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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="SteveC" data-source="post: 9216503" data-attributes="member: 9053"><p>I think the "no miss" part of MCDM is one of the more interesting parts. If you think in terms of other games that have issues with hitting/missing, I think there's no better example of the ... intense ... feelings this can come out of this than in the X-Com games. You can see a ton of videos on RNG issues with that game, and it is a big deal if you play the game (which I recommend, it's a game that I finished the original campaign of, something that doesn't happen that often).</p><p></p><p>I think the big design issue that Matt is working on is that most combats are about reducing one side's resources to a fail state. Each round if you take an action and "miss" you aren't doing <em>anything </em>to advance the progress of the combat. Since your opponents are likely reducing your own values, you are getting closer to a "lose" state. That's not a particularly dramatic, narrative, or "sexy" way of looking at it, but that's what's going on under the hood. </p><p></p><p>With what Matt (and other game systems too, this isn't unique) is doing, you are going to always be moving forward to the "win" condition. Now an interesting thing that comes up with this is when you take an action that doesn't cause damage. Now you have a tradeoff where you doing some other action instead. That can be interesting in terms of designing a battle where characters <em>need </em>to do something like that, or terrain or other environment requires it.</p><p></p><p>I think this is going to be interesting to think about, especially when you look at what happens after a battle: do resources reset? Is there a daily amount of resources (ahem, healing surges) that gradually get depleted?</p><p></p><p>I am excited to see where things go. I'm most interested in how an encounter works in conjunction with the adventuring day.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9216503, member: 9053"] I think the "no miss" part of MCDM is one of the more interesting parts. If you think in terms of other games that have issues with hitting/missing, I think there's no better example of the ... intense ... feelings this can come out of this than in the X-Com games. You can see a ton of videos on RNG issues with that game, and it is a big deal if you play the game (which I recommend, it's a game that I finished the original campaign of, something that doesn't happen that often). I think the big design issue that Matt is working on is that most combats are about reducing one side's resources to a fail state. Each round if you take an action and "miss" you aren't doing [I]anything [/I]to advance the progress of the combat. Since your opponents are likely reducing your own values, you are getting closer to a "lose" state. That's not a particularly dramatic, narrative, or "sexy" way of looking at it, but that's what's going on under the hood. With what Matt (and other game systems too, this isn't unique) is doing, you are going to always be moving forward to the "win" condition. Now an interesting thing that comes up with this is when you take an action that doesn't cause damage. Now you have a tradeoff where you doing some other action instead. That can be interesting in terms of designing a battle where characters [I]need [/I]to do something like that, or terrain or other environment requires it. I think this is going to be interesting to think about, especially when you look at what happens after a battle: do resources reset? Is there a daily amount of resources (ahem, healing surges) that gradually get depleted? I am excited to see where things go. I'm most interested in how an encounter works in conjunction with the adventuring day. [/QUOTE]
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