Draw Steel General Thread [+]

Does anyone have any recommendations for good (preferably concise) how-to intro videos for DS? I find as I get older, I absorb more from the text if I get an audiovisual overview first (this was extra import when getting my civil engineering degree at 50!).
 

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Does anyone have any recommendations for good (preferably concise) how-to intro videos for DS? I find as I get older, I absorb more from the text if I get an audiovisual overview first (this was extra import when getting my civil engineering degree at 50!).
There are some teaching video concepts going, but haven't seen any particularly concise, nor complete. "The dice society" is a channel that seem to have started a project breaking it down very clearly, but the going seem slow. There is a recent Spanish channel that seem to have similar concept with a bit more traction. The MCDM actual play might be one of the best to get a sense of the game, but hardly concise or structured for learning. There seem to be some material from the playtest backer package era, but that might not be the best source for any details.

Actually for your purposes I think this one might be the most helpful: It gives a birds eye perspective of many of the subsystems that can help you orient yourself in what is there. For combat specifically, this one seem reasonably to the point for getting a sense of what is going on:
 

We haven't played it yet. We are waiting for the actual book to arrive from our backing. But I am very curious as to how the montage system plays out. It sounds cool. Also, like many others, I am excited to see how combat works, especially with how movement, pushing, and pulling play a more defined role.
I do have a question, does anyone know if things like "higher ground" or advantageous terrain/items would work. Like a fighter grabbing a ship's sail and billowing it out to obscure where they are running. I ask this because the discussion of cinematic has been so prominent in the combat discussions, that I was curious it there is a catch all rule or if there are certain skills/powers/abilities that allow creative and cinematic play via a specific rule.
 

I do have a question, does anyone know if things like "higher ground" or advantageous terrain/items would work. Like a fighter grabbing a ship's sail and billowing it out to obscure where they are running. I ask this because the discussion of cinematic has been so prominent in the combat discussions, that I was curious it there is a catch all rule or if there are certain skills/powers/abilities that allow creative and cinematic play via a specific rule.
First that come to mind is that the test maneuver seem to cover a lot of this more custom ground. There are also room for free maneuvers. Hiding is also a seperate maneuver that you are pretty free to flavor however you want, and can be done at any point in your move.

Higher ground is already covered in the rules (gives edge if you are one or more spaces over your opponent. So table probably wont cut it, but shoting from the gallery would). Edges can also be granted on a director's discretion basis.

Of course quite a bit of the cinematic heavy lifting comes from the main actions - but as you can do both main action and maneuver on your turn, you have a solid palete to use - especialy if you manage to tie them nicely together.
 

I do have a question, does anyone know if things like "higher ground" or advantageous terrain/items would work.
Directors are given flexibility for adjudicating advantageous reasons. High ground is already noted in the rules as one though.

To get wonky in the math:
Roles are 2d10, you get one of three results.
One advantage is called an Edge, it is +2 on that role.
Two advantages (double Edge) bumps the result up to the next higher tier result of those three.
(More than two edges are not allowed)
Natural 2d10 result of a 19 or a 20 is a critical and you get to do a whole additional action.
 

There are some teaching video concepts going, but haven't seen any particularly concise, nor complete. "The dice society" is a channel that seem to have started a project breaking it down very clearly, but the going seem slow. There is a recent Spanish channel that seem to have similar concept with a bit more traction. The MCDM actual play might be one of the best to get a sense of the game, but hardly concise or structured for learning. There seem to be some material from the playtest backer package era, but that might not be the best source for any details.

Actually for your purposes I think this one might be the most helpful: It gives a birds eye perspective of many of the subsystems that can help you orient yourself in what is there. For combat specifically, this one seem reasonably to the point for getting a sense of what is going on:
Thanks!
 



I got to play the Delian Tomb in the official Codex VTT.

It was fun! The adventure was very combat oriented, but that was ok since we had enough to learn for one night. Once people started to get the rules we had some great moments as we started to realise the team fighting combos that are designed into the game.

How far along is the Codex? Is the Delian Tomb fully integrated yet?

I plan on running Delian Tomb soon but it will probably be in Foundry.
 

Playing The Delian Tomb adventure in The Codex works well. While we did encounter a few bugs that required a client restart, the game is very playable and does a great job of showcasing the system's cool features, like push damage, triggered actions, and conditions.

Visually, the Unity client for The Codex looks much better than web-based VTTs. The main drawback is that it requires all players to install the client from Steam.

Currently, the maps for the new Delian Tomb adventure are just flat PDFs. This means you'll need to use the built-in tools to manually add walls, difficult terrain, and monsters. Although you can find play-ready maps for the old version of the adventure on the community portal, I haven't found any for the newly released version yet.
 

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