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Playtest Report: Against All Kobolds!

🕑 Added 2023-03-02 17:39:16 +0000 UTC
Playtest Report: Against All Kobolds!

Comments

Edward Welsh

Love this negotiation system. I never even realised before that in d&d, one stat (Charisma) basically has a monopoly on the entire Interaction pillar. Giving each character a chance to shine is a great idea.

Anaximand

A Question about the negotiation system - how does subterfuge / deception fit into this? It feels like it should be a bit different depending on if you're sincere or not

JJGYET

My only thoughts: That becomes a very long "Push". Of course, this is fantasy, so that fantasy (I see a lot in anime) moment where you shove someone back and they slide across the terrain for a while but no other penalty is totally feasible. Of course, I am also assuming standard 5ft squares. That said my mind when picturing this I can see it being tied to your movement in someway: You can "Push" one square back, but if you want to go farther than that you have that " you can shift up to half your speed, moving in the same direction as the target" section of the action. You can then push as far as you move on a shift + plus an extra square. So you move you and the target up to a number of squares equal to your shift distance, and then (optionally) you can move them an extra square back thus leaving an empty space between the pair of you. Think of it like some form of (American) football tackle: Pushing them back and then a little further after the movement as the momentum (aided by you extending your arms to "push") keeps them going back a bit. Just my thoughts on all that.

gm_naahz

for health as a resource check out Numenera, for different ways to pass/fail in a non-binary way check out the SWRPG by FFG->edge publishers or the generic version of the same system GENESYS

Kyle Dresser

Really excited about the possibilities that this type of high-mobility, destructible environment heroic combat system might create. One thing that could be really cool is to move in the direction of not just a monster fighting, but a monster hunting game with survival and exploration mechanics. Since the combat will be more heroic/cinematic, you could make the non-combat parts of the game like OSR resource management, ala Shadowdark. Item slots. Torches that go out at inconvenient random times. Needing to consume rations with a long rest to recover hit points, and maybe even recovering actual hit points at a slow rate (1-3) per night’s sleep with a meal and heal stamina points at the same rate, but per hour or short rest, rather than per night. My favorite concept with OSR games is less about the swingy combat, and more about the verisimilitude that limited inventory and resource management provides. It makes my heroes feel less like video game protagonists, and more like real people. Throw in some tracking, research, hunting, and quarry-chasing mechanics, and you could have something REALLY unique and different. I’ve never heard of an RPG with a focus on hunting & tracking or even an RPG with both heroic/cinematic combat AND OSR survival mechanics used together.

BasicExp

I very much like the idea of using a health pool as a resource, especially as a means of creating parity in resources between martial and non-martial characters. I also like it for push-forward game design. The idea that you can spend health to make an encounter: a) shorter b) cooler, trends combat in a preferable direction. Having the pool refill allows players to always do something interesting while removing the dull anxiety of "what if I need it later?". Players can gravitate to the simple calculous of "spend stamina, then use heavy hitting, scarce skills" for common encounters, making resource management easier and intuitive for games/sessions designed around multiple encounters between full recoveries.

Joaquin Sanchez

I love the STAMINA feature... it makes combat (as well as other situations, I guess) more ... tactical (tricky part is avoiding it to get more complex). But in general I like the idea a lot (for those of us that like managing resources in our RPGs) STAMINA could even be useful for say.. activating a PARRY to avoid damage in exchange of tiring yourself. I think this has a lot of potential... About the NEGOTIATION system, I agree that it would be beneficial of straying away from the binary checks. I didn't get how the check between Reason vs Logos worked (was that a simple skill check, opposed check?). Intriguing the way they decided to segment the way of influencing a NPC through LOGOS, ETHOS and PATHOS ... agreed that in some cases they could overlap. Would love to hear more examples of each... Overall... great progress! kudos!

Gavin

Having read through most of this, I'd just like to say that I'm really glad to hear basic Unfuckery should still be a supported scenario style

Ron Griffis

The Stamina/HP mechanic looks great, especially spending stamina for special actions. Very cool idea. It is reminiscent of the 80’s RPG DragonQuest by SPI, which used Fatigue/Endurance. It was a great mechanic back then, worked very well. Fatigue also played into DQ’s exhaustion mechanic and into spell casting – spells cost Fatigue to cast, which limited casting instead of spell slots, and also caused casters to make tactical combat choices. I love what y’all are creating, can’t wait to see more!

Dundough Breadbox

Glad to see Negotiation having three legs more for standing than its resignation to fluff in most other systems. Double plus on Stamina's trade-off mechanics.

Perran Fletcher

I like the ideas of the negotiation mechanics; though I’m most interested into how to view someone with a high Logos score? Or more, how using Logos as a defence, do you represent these archetypes? The Demagogue (not interested in logic, so difficult to persuade with it), The Lawyer (logical, but skilled in arguing, so difficult to persuade) The Interlocutor (someone who is not uncritical, but is willing to listen to arguments. Medium-easy difficulty as long as the players have good arguments, but would be hard to persuade with a bad one) The Layman (someone who is least motivated by logic, but is still amenable to it, so medium-ish to persuade with Reason) (Apologies if anyone finds the names inflammatory, consider it Greyboxing) So does a high Logos mean you are more resistant to reason, like the Demagogue or the Lawyer, even if the players have a good or well made arguments? Likewise, does that mean a credulous and honest individual should have a low Logos? What happens when the players make a bad-faith or poorly reasoned Reason persuasion? How would the Interlocutor’s Logos score account for both good arguments and bad arguments from the players? (or is this where the Advantage/Disadvantage space in this system comes in?) Or maybe I’m just confused. Any way, like pretty much everything I’m seeing here! Might write something on the weapons also, but I know that’s ultra first drat atm so don’t want to get too anally retentive, especially since this is explicitly cinematic>simulationist

MCDM Productions

Yeah we also don't like wild magic. That's what I meant when I said the results aren't things like turning an ally into a potted plant. "Side Effect" does not mean "wacky hijinks."

MCDM Productions

Oh ok, I'm glad we got that sorted out. :D

Holly

I really like the ideas about negotiation so far! One thing my players love when I run Vampire is that NPC interaction is so much more central to the game. Social skills are spread out across multiple stats, so no PC is completely inept and different ones can be better at taking different angles--and that's before you take into account all the abilities you can use to put a finger on the scales. In contrast, as a player in D&D socializing is my LEAST favorite part of the game, because in every party I've been in it boils down to "the bard/sorcerer/etc does 100% of the talking and everyone else sits on their phones, then gets mad if the bard/sorcerer/etc rolled poorly, because why did we waste 10 minutes if we were just going to fight this NPC anyway." But the mechanics you've mentioned have a lot of potential to a) allow every class to meaningfully contribute to social time and b) change the stakes from just "either you completely win this person over or you completely shit the bed." Which I think is not how it works RAW but is how it's gone in every game I've played in. I also hope (though I'm sure this is far away) that, similar to Vampire, there will be PC abilities that can influence social rolls that are actually reasonable to use during a negotiation. (Extreme side-eye at 5e's constant use of "On a successful save the creature knows you used magic and becomes hostile.") Not that PCs should constantly be resorting to mind control, but it's nice especially for new players who are less comfortable with RP to have something concrete on their sheet that they can contribute. (However, I have to say that as someone who plays a Wizard in real life, the Mage ideas here do not excite me. Mostly because it reminds me of Wild Magic and Wild Magic is exhausting to keep track of.)

Wesley

Depends on the genre of fantasy you're aiming for really. If you lean into more of a swords and sorcery Robert E. Howard/Joe Abercrombie area, there's really no such thing as risk free magic. Mastering magic just means maybe you won't fuck it up badly enough that you die. Personally I love that flavor of fantasy, but it's not for everyone.

BasCB

Isn't this where the NPC's attitude comes in though? As well as the actual reasoning having to make sense

Chris Ford

Really like the heroism that Stamina encourages. Fits the genre you're going for so well. Maybe to help differentiate it from classic "HP", it could be thought of more as "Luck". It has always bothered me when thinking of my games cinematically that all damage is from physical (or magical) blows. Like a character is being stabbed/shot with arrows over and over. That is what the D&D mechanic is telling me, but when I picture heroic fantasy in my head... when goblins are surrounding my character and succeeding in their attacks, they are not actually stabbing my character. They are swinging and either missing or hitting armor but the more they are doing that, EVENTUALLY a killing blow will land. Like a Boromir moment. If Stamina was Luck, then it would make sense you could spend it to do some daring, heroic stuff and then be more vulnerable afterwards. Feels like the tactics + cinematics that you are talking about. Very inspiring!

Brent Clark Palmer

I apologize in advance if I am misunderstanding something. I can see having a character where goofy stuff happens to them every time they cast a spell. But I can't see having an entire class be that way. Surely not everyone who uses magic is subject to luck in that way. Just by virtue of mastering magic, they would have mastered the occurrence of goofy side effects as well. Thanks for reading. I've never met personally a person playing a magic user who wants to be a bungler or a bumbler. Most think of themselves like a sniper or assassin.

Graham Schofield

I like the stamina idea. It has been a thing I have been trying to model in 5e by allowing PCs to gain exhaustion to get back uses of their abilities, and simultaneously spend hit dice to negate exhaustion (2-1 level of exhastion in the moment, or 1-1 level during a rest). I like increasing decisions using a shared resource rather than tracking different usages for different abilities. (i.e. my level 5 goliath monk has ki abilties plus three different things that are tracked based on proficiency bonus, why can't I just use some ki points to goaliath tank more if I want? I also really like support for levels of fluency moving away from a binary 'hey does anyone speak infernal? No? cool this clue/secret/message is just useless to you. Instead being able to say 'you only grok a couple of words like 'light, eat, and war'.

Jerry Hamilton

Man. I love the way you guys think.

Bicarb

The 2handed weapon overwhelmed w/2 instead of 3 really grabbed something exciting in me as a GM. too often the difference between 1 & 2 handed weapon users is just a mindless die size jump where bigger is always better. yes/no __ was missing one maybe two conditions though *No BECAUSE... Sometimes a player wants to use an argument with NPCs that just doesn't work. You got hired to clear out the old haunted lumber camp so the town could rebuild the bridge after that flood... of course no the merchant can't special order you more holy water from the city if you wait & he's annoyed with you because he chipped in to pay some adventurers to do that. There should be a real cost for not paying attention & using the GM to remind you of these kinds of things while working out the best answer in a dialog tree being built in the process of doing so. *Yes BECAUSE... Some kind of compel type tool for the toolbox. If the mechanics are going to provide players a way to basically force an NPC with dice there should be a chance of "yes bob you will show up to the negotiations in the church unarmed wearing street clothes BECAUSE Alice is a freaking paladin & would never let you defile a church like that" or "Yes Cindy you will investigate this matter BECAUSE of the [treaty of hypothetical] with your boss lord so&so"

Peter Newton

I really like reading these updates - thanks! The stamina system feels like it both makes sense for new players and could add that additional layer of strategy for those who are seasoned vets of the game/TTRPGs. I also really like the idea of magic becoming less risky as it becomes part and parcel of your character - it feels like it does mean that you can play out the fantasy of the classic wizard in a tower studying world breaking magic who doesn't give a second thought to using a simple magic spell to get a book off a tall shelf in their library. I also like how you put that 'things went ok' with a smiley face after, cos for the most part (as you alluded to in the post), things will hopefully just flow most of the time and let people have fun together rather than worrying about rules - something that is hard to remember as a bunch of TTRPG mechanically minded folks like myself technically pick apart your system before it is finished. Looking forward to reading more!

Mal

Level of fluency is a bad idea.

Josh Rodell

Love the sound of stamina, and the sound of the Reason/Insight/Presence Logos/Ethos/Pathos relationship. It really sounds like the basis of a system that lets everyone play the talking minigame, which is usually not the case at all. I like the intent of a dangerous chaotic magic system, but I'm not sure this implementation is it. Casting a known spell and having one of a list of known other things happen doesn't sell that narrative to me. I feel like I'd want the spell itself to be wrong in some way.

BranuMate

My overarching feeling with all the new things tested is they reflect the fantasy. This is good.

Roman Penna

Very cool update, excited to see how the negotiation system develops!

Richard Miller

Stamina sounds really promising. I think it might make a good way distinguishing extras from featured characters. I think having it refresh after every fight will also encourage players to press on when the 5E mindset often seemed to be "We expended some resources, time for a rest." Negotiation seems good too, though I think you may want to consider some bonus beyond "choose which to roll" when the argument appeals to two or more criteria. Clever players will already shaping an argument that plays to their strengths--maybe a bonus die (or two?) for a two or three pronged argument. I'm skeptical on the magic. Probably my disdain for wild magic coloring that reaction, but there you go. If it's something that comes up rarely--critical failure, maybe. Maybe it could come off surges or crits (or both). That might keep it rare enough to no be tedious or burdensome. An array of positive, neutral, and negative side effects would not feel quite so bad if you also did something awesome. Perhaps multiple tables of side effects--individualized to the spell seems too labor intensive. Maybe peculiar to the type of magic and/or element involved? A page or two worth of tables--might not be too onerous if it only comes up 1-in-24.

Dion Spyro

Obsessed with the Stamina system! Flexible and risky

Matthew Donley

Love reading these updates. What really resonated with me were interleaving actions and the stamina system. I play a board game called Vagrantsong where there are interleaving actions and our group (4 people) constantly talk about strategy at the top of the round and throughout. In the game itself you’re facing off only one enemy so positioning of the enemy keeps changing, but I can see how this can be successful in an RPG. As for stamina, I think about my experience with the Avatar Last Air Bender RPG. Players manage their Fatigue. One category of actions (you choose a category vs a specific action) is evade and maneuver. When you do this, you regain Fatigue *and* do something cool like escape the scene, change the environment, etc. I’m excited to see what y’all come up with on your own system.

MCDM Productions

Thanks for the encouraging words. :D I think if this system works, it'll work because it's more of a framework than a ridid set of rules. It's just there to give the players something to grab onto. Really, the important part is; you need to actually think about "what does this person want?" and "how can we both come out of this looking like winners?" If you can get your head in that space, the rest is commentary.

MCDM Productions

I'm confident we'll figure something out.

Timothy Baim

i really love hearing about how the tests went! I found the negotiation pillar ideas particularly engaging, and i thought logos ethos and pathos were particularly interesting! I feel like alot of times players have a good idea of how they want to achieve something in conversation, but lack the words to give it form, both in and out of character, and these concepts seem alot more engaging than a simple coercion check! Keep up the great work guys!

Nicholas Nyberg

God I hope you guys can secure a European distribution partner or some sort when this game goes to crowdfunding, cause if it continues in this direction I’d be very interested in backing it! Keep up the good work!

MCDM Productions

Yeah I'm not sure what the downside would be of using this in 5e? I'm sure there is one, but I bet it could be designed around.

MCDM Productions

Well it's not going anywhere! Take your time. :D

George I Lemke

Great post!!! So long though... I could only skim it. I will need to read it carefully later tonight. Thanks!

Atlas Burr

Loving that initiative system, I am going to try it with my group. During combat some of my players take their turn then zone out. Player remaining engaged while there is combat going on one things I as gm struggle with.

Harry Bond

I like the Ethos/Pathos/Logos split. I can easily see you could have a scenario where you apply a massive debuff to one approach and a buff to another - trying to convince a violent mob that the priest is evil wouldn't be a good time for Logos, a great time for Pathos and neutral for Ethos.

Zuezazon

To your last point: It makes sense to me to have Logos/Ethos/Pathos. It's basically like psychological armour. In the same way that being great at punching faces in, doesn't make me better at taking punches. You can have an Insightful priest who is still swayed by appeals to ethics. Or a high Presence bard who who can't help but be moved by emotion.

Alex Walhout

I like the concept of stamina, but as pointed out, it really depends on how healing is implemented. For instance, 5e D&D basically already has the idea of Stamina depending on playstyle. If your players take a long rest in between each encounter (which other than in dungeons seems pretty common) then you recharge your health (Stamina) at the end of each battle anyway. But I always felt this wasn't very fun, I like the idea of health not being such a come-and-go resource. I like the idea that with hp AND Stamina, you have more of a risk/reward system, but you may feel the consequences for a long time -- depending on how healing ultimately works. I also like maneuvers. Rather than a simple move, you can do something more with it that is tactical, and incorporating Stamina just feels good in this example. The weapon mechanics seem a bit complicated to me, I'm looking forward to seeing further examples of how it evolves. I like something mechanical with Negotiation that's more than yes/no, I like the idea of a GM being allowed by the mechanics to let players succeed, but add in a caveat. However, I don't see much grammatical distinction between the and/but options. Is 'but' a more negative and 'and' a more positive caveat? That's starting to feel like D&D's alignment. "Are you a 'Yes, but' or a 'No, and'?". I do like enforcing some sort of logic to accomplish a Negotiation, rather than just rolling and ruling on the size of a number, but the "attitude levels" of NPCs seem like they're just going to adjust based on the size of a number anyway. Not quite sure how a "Yes, but" is going to get Queen Bargnot from Neutral to Friendly as a mechanic. However, there's also the problem with a system requiring a logical argument for Negotiation: what if my dumb player is playing a really smart character? What if my player's character should absolutely know how to construct the argument, it's just that the player doesn't know how? What if the player is a 9 year old kid who doesn't understand complex negotiation, but they're playing the king apparent? I like the idea of making persuasion or intimidation more than just a dice roll, but the more complicated it gets, the harder it is to use. I think to Burning Wheel's negotiating system -- we've never used it at my table because it's too complicated. I don't like Logos, Ethos, and Pathos. It's a cool idea, but why isn't it just Reason vs Reason, Insight vs Insight, etc. for the sake of keeping it simple. Why do stat blocks have to have different offensive and defensive numbers for each aspect of a character? Why do I need an Agility stat AND a Clumsiness stat? I don't; so why do we need Reason and Logos, etc?

Tristan Arnold

I like your idea of certain effects bypassing the "Stamina Sheild". If HP stays relatively low perhaps critical attacks split half damage to stamina and half to HP.

Tristan Arnold

If you haven't already you might check out their Twitch Vods. I like to put Matt or James on when I'm doing something tedious. They don't only talk about The Yet Untitled Inevitable MCDM RPG but all of it scratches that itch of wanting to consider the design more. At least it does for me!

Scott Davis

I finally caught up on the updates on this new endeavor since right before the whole thing with the license... Like many here, I am excited to see MCDM's take for a Big Tent RPG to provide some contrast and variety to those that were brought in by 5e, but are now seasoned to seek out different experiences. I resonated with not only the portions of the video and post regarding rapid prototyping but also regarding armor, "What assumptions do people bring to the table...anyone who's played any fantasy game or even just seen movies or read books has a shared expectation..." and the emphasis to be had on keeping a through-line for Cinematic & Tactical is very much inline with how I'd like to experience things in my games...and provide that experience to others. "We should not be in the business of trying to talk people out of their fantasy archetypes. In fact we sort of want to meet them." Which is why I wanted to bring up my...concern? regarding class names at this early stage as I believe they do not pass the litmus test for the sentiments I quoted above that have been reinforced across various posts. And the fact that they, in contrast to other things in the reported playtests have not been changed/revised since the first announcement has me worried that they have already calcified in the design. Tactician, Shadow, and Beastheart are ones someone might be able to puzzle out with some familiarity of their respective archetype's prior use of those or similar terms. But I fear some might see strings attached where there might not be any. A Shadow sounds like someone who has given themselves to dark powers in exchange for a trickle of them. For some a Tactician conjures up one who does not enter they fray but prides themselves on knowledge of combat in the historic sense and perhaps oversees the overall effort towards a certain end. More a "Commander" rather than a "Proficient fighter". Which I know some would say "Wouldn't that be a Strategist?" Maybe that only further proves my point that the term is too far away from the archetype people expect. Illrigger, Conduit, Censor, Discipulus, Fury, *Talent*? These could bring out an excited "Oooh, what's that?!" sort of response to prospective players in the right framing...but I think they can also bring out some "Um...can I just be a Paladin please?" without realizing that the archetype is encapsulated in one of those. Because the bridge from "Censor" to that schema in their head is not a strong one. At least not for the common use definition of the word. "So the Censor, what, keeps others from speaking? Do they also make themselves silent? So they are some sort of Rogue/Mage hybrid, focusing on debuffs? Hey, can I make someone cancelled, haha?...." For some, their expectations and weight of prior experiences works against them, and won't realize that "Conduit" and "Talent" are PC classes on first reading, and not their typical use as a item type descriptor and game mechanic name respectively. Lines like "For instance, I could have taken Heavy Armor for my Talent, but I wanted to be highly mobile and so took No Armor and that worked really well for me." Is a perfectly reasonable sentence with both the old usage and this game's use of the term...although re-reading it here it does conjure up the thought that "No Armor" is a class as well. Maybe that will be the Monk stand in... Others lines heard/read as downright confusing with a player's expectations weighted in prior ttrpg experiences. These sort of simple mixups I feel can be and should be avoided for those just delving into the game. Instead, give them things familiar to cling on to and then shift them slowly into the esoteric or more Orden/MCDM elements to provide that unique game flavor. I will admit something: I hadn't ever encountered the word "inamorata" before this post. But because of the prior names consistently being a degree more esoteric, I had went about looking it up immediately to see what classical class name it was supposed to coincide with...just to find out the line is essentially "talk with your significant other's parents"... I recognize the bigger friction at play here. You can't just up and lift/crib all the class names from DnD. Both as a matter of copyright for some of them (I presume) as well as on the virtue of differentiating your game from it, to reinforce that things are going to work differently here in the land of MCDM...But I believe there's a better middle ground to struck that will not only help (very willing) players to migrate to your system but re-open parts of their minds to new opportunities with those standard archetypes. As for other matters, I fully agree and support Sean Westberg's feedback on Stamina and second their thoughts, having had similar suggestions for its interaction with things like healing as well as its utilization as a matter of focus in casting. Matthew B's comment on Negotiation is how I typically process a given encounter's success in the play by post game I participate in and fully second it as well. It's something I would desire to be able to do on the fly in a table setting for ttrpg if not for my low improvisation skills. I find that I have gotten far too used to having ample time in writing the response that matches one of those response types on the spectrum. Maybe this new system can help me with that.

Tristan Arnold

Every time one of these is released I stop what I'm doing to read it! As excited as I am to eventually run this game I'm enjoying just considering the game design as much if not more. It reminds me of watching old Extra Credits game design videos. The stamina system excited me the most. It supports the tactics and strategy feel of combat well. Evaluating whether I need this as health or I need to actively manipulate combat with it (or in the example you used, am I likely to take more than 3 damage if I don't use it to fall back). Then it adds the question of 'Do I use it now, or will I need it more later?' with the push-back of 'Sense I get it back after battle if I don't use it then it was a wasted opportunity. I see that it doesn't fit the ramping up during combat idea but I feel its value as a strategic facet to combat out ways and maybe even benefits from its discontinuity. I like that it also adds something for magic items, spells, and class abilities to interact with. Finally, I feel like it gives another slider to character creation and play style. A way to make your character unique. Though I acnolage more things will come to fill this role as classes, skills, and abilities continue (or begin) to develop.

MixUpPixels

Really excited to hear more about your narrative pillar as you explore it

Jacob Montague

Oh yeah, and stamina sounds great! I love the idea of having some expendable hitpoints to take risks with or push yourself with.

Jacob Montague

How exciting! The basic idea for negotiation sounds fantastic. I love the idea of using logos, ethos, or pathos.

Sean Westberg

Yup, Star Wars and Spycraft both used Wounds/Vitality and I prefer that personally to the D&D style massive pool of HP.

Richard Neve

Thanks for another really interesting update. They feel like mini game design lessons as well as looks behind the curtain. All the negotiation stuff looks really cool and easy to implement. If it stays in the game I'm excited to see how asking players to appeal to logic, ethics and morals helps them develop their own character

Sean Westberg

Shields parry blows and absorb damage so shields make sense adding to AC but offhand weapons and free hands like a swordbreaker don't absorb punishment so much as they let you control the battle a little better. I think it makes some intuitive sense that your off hand can either help you absorb damage, dish damage, or manipulate the combat. Exotic offhands, spiked shields, dual wielding seem naturally to help bridge two categories. Swordbreakers can manipulate the battlefield and deal a little damage. Spiked shields can absorb damage and deal a bit of damage, not sure what would work for absorb damage and manipulate the combat but you could come up with something, maybe a small buckler or something or even a tower shield, since you can probably just block off one whole facing with it and still absorb blows.

Anthony Fontana

I should add that I love seeing these posts. It's the whole reason I joined your Patreon! Even small updates more often would be sweet. Just hearing what the team might be thinking about next, even without tons of context. Love it!

Anthony Fontana

Spending strain to gain an extra maneuver is also familiar from the Start Wars Genesys system. And there are talents in that system that enhance our impair strain.

Lev Vaesinis

Love the idea of Stamina as a "health" bar that can also be regenned and spent, very cool risk/reward system and opens it up for different classes to want to spend it in different ways. I like that the magic is unpredictable but the "wizard" trope specifically feels like it should be the more controlled version but that's just a name issue. The part of the one-handed weapon making it harder to be overwhelmed makes some sense but also seems like it should apply to a shield and not a weapon, but then is the shield not just extra armor that doesn't cost movement? Who knows! Very exciting to see the twists and turns.

Sean Westberg

Feedback on Stamina- This is a perfectly fine concept and leads to all kinds of fun stuff. In fact, I prefer D20 systems with a wounds/vitality system because it adds to far more fascinating scenarios. As you said, stamina/vitality is a hit point pool that encourages more bold action because it returns fast, and it's a resource pool. I've played enough spycraft D20 and D20 Star Wars to know that it's not a horrible system that adds too much overhead, and the payoffs are worth it. I don't know if it's worth it at the stamina & HP numbers you're dealing now, but in Wounds/Vitality in D20 crits didn't do extra damage- they applied directly to your HP and bypassed your stamina. With low numbers like this that might not be a good idea, but if you end up having a bigger pool of stamina than HP as characters advance, then it's a potentially good idea to have ways to get around those massive Stamina pools so that characters don't feel invincible. Two ideas- First, crib from Wheel of Time: Magical healing of your actual HP *can* have an easy to track cost- Stamina! 1 to 1, your max stamina is lowered by the amount you've been healed until you can take a long rest and get some food in you. Healing takes a lot out of you. Higher magic healing may halve or eliminate this cost but that should be rare and sought after, or be a consumable. Or maybe surges or crits can offset that cost. Lots of room for systems and options there. Second- If you're going to have side effects in your magic, akin to Warhammer and 40k psykers, those are fun but sometimes a pain to track and refer to charts. Spending Stamina to suppress side effects makes sense, especially if you're thinking of magic as something that has to be mastered. You expend significantly more effort and exert more control, but it's exhausting, the way that forcing yourself to play an F barre chord on the guitar is exhausting to your hand as you're learning it but you *can* hit it clean if you make the effort. It seems like if you're going to do levels or orders or whatever, a hierarchy of spells and how powerful they can be, then associating the side effects with your highest power expenditures make sense. If you approach magic like Shadowrun say, where spells are spells but the caster decides how much "oomph" goes into each one, then you can have side effects for maxing out your spells. Good options here. I'm amused and encouraged that you've approached the initiative the way you did. I always did like the slot-based init in WFRPG 3rd where everyone rolled for init and then anyone on their side could act in those init slots in any order. This seems like a decent middle compromise to make paperwork less complicated.

Echo

the classes and game mechanics thus far have me way more excited for this than i’ve felt for any other ttrpg i’ve played. it seems to echo (hah) a lot of my own design thoughts in my home games and it’s great!

Patrick Wall

(I'm unaccustomed to posting on patreon, so forgive me if I've edited my post several times since you've read it)

MCDM Productions

I think this shows the power of the system if properly implemented. Just reading the six different outcomes You already kind of understand how they would work.

Matthew B

Good info and I especially wanted to highlight the Yes-No spectrum. I immediately had to go and write this into my game notes as a reminder, but I reordered it from best to worst results: YES AND - you get what you want and more YES - you get what you want YES BUT - you get part of what you want or everything at a cost NO BUT - you don't get what you want but maybe you move towards it NO - just no NO AND - you don't get what you want and something else you don't want happens

Patrick Wall

I love the idea of using the modes of persuasion (logos, pathos, and ethos) in the game system, but the rhetoric scholar in me has to point out that ethos isn't (just) about "what is right." Instead, Ethos is best viewed as an appeal to authority of the speaker and it's about their persuasiveness as a speaker because of their status, relationship, or bona fides. If you want the game system to have "honor" or "status" or "faction relationship" mechanics, these would absolutely be a part of the ethos mode of persuasion.

Ole Ingvar Stene

I think I love all of this. Gives me a good feeling of how the game will, well, feel!

Alex Hitchen

Watching with great interest as the system develops, very excited to make content for it in the future. I'll be interested to see how the negotiating mechanics develops when it ends up the hands of the masses, for me I'd be all in with this kind of structure, it will be interesting to see how the majority take to it.

Kane Sweeney

A river to your people!


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