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Grayboxing

🕑 Added 2023-02-10 18:34:55 +0000 UTC

Comments

rayoman67

I have just joined the pateron. The more I read the more I want to try this "game". I had a similar thought while driving to work for 1.5 hours about not actually using attack rolls for your core stuff. I like this concept that you all have come up with.

Edward Bennigsen

Blades in the Dark has this, but you get XP when you _fail_ an action. It creates this really fun dynamic where you feel like your characters are learning from their mistakes.

Edward Bennigsen

correct. I would use "continuous" vs "discrete"

Anthony Lee Phillips

I love the idea of rethinking "abilities." I was recently thinking that in real life, an ability is something you practice. Ya know, you go to the gym to level up your strength... And that maybe "XP" should actually be, like, something your abilities earn, not your character. The more you do dexterity rolls, the more dexterity you have (in the long run). If you exercise your wisdom or your intelligence, or your charisma, those things become better over time. Just a stray thought I wanted to share, might be fun and useful. Love that you sages are rethinking abilities.

Murilo Trigo

Really cool update. What the meaning for the "analog" and "digital" descriptors in this context? Range of results vs binary results?

Gavin

I wasn't sure about this at first glance, but then I'm like, a very popular system changed its numbers based on the philosophy that it "sucks to waste you turn on a miss" so they upped the chance to 75% to make it much more likely to succeed. And so the part of me that appeals to tradition said "yes, this is the way." Then I was kinda like, well this takes that philosophy to the logical extreme, that if it "sucks to waste a turn" then maybe turn "usually not wasted" into "never wasted." And *then* I thought, "yeah, I can't think of a time when everyone at the table was like 'holy shittttt' on a single attack or spell roll, but I can think of many times where a mage would grab like 900 d6's for a fireball and everyone would be eagerly anticipating the damage amount." And then I was like yeah, the degree of success/effect awesomeness of the action or spell is really the thing. I'm down with this idea and hope it winds up working in practice.

Gavin

"...swampy country does not tend to produce excellent cavalry,,,"| Obvious not met swampfolk alligavalry.

Chris Dowdell

I'm very interested in purchasing the special dice for this rpg. I'd also love to purchase a GM screen. Matt, would you consid er adding a GM screen - with a sleeve to store it in - to the crowdfunding campaign?

Luca Mita

It's always inspiring reading about your process. I'm proud to support you guys in everything you do

Francesco Passero

Wow, not rolling to hit on most abilities still seems like so OBVIOUS, and yet we've done it for oh so many years. It is roughly cutting in half the amount of (boring) dice being rolled, and substituting it with exciting dice. Love it so much. In the spirit of keeping the experience fast, simple and effective, I'm curious about how (and if) you're going to implement "creative" actions in combat, like what the Thief could do in 5e, through wonky rules and DM interpretation. Stuff like disarming a target, pulling down an enemy's pants or slamming a bucket or a sack on their head to temporarily blind them, throwing dust in their eyes, putting acid or dirt the spellcaster components pouch so that their casting components are gone, etc... Just some fun stuff a mischevious sabouteur of the battlefield could do. Maybe for the more "rogueish" class? Just a thought. Keep up with the good work!

Chris Dowdell

Thank you for the update, Matt. I'm excited about this new system! Very excited! New dice. New, streamlined rules. New character class titles. And, it's still heroic - fight them monsters - fantasy. GREAT. I've missed watching The Chain. Soon, I'll be able to create my own Chain with MCDM rules! Thank you, Matt and team. I will standby for more updates, as they become available.

Martin Heim

Following the example of spending surges on dice to activate cool abilities (as demonstrated in Descent), I think it would also be a cool idea to have the same happening with magic items. Something like: You roll a magic/relic die, see how many surges you get and based on that activate one or more abilities/powers of your equipped items (again, as seen in Descent with increased range, more damage, pierce, etc.). For example, you could have a lightning bow that gives an extra damage die for 1 surge, or have the arrow transform into an actual lightning bolt for 3 surges, etc. Then I could imagine having some items that add to your overall pool of magic/relic dice (Amulet of Arcane Power: Add 2 dice to your pool). Might mean in the end maybe too many dice with too many surges to figure out what to do with, but thought I mention this idea as it lends itself pretty well I think for the kind of resource management and having various tactical decisions to make during an encounter that you seem to be going for with your game. Anyway, thanks for keeping us in the loop, greatly appreciate these posts!

MCDM Productions

We move when the thing we're testing works! :D

Roman Penna

Gray boxing makes a lot of sense to me. Got to test in stages. I couldn't imagine testing both the lairs and monsters for Flee Mortals at the same time. Got to do it all in stages. Makes sense to me!

Sampson

Super cool. Are there specific things you guys are looking for that'll indicate when it's time to move out of the simulation phase, or do you just suddenly know (based on intuition and experience) when you've figured out all you can with the core rules?

MCDM Productions

If it doesn't say, it's Matt.

Rian Dickson

Sounds damn cool already! Stoked!

Jacob Montague

A question: who writes these posts? Is it Matt? James? Hannah?

Jacob Montague

This is a very helpful post! Thank you for clearing things up.

Stuart Cook

The “classes” that have been in tests so far have just seemed like NPC statblock a to me. I’m sure there’s a lot of work to take those from statblocks to 1st level characters, and I’m excited to see it! As a DM and not someone who feels like they want to make their own rpg, seeing class design happen live from the ground up seems like something my games could really profit from.

Schoopdoop McGoop

Using video game design methods for ttrpgs. Very smart and very efficient. Once you know how the game works, then you can start breaking it.


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