby B

Nice post. Great insight into the design process as usual. Watching with interest as to where it all lands :)

Quantum-Mechanic

I can logically understand why the cosmic die has to go from a mechanics and gameplay standpoint, but there is something so flavourful about it. I hope that the spirit of it comes back in some shape or form. I know that it’s still miles away, but I feel like the UI/character sheet for this game is going to be very interesting.

Lev Vaesinis

It really tickles me how this game might use almost exclusively funky dice for the core gameplay, but you might still need regular dice to keep track of resources/debuffs in pen and paper by incrementing/decrementing them. Just a character sheet covered in math rocks like some weird abacus.

Randall Dorn

The Star Wars FFG didn't even *come with* the percentile dice. It assumed you already had some lying around. I remember looking for some that would fit the theme and not replicate any colors in the FFG set, to match the dozen or so sets I'd acquired.

Scott Davis

I think the core to takeaway regarding the spinner is a need of a *centralized* randomizer. Something each player needs access to, but not necessarily need to have one of their own (unless they want to...merchandising opportunity there) nor would it be wholly DM owned gear. It would just come with a set of a game. Beyond the d20 and looking at other ones, many common kid-level board games have some game item this in various forms. A spinner is relatively common...but not one I prefer . Unless its that higher-quality one you got with LIFE back in the day. That one is cathartic. Like your own little mini Wheel of Fortune. Laminated paper square and flicking at an arrow? Not so much. There's Trouble with its bubble die, which also is a nice tactile experience but doesn't really give the desired flexibility of overlayed outcomes. I guess utilizing a deck (shuffled) would be possible but doesn't provide much different in experience as compared to a d20? Unless there's something else that can be added to make the cards robust in usage like most of the other objects already in use at this stage of the game's design.... Forgive me as I am going to go a little backwards in this and start with the takeaway sentiment I wish to impart: What if each player of the party provided a (equal?) portion to the centralized randomizer? And those portions can also inform on the type (or the likelihood to?) of randomized that effects can occur? So that it can play its role in providing the 1-5/1-20/1-100 roll, but in a different scenario can inform on, lets say, what the magical side effect will be? Or other things informed by the player party, their characters, or or their equipment. For context, thinking on this reminded me of a short-lived toy/game line called Xevos (I didn't realize its by Hasbro until looking it back up for this post). In which a player's figurine decked out with different bodyparts/accessories would provide different abilities/attacks. These abilities and attacks would take effect in a match (1v1) via a unique hexagonal die, which the player would load with different triangular prisms so that the ones facing on the outside coincided with the kit equipped on the figurine. These hexagonal dice would be rolled to determine the combat result in a given round. So I can imagine that in the case of cards, each player would provide cards from their own class (everyone gets 20(?) but choose 5 to submit to the common deck at the beginning of session, in which would create a comprehensive set for the random range but also can "flavor" the random outcome. Things like if the player who activates it gets one of their own cards gets an additional benefit or perhaps can add the described effect on the card to mix to the previous established outcome. Or if its a multiple card draw type of thing for each random event, the complexion of the cards (3 red (Tactician), 1 blue(Mage), 1 green(Beasthard)) can also inform on the outcome on the chart. Mostly I am curious on the two ideas of: 1, Allowing the centralized randomizer be something that compliments the unique composition of the party and that the player interacts with more than a roll/flick then read off a static chart. 2, having that randomization event be in some unique form. A deck is possible but that hexagonal die or something similar, where the player "loads up" its slots for a given session is something that resonates with me.

Nick Rowland

That took me so many different directions I don't know where I landed.

Nolan

A surprise to be sure, but a welcome one!

Nolan

Hah, this is quite funny, as I believe someone else said, its a reference to T.S. Eliot's The Love Song of J. Alfred Prufrock, "In a minute there is time For decisions and revisions which a minute will reverse" (I think). The funny thing though is that Eliot was referencing/inspired by Hamlet (whom I assume you are referring to, and is what I assume you have picked up on). Even more funny is that the title seemed to me a reference to Rush's "Double Agent" song. "So many decisions, a million revisions". I've yet to read Hamlet, I actually just read the Eliot poem twice in the past week (after getting into his poetry this past month), but the Rush song is definitely the thing (art?) I attribute most to that phrase. Really cool to see all the connections tho. I would not have noticed the Eliot one if someone hadn't pointed it out in the comments, nor the Hamlet if you hadn't said anything :). Really cool community for this to happen in though :D.

Sean Westberg

If debuffs are common I might not like tracking a bunch of debuffs coming online and offline. It *might* work if debuffs stack and you go first in, first out, so Slow 5, Blind 3 stack on top of each other and blind doesn't come off until slow does. That way you're keeping track of basically one trackline. The downside I see here is that you could lock down a character pretty hard by just chucking debuffs at them constantly.

Page Sparks

The spinner there reminds me of The Morrow Project with how you could plot what got hit, and by what type of bomb(nuke, chemical, viral, etc).

Matthew B

Y'all might want to check out dice drop tables as well. (No, that's not me trying to do an sql injection attack.) You have a bunch of effects listed in different sections on a sheet of paper and then you drop a die on the paper - where it lands is what you get (works best with a box), and maybe the number showing is a modifier. They're fun to use but hard to use online unless you do the work of converting it to another die type (or coordinates) ahead of time, which kind of defeats the purpose.

Mark Skipper

I use the same system for debuffs. This also grants you the option to either remove a debuff with a resistance roll, or and opposite buff. So if you have slow 6 on you and the mage casts haste 5, your only slightly slowed. It also limits unfun spells like hold person which remove a players ability to play. So a slow spell slows you, but if they get it to slow say 10. Then it functions as a hold spell. This take turns to do so is telegraphed.

Michael Warsop

T. S. Eliot? In my Patreon Dev Update Blogs? It's more likely than you think.

Ormus Erebus

Amazing read. Bring back the fidget spinner and press it into service at the table!

Clark Nichols

Good post! The only spinner I've ever liked in a board game was the spinner from The Game of Life. It's a really nice tactile thing, although I think calling the Game of Life a "game" is generous. It's mostly just a random number generator you play with kids to pressure them to do well in school. Also: Shakespeare reference in the title?


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