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I think I may be playing the Priest tonight in a last minute game. I get that the spell list is gone, and I like that, but what about things like Turn Undead? Are those still things I could do given the way the core moves are structured? I get that it's a different class, and that's fine, I'm just looking for some clarification so I don't have to ask a ton of questions while playing and can just concentrate on beating up monsters.
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# ? May 3, 2013 22:19 |
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# ? Jun 8, 2024 09:27 |
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Overemotional Robot posted:I think I may be playing the Priest tonight in a last minute game. I get that the spell list is gone, and I like that, but what about things like Turn Undead? Are those still things I could do given the way the core moves are structured? I get that it's a different class, and that's fine, I'm just looking for some clarification so I don't have to ask a ton of questions while playing and can just concentrate on beating up monsters. If undead are enemies of your deity, it seems like Invocation will do something, and either way, Divine Ward could be used to drive them back.
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# ? May 3, 2013 22:44 |
Is the current version of the Mage the one where the player always chooses the consequences of their spell? I could've sworn the updated version was either player chooses two or GM chooses 1, but none of the ones linked in the OP have that.
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# ? May 4, 2013 02:06 |
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The Mage was switched to player chooses all, presumably to make it so that you can still do all the cool things with your magic how you want it to happen instead of having it be in the hands of your GM. While you can technically have the GM choose and then describe it yourself, having the choice be yours directly makes it more obvious that you're the one describing your cool spell. Or at least, that's my interpretation and Gnome might have an entirely different one. The no-gm choices one is the current version though.
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# ? May 4, 2013 02:19 |
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PublicOpinion posted:Is the current version of the Mage the one where the player always chooses the consequences of their spell? I could've sworn the updated version was either player chooses two or GM chooses 1, but none of the ones linked in the OP have that. When the Black Magic move was added in and Cast a Spell no longer needed to cover attack spells too, the move became significantly more controllable, and wasn't nearly so "covers everything." I significantly tightened up the drawbacks, making them a lot clearer and more straightforward, and made it player's-choice always. The current Mage is the one in the OP. It is worth mentioning that I feel way better about how The Witch does magic than I do about the Mage, and if I do a Mage rewrite at some point I will be using The Witch's version of Black Magic, and I would try to change Cast a Spell to work a bit more like Witchcraft does. But that takes time and effort I don't want to put forth right now.
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# ? May 4, 2013 03:26 |
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gnome7 posted:It is worth mentioning that I feel way better about how The Witch does magic than I do about the Mage, and if I do a Mage rewrite at some point I will be using The Witch's version of Black Magic, and I would try to change Cast a Spell to work a bit more like Witchcraft does. But that takes time and effort I don't want to put forth right now. Fair enough. But, without asking you to go through the process of updating the pdf, would you mind elaborating a bit more on how you would do it, so we might just pencil it in? Ich fucked around with this message at 15:20 on May 4, 2013 |
# ? May 4, 2013 05:55 |
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I played my first game of DW tonight - It was fun, but the specifics are a story for another time. Mostly I wanted to ask if there's a homebrew class that would represent the character concept of a small child with divine powers that they didn't even understand, and stuff just sort of happened on accident to help them. One of our players made a Cleric who was a small girl who wanted to have things like rocks fall on her enemies to protect her while we were in a cave, and things like that, but we weren't really sure what to roll since Hack n' Slash didn't really seem appropriate. We eventually decided on a generic Wisdom check and class damage, but aren't really satisfied with that. Note that this is mostly for combat purposes, as the out of combat abilities worked great.
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# ? May 4, 2013 07:52 |
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What would the drawbacks be? Dungeon world is brutal; what if the fire elemental just isn't swayed by divine intervention?
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# ? May 4, 2013 09:19 |
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We're playing with the Mage, and there might be some things we are not really getting. What happened was that both I (GM) and the Mage player felt that his spells could be way too broad. He has his aligned elements, where he gets a bonus to his roll when using magic. Then he has everything else that falls under 'clock magic' however you interpret that. Then he has everything friggin' else in the world, like summoning trees or fire or making illusions or teleporting or whatever. And finally he has his opposed elements, that he can never do. Am I completely mistaken? He wanted to play a clock magician, and by the rules he can do anything at all that could feasibly be described as a spell, as long as it doesn't manipulate emotions, make things move or whatever the third thing is. What we did is simply remove the in-between area, between 'anything to do with the Clock' and the opposed elements. So now he's a Clock Mage, who has specific aligned elements and can try to do other stuff with time if he wants to. We both agree that his power level and character focus is better off for this change. However others are using the Mage without this drastic a change. It feels like maybe I'm missing something with how the spellcasting works. Does anyone have an idea?
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# ? May 4, 2013 11:05 |
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I played my first game of Dungeon World last night, too! Maybe it's because I rarely, if ever, get a chance to play a game instead of GM, but I had a blast playing the priest. Using a divine ball and chain to wallop werewolves in the head while casting holy wards on friends was amazing.
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# ? May 4, 2013 15:35 |
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Will it hurt to play with the online rules, or should I wait for the actual book? It's the difference between playing next monday or in a few weeks.
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# ? May 4, 2013 16:50 |
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The online rules are perfectly fine, the book just clarifies a few things in sidebars.
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# ? May 4, 2013 16:56 |
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Golden Bee posted:What would the drawbacks be? Dungeon world is brutal; what if the fire elemental just isn't swayed by divine intervention? Well, it's more like seemingly natural or coincidental disasters than divine intervention. Like instead of saying "I run up to the ogre and bash it with my morning star," you'd say "the ogre charges me, but just as it begins to lower its club the ground shakes and he stumbles, smashing his head into a wall." So just like any other mode of attack, a failure would result in it countering, in this convoluted example, probably by still grazing the kid while it fell over. There's no real mind control or anything at work.
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# ? May 4, 2013 17:50 |
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AlphaDog posted:Oh hey, looks like they ship to Australia and accept credit cards! I ordered mine (I'm in the UK where they are based), about midnight on Thursday and it showed up this morning (Saturday), so yeah they are really good at getting stuff out quick
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# ? May 4, 2013 20:16 |
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I always saw Dungeon World as a harsh place, so if your group is fine with a child-prodigy taking debilities and facing the black gates of death, then I'd do a move like this: When You Pray for Direct Intercession When you pray to your deity with a pure soul, roll +Grace. On a 10+, roll class damage; your deity has interfered directly. On a 7-9, use 1 grace, and roll class damage. The intercession is muddled and puts you in a spot. On a 6-, use 1 grace and your deity is testing you. You cannot Pray until you've shown you show you can survive without it. Gain 1 Grace: *When you give mercy against your best interest; *When you assume the best about a stranger *When you lecture someone much more experienced than you.
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# ? May 4, 2013 21:17 |
This has come up enough in the campaign I'm a part of that I think it deserves its own move: Hurl When you grab something that wasn't meant to be thrown, heft it up with both hands, and send it sailing through the air, roll +STR. On a 10+, it lands where you wanted; you may deal your damage. On a 7-9, choose one: *It hits what you were aiming at but causes damage to things you'd rather it didn't *It requires a running start and leaves you briefly winded but lands where you wanted *It doesn't quite land where you wanted, the GM decides where and what happens I think that's better than just adding a "Heavy Thrown: You can Volley with STR instead of DEX when throwing this thing" tag
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# ? May 5, 2013 04:13 |
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Golden Bee posted:When You Pray for Direct Intercession This is a great move, and it would be a good central move for a playbook ("The Innocent" or something). That said: don't just give that move for free to the Cleric. If they really want to play this archetype with an existing class, check out gnome7's Priest: the Priest is explicitly able to do that with its Invocation move (either by straight rebuking the enemy or by manipulating/commanding something dangerous like fire or rocks).
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# ? May 5, 2013 14:08 |
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So I finally got a chance to finish the cover art for my latest folktale-inspired playbook, The Giant As always the fine folks of the DW thread can find the free Google Doc version Here. And click on this fancy picture if you want to throw some money at it and get the slightly different and much meaner version, the Giant Jerk as an added bonus!
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# ? May 5, 2013 15:31 |
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I fuckin love that giant just chilling out.
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# ? May 5, 2013 15:38 |
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Tiger posted:... Do you get that for things that are not clock related, he gets -1 to his roll?
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# ? May 5, 2013 18:18 |
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Ich posted:Do you get that for things that are not clock related, he gets -1 to his roll? And doesn't get a bonus for his aligned spells unless his INT mod drops to 0?
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# ? May 5, 2013 18:27 |
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So I've been screwing around with Dungeon World recently, fairly new to it, just started a small game with some friends, and I am finding that there is some ... confusion or hostility toward the thing where I ask the players questions about the character or setting? No matter how directly or pointedly I ask a question ("Who's in charge here? Do you know them?" "Have you ever encountered a monster like this before?" "When did you first meet so-and-so?", whatever) my players always give me really waffly answers. "Well, maybe X or Y or Z," or really vague answers, "I guess maybe a king or warlord or something is in charge." Almost all of the answers I get from my players feel like, "I don't know, you decide." I've tried to be direct about my expectations ("When I ask you a question, I'm looking to get an answer, not a suggestion; I'm taking this decision out of my hands and putting it in yours!") but it doesn't seem to help. Anyone have any ideas?
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# ? May 5, 2013 18:34 |
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Heart Attacks posted:So I've been screwing around with Dungeon World recently, fairly new to it, just started a small game with some friends, and I am finding that there is some ... confusion or hostility toward the thing where I ask the players questions about the character or setting? No matter how directly or pointedly I ask a question ("Who's in charge here? Do you know them?" "Have you ever encountered a monster like this before?" "When did you first meet so-and-so?", whatever) my players always give me really waffly answers. "Well, maybe X or Y or Z," or really vague answers, "I guess maybe a king or warlord or something is in charge." Almost all of the answers I get from my players feel like, "I don't know, you decide." Give them a worse outcome. But seriously, give them some time to wrap their heads around the new ideas.
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# ? May 5, 2013 19:26 |
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djw175 posted:And doesn't get a bonus for his aligned spells unless his INT mod drops to 0? Yep, that, too! Your aligned spells never take less than +1. While not spectacular, that is pretty great when you take the -1 to INT option more than once. (Or play a Mage with an 8 Intelligence!)
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# ? May 5, 2013 19:30 |
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Heart Attacks posted:So I've been screwing around with Dungeon World recently, fairly new to it, just started a small game with some friends, and I am finding that there is some ... confusion or hostility toward the thing where I ask the players questions about the character or setting? No matter how directly or pointedly I ask a question ("Who's in charge here? Do you know them?" "Have you ever encountered a monster like this before?" "When did you first meet so-and-so?", whatever) my players always give me really waffly answers. "Well, maybe X or Y or Z," or really vague answers, "I guess maybe a king or warlord or something is in charge." Almost all of the answers I get from my players feel like, "I don't know, you decide." Perhaps you can ease them into some of these aspects of the game by offering them a set of choices instead of a more open-ended question? Sort of "Ah, old so-and-so, you met them in Wraith Pits of Urglbargar, right? Or was it the Demon Chapel of Inequality?"
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# ? May 5, 2013 20:22 |
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I'm planning on running a campaign set in the Dark Sun universe, and I was wondering if there are any pre-made materials for that setting available. For now, I'm thinking of making clerics and wizards simply choose an element and theme their powers thusly, paladins will be liaisons of Inquisitors, druids will be preservers, etc. edit: Also, I went to purchase the book online and the website poo poo itself. Is the hardcopy worth having? Verisimilidude fucked around with this message at 02:05 on May 6, 2013 |
# ? May 6, 2013 02:00 |
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Dirty Job posted:I'm planning on running a campaign set in the Dark Sun universe, and I was wondering if there are any pre-made materials for that setting available. For now, I'm thinking of making clerics and wizards simply choose an element and theme their powers thusly, paladins will be liaisons of Inquisitors, druids will be preservers, etc. From the content post after the OP: gnome7 posted:GimpInBlack's Dark Sun World As for getting the hardcopy, I recommend it, but the online rules are up to date and perfectly functional.
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# ? May 6, 2013 03:04 |
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djw175 posted:And doesn't get a bonus for his aligned spells unless his INT mod drops to 0? Sorry, re-reading my post, I couldn't understand myself. That was horribly written. Ich posted:Do you get that for things that are not clock related, he gets -1 to his roll? What I meant was: Do you understand that for non-aligned spells, mages get -1 to their roll? As for aligned spells, they get the INT modifier, and your modifier for aligned spells will never drop below +1, even if you are somehow at INT -2.
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# ? May 6, 2013 05:35 |
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I knew I liked this game when I first heard about it, but I finally actually ran it tonight. It was like a religious experience. Before we even began assigning stats, the players had worked out a scenario where they were criminals on the run from the empire and the organization they betrayed. They're on a mission to recover the expensive artifact they stole from the empire and hid from their ex-colleagues before having been jailed. I came up with a framework for a quick dungeon trip and asked tons of questions... the game practically ran itself. But not, as I feared, in a way that left me feeling like I had no input. I kept an open mind and used my moves and everything went great. Hello new favorite RPG!
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# ? May 6, 2013 06:12 |
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I was thinking about the Leadership feat from 3rd Edition D&D last night. Specifically, I was thinking of how bad it was. My least favorite part of the stupid thing was the throng of basically useless mooks you got - a bunch of low-level peasants good only for building railguns. Since Apocalypse World has good solid rules for large groups of followers, I cribbed from the Chopper and Hardholder playbooks to bang together a Chieftain for Dungeon World.quote:Chieftain After this, I had a little momentum, so I wrote a few moves for an alternative path to societal power, the Big Boss. quote:Big Boss I would appreciate feedback on these two compendium classes. This is my first crack at game design of any kind - I tried to play it safe by sticking closely to established move structures, but please let me know if something is unbalanced, vague, or just plain useless/boring. I want to get better at creating content for this awesome game system.
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# ? May 6, 2013 16:48 |
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Mr. Damage Control posted:Compendium Classes Well, I like the Chieftain overall. Feels like a good move, though I don't know how useful it is to have a large group of people in a dungeon. Not that taking the Dungeon out of Dungeon World is necessarily a bad thing. The Boss seems wholly inapplicable to a traditional fantasy setting, though. I guess there are some games that are really into guilds?
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# ? May 6, 2013 18:57 |
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The Chief is awesome. The Boss would work great, perhaps in my group, the masks variant, or Monster of the Week.
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# ? May 6, 2013 19:22 |
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Both of those classes look pretty good, and my only real complaint is that Big Boss doesn't seem like the best name for a class like that. Now, a class all about GUNS and BOXES might work better with that title.
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# ? May 6, 2013 19:26 |
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sentrygun posted:Now, a class all about GUNS and BOXES might work better with that title. Deterrence??? When you go into an in-character monologue about the evils of nuclear warfare lasting no shorter than eight minutes in length, mark experience. And now I really want a Metal Gear Solid AW hack... LordZoric fucked around with this message at 19:44 on May 6, 2013 |
# ? May 6, 2013 19:40 |
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This Gun is the Best Gun When you Sperg out about the construction of a weapon you are holding, it gains the exquisite tag, and gains a +1 to damage. Your Gun Sucks When you point out the various inadequacies of an opponent's weaponry, they take a -1 ongoing to damage for the rest of the fight or until they abandon their weapon and find another.
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# ? May 6, 2013 20:00 |
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KillerQueen posted:This Gun is the Best Gun Variations of these sound like they might make good fighter moves, what with their signature weapon and all. Isn't announcing some variation of "my weapon is a flipping awesome weapon, it's killed this and that and drawn the blood of X foes" pretty mythically flavored anyway?
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# ? May 6, 2013 20:05 |
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The moral of the story is that the Fighter could be a lot better.
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# ? May 6, 2013 20:06 |
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KillerQueen posted:The moral of the story is that the Fighter could be a lot better. If only someone improved it.
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# ? May 6, 2013 20:10 |
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But where would we find a link to such a thing? If only there were some sort of highly convenient list of links towards the beginning of the thread. In all seriousness I do really like Gnome's improved classes, the Fighter advanced moves just get kind of weird in my opinion.
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# ? May 6, 2013 20:13 |
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# ? Jun 8, 2024 09:27 |
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KillerQueen posted:The moral of the story is that This is more the case in my opinion. Thankfully a lot of progress has been made in this thread.
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# ? May 6, 2013 20:18 |