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Nearly all of the base classes are pretty solid and the only notable problem with the Fighter is that people willing to dip into making and toying with crazy classes aren't interested in playing a simple "I hit things with my sword" character. Gnome's changes can be cool, but it's not like he's salvaging a trainwreck or something.
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# ? May 6, 2013 20:22 |
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# ? Jun 1, 2024 17:19 |
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LordZoric posted:This is more the case in my opinion. Thankfully a lot of progress has been made in this thread. Honestly, you're right. The druid's probably my favorite base class, but even it has issues. I'm don't even want to look at the ranger. ed: The reason I don't really like classes that have nothing but combat abilities baked into them is that my group so rarely runs any game that focuses on combat. Whenever we do people mostly just get bored or lose focus. The base fighter would be fine by me if I ever did something like a dungeon crawl. Now it strikes me as a bit funny that I'm playing a game called "Dungeon World". KillerQueen fucked around with this message at 20:28 on May 6, 2013 |
# ? May 6, 2013 20:23 |
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Hey y'all, ran my first game last week and it was a total blast. Most of my players had never done a tabletop RPG before and folks were really into it. Unfortunately our session had to be cut a little short due to outside circumstances so we ended up only getting to done one big scene after character creation before we had to call time. However, everyone was really stoked on it and want the game to be a regular thing which is awesome! I had a few questions for folks who've been running the game for awhile. We're running with just the base classes from the book, although my Bard is using the Improved Bard sheet. How does Divine Guidance usually play in your sessions? I've got a cleric whose god's domain is Knowledge and Hidden Things and whose petition is Gaining Secrets, but I'm not sure exactly how that's going to/supposed to play out in the game. For Wizards, how regularly do you have them encountering places of power for the Ritual move? What's your general framework for deciding if a place is one of power or not? Finally: Loot. How much/what sort of loot do y'all hand out? I get that Dungeon World isn't really a kleptomaniac, steal all their stuff kind of game (or maybe it is, depending on yr group), but I've never run or really played in a dungeon crawl/fantasy-type game and I'm a little out of my depths when it comes to what I should be giving them and how often.
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# ? May 6, 2013 20:24 |
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LordZoric posted:
I agree with this, definitely. It was certainly one of the reasons I started making all the classes I did in the first place. The core classes are solid, but my oh my they can get boring. Coincidentally, I got in a conversation on G+ with Sage and a couple other folks over there about how The Thief is really really lacking in Stealth moves, and it reminded me that LemonCurdistan's City Thief really really needed a playbook version made up of it. So I made that happen.
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# ? May 6, 2013 21:25 |
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gnome7 posted:and it reminded me that LemonCurdistan's City Thief really really needed a playbook version made up of it. So I made that happen. This is totally an excuse to repost the City Thief since I made some more moves for it to eliminate the poison angle completely (and also since I love getting gnome to hate me): quote:The City Thief Thieves' Highway is from my Assassin, but the only reason it's in the Assassin playbook is that it wasn't already in the Thief one.
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# ? May 6, 2013 22:03 |
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Changed, but I'm done touching it now.
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# ? May 6, 2013 22:04 |
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Should I point out that having poisons on the gear page when the Thief no longer has poison moves is a bit weird? Here's what I have so far for the Assassin. It is missing four 6-10 moves, so I would appreciate suggestions, but there's a catch: those can't be moves about poison, disguises or being stealthy since those are already covered by the Thief/City Thief. quote:STARTING MOVES Lemon-Lime fucked around with this message at 23:21 on May 6, 2013 |
# ? May 6, 2013 22:46 |
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Maybe a more fiction driven move as an upgrade to Anatomist. Able to strike the organ wanted every time, and causing an effect in addition to the extra damage? Such as aiming for a lung, the target struggles breathing. I remember someone here was taking about bring able to hide bodies via translocate. Maybe that could be an upgrade as well?
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# ? May 7, 2013 00:20 |
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RSIxidor posted:Maybe a more fiction driven move as an upgrade to Anatomist. Able to strike the organ wanted every time, and causing an effect in addition to the extra damage? Such as aiming for a lung, the target struggles breathing. Yeah, that is a good idea - I'll see what I can come up with, thanks. RSIxidor posted:I remember someone here was taking about bring able to hide bodies via translocate. Maybe that could be an upgrade as well? This was tempting, but Vermin Friend/Lord is already meant to be usable to dispose of bodies, so I don't want to double up.
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# ? May 7, 2013 00:28 |
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Lemon Curdistan posted:Yeah, that is a good idea - I'll see what I can come up with, thanks. Totally missed, "eat this." Still, I think Translocation could get something extra. Maybe the ability to take someone (living) with you? There might be something you could add to Creed as a 6-10 as well. I'm sorry that all my ideas are "add this to that."
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# ? May 7, 2013 02:15 |
Got around to using the Hireling rules for the first time last session. A bit crunchier than I'd like for using on the fly, and we wound up ignoring most of the actual mechanics for their skills. Has anyone ginned together a lightweight replacement? I'm thinking of just giving them FATE aspects and if you have a hireling help you, you get +1 if their aspect applies (or possibly -1 if their aspect applies in a bad way)?
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# ? May 7, 2013 02:20 |
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Lemon Curdistan posted:Should I point out that having poisons on the gear page when the Thief no longer has poison moves is a bit weird? I'd like to see more moves about the Assassin interacting with people in interesting ways. Perhaps an upgrade (Or a few) to contract killer? with your increase in reputation, you get higher profile targets that pay more, or have more influential clients that you can lean on for useful favours. Also perhaps a move about "making it look like an accident"? Something along the lines of if you kill the target in a certain way you can claim more reward, but if you blow it and get made you get nothing.
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# ? May 7, 2013 02:29 |
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Mr. Damage Control posted:Chieftain This is excellent. Also, we really need to finish Exalted World.
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# ? May 7, 2013 02:29 |
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Lemon Curdistan posted:Should I point out that having poisons on the gear page when the Thief no longer has poison moves is a bit weird? I am shrugging so hard Atlas would feel it.
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# ? May 7, 2013 02:37 |
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Lemon Curdistan posted:Here's what I have so far for the Assassin. It is missing four 6-10 moves, so I would appreciate suggestions, but there's a catch: those can't be moves about poison, disguises or being stealthy since those are already covered by the Thief/City Thief. I have a pounding headache right now so I'm not thinking too clearly, but the first thing that popped into my head is a staple of assassin fiction; When you elect to spare a contracted target's life by faking their death, roll +Int.
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# ? May 7, 2013 03:30 |
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Kai Tave posted:I have a pounding headache right now so I'm not thinking too clearly, but the first thing that popped into my head is a staple of assassin fiction; When you elect to spare a contracted target's life by faking their death, roll +Int. I like it. I hope he likes it.
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# ? May 7, 2013 04:30 |
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The most basic idea I can think of is to make it a "pick two from the list on a 10+, pick one on a 7-9, on a 6- something bad happens" sort of deal. So a list for something like that might look like: -The target will repay your mercy with a favor. -Your deception is flawless; no one will suspect the target yet lives. -?????? my brain is still running slow, something cool goes here.
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# ? May 7, 2013 05:24 |
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I can't sleep, brain won't stop going. Idea I had. Forcing myself to sleep now.quote:Destined
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# ? May 7, 2013 05:52 |
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I don't know how to Dungeon World, help? I'm starting up my first Dungeon World campaign soon, and one of my players just messaged me with this: quote:So, been looking though the classes and I'm thinking of going for the fighter class. I was thinking of a hunter/gatherer which would seem more rangery, but I don't really see him as having an animal companion. Basically his thing is that he's the guy who goes out and hunts monsters so that people don't have to eat mushrooms all day. He not only relishes the hunt, but also preparing anything he catches into a hearty meal... anything. I'm not sure what to do for him. Any advice? Fighter doesn't seem like a good fit, but he specifically denied Ranger because of the Animal Companion. Is there a good way to remove/replace the animal companion from Ranger or to add hunting abilities to something else? Or an awesome third-party class I've missed? I'm not entirely confident in doing this myself.
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# ? May 7, 2013 06:03 |
Maybe take the Improved Fighter from the 2nd post and replace I'm Your Opponent with the Ranger's Hunt and Track move?
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# ? May 7, 2013 06:09 |
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Fighter seems fine for him, honestly. All of the stuff he described is fictional stuff that pretty much any class could do. The Fighter could have his Signature Weapon crafted from the bones of his greatest hunt, the Thief could focus on getting the drop on big beasts and taking them down with potent venoms he's extracted from snakes and spiders, the Druid could be a berserker kind of guy who takes on the traits of animals to blend in and take down his marks, a Cleric could worship the goddess of the hunt and take down grand beasts in her name, and if you get even more ridiculous with it there could totally be such thing as Huntomancy for a hunting Wizard; the Fireball takes them down AND cooks them at the same time! If I spent a bit more time I could probably make a decent excuse for the Bard and Paladin too, with the latter probably also being under the goddess of the hunt. There's probably enough room to make a class all about hunting (especially with crazy stuff like Monster Hunter influences), but I'm not aware of one that exists at the moment and already have way too many other ideas I need to work on including finalizing one of my classes. If you run into a problem where your player really wants to do a thing a lot and you want to reward them for doing it, write a move for them. Maybe something like 'when you take the beast by the horns, roll +STR' for wrestling and maybe even temporarily riding wild beasts, or so on and so forth.
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# ? May 7, 2013 06:14 |
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madadric posted:with your increase in reputation, you get higher profile targets that pay more You mean like Ill Repute and The Professional? :P I'd rather not write moves about using Contract Killer as leverage or whatever, because that would be saying that you can't do that unless you have the advance, which is not true - if you want to blackmail someone with the fact that you've killed for them, go right ahead. madadric posted:Also perhaps a move about "making it look like an accident"? Something along the lines of if you kill the target in a certain way you can claim more reward, but if you blow it and get made you get nothing. Already part of Contract Killer, both as strings on a 7-9 and in general as a thing you can ask for. The people giving you these jobs are NPCs, so you can negotiate with them. Kai Tave posted:I have a pounding headache right now so I'm not thinking too clearly, but the first thing that popped into my head is a staple of assassin fiction; When you elect to spare a contracted target's life by faking their death, roll +Int. That's meant to be already covered by The Creed, although a wording change on the trigger is probably needed. e; although it does give me an idea for faking your own death. e2; vvv yeah, that is something I'll look at. Thanks all! Lemon-Lime fucked around with this message at 07:51 on May 7, 2013 |
# ? May 7, 2013 07:38 |
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I think Kai's suggestion has merit, but it might work better as When you fake a death, either yours or someone else's, roll +INT...
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# ? May 7, 2013 07:50 |
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quote:Requiescat in Pace Ended up tweaking the scope to make a 10+ entirely foolproof - should be a worthy 6-10 now. RSIxidor posted:Totally missed, "eat this." Still, I think Translocation could get something extra. Maybe the ability to take someone (living) with you? Forgot to reply to this the first time: yeah, that's great. It's an easy upgrade move, so I'll add that. Not sure what I could add to The Creed. RSIxidor posted:I'm sorry that all my ideas are "add this to that." Well, no, that's what I'm looking for. e; renamed Translocate to Jaunt and gave the former name to its advance, changed the trigger to make it rely on shadows (less Dishonored-y, more in line with the rest of the class). This is the new Jaunt/Translocate: Jaunt When you whisper words of passage and step into shadow or darkness (no matter how faint), roll+Int. On a 10+, you instantly reappear anywhere up to Near distance. On a 7-9, choose one: - you reappear a few metres from your intended destination - you reappear several seconds later - you leave something behind when you disappear Translocate Replaces: Jaunt When you whisper words of passage and step into shadow or darkness (no matter how faint), roll+Int. On a 10+, you instantly reappear anywhere up to Far distance if you’re alone, or you can take one passenger with you up to Near distance. On a 7-9, choose one: - you reappear a few metres from your intended destination - you reappear several seconds later - you leave something behind when you disappear Also renamed Stealthy Dabbler/Initiate to Sneak and Predator respectively, and changed their text to: Sneak/Predator Choose one non-multiclass move from another class list. Treat your level as one lower for the purpose of choosing this move, unless that move is from the Thief class or makes you more agile or stealthier. e2; how's this? quote:Surgical Lemon-Lime fucked around with this message at 09:59 on May 7, 2013 |
# ? May 7, 2013 08:12 |
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Syka posted:I don't know how to Dungeon World, help? I do have The Marksman (also available in classic version), that might work for half of what he wants? I want to say that someone made a Compendium Class about cooking or eating what you killed, but I can't remember much more than that. Shoving the two of them together, or maybe swapping out the Ranger's Animal Companion for the CC's starting move, should give you a nice hunter-gatherer class.
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# ? May 7, 2013 12:23 |
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Are there any differences in the races besides their class abilities? I'm looking at the free rulebook, maybe I'm missing something, but I don't see anything about it.
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# ? May 7, 2013 13:20 |
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Dirty Job posted:Are there any differences in the races besides their class abilities? I'm looking at the free rulebook, maybe I'm missing something, but I don't see anything about it. They get their racial move for their selected playbook, and they get whatever influence the setting/fiction (predetermined or decided by consensus) gives.
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# ? May 7, 2013 13:30 |
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Syka posted:I don't know how to Dungeon World, help? Fighter is a good fit, in my opinion. I don't see a reason not to allow the fighter's signature weapon to be ranged (just add near and far to the list of ranges), and I've in fact played a fighter who volleys more than she hack and slashes; it works pretty well. A possibly better alternative, is take the ranger, replace the Animal Companion with something else (a compendium class starting move maybe, or some other move from another class), and replace advanced moves that refer to the animal companion with fighter advanced moves.
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# ? May 7, 2013 13:31 |
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So last session the wizard in my game started getting weird, invasive nightmares from an obvious malefic presence (I won't say what since this player reads these boards!), so he decides to cast a ritual to set a trap in his mind while he sleeps for whatever keeps haunting him. When I tell him he can do this, but he exposes himself to a direct confrontation with this entity in his dreams, he asks if he can bring the party along and lo and behold we suddenly have an inception adventure. This kind of thing would never happen in D&D, Dungeon World rocks so hard. Anyway, I told the players I would need some time to think about this, so we decided to put the dream world adventure off until today's session. I was toying with some ideas on how to give the players a good deal of creative control while in the dream (just like the main characters in inception can alter the dream), and I suddenly got the idea of changing Discern Realities into Define Realities. So here's my rough sketch for the custom move and I'd like input: pre:Define Realities Whenever you attempt to bend the dream to your will, roll+Wis. On a 10+, the GM asks you 3 questions from the Discern Realities list. On a 7-9, the GM asks you one question from the discern reality list. Anything you say suddenly becomes fact within the dream, at least until someone else changes it. On a 6-, the malefic entity gets to Define Reality instead.
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# ? May 7, 2013 17:24 |
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MagnesiumB posted:Hey y'all, ran my first game last week and it was a total blast. Most of my players had never done a tabletop RPG before and folks were really into it. Unfortunately our session had to be cut a little short due to outside circumstances so we ended up only getting to done one big scene after character creation before we had to call time. However, everyone was really stoked on it and want the game to be a regular thing which is awesome! I had a few questions for folks who've been running the game for awhile. We're running with just the base classes from the book, although my Bard is using the Improved Bard sheet. So I actually haven't played DW, but I don't want this to get lost in the morass. Here's my take as an experienced GM with only theoretical knowledge of DW.
The pros may have better ideas.
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# ? May 7, 2013 17:33 |
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TheDemon posted:A possibly better alternative, is take the ranger, replace the Animal Companion with something else (a compendium class starting move maybe, or some other move from another class), and replace advanced moves that refer to the animal companion with fighter advanced moves. Reading various threads including the SA threads, I think this is something that gets missed a lot, since there aren't a lot (many/any) of Compendium Classes in the base rules. Nine times out of ten, I see a specialized class and think that a Compendium Class would be easier and more appropriate. There's really nothing stopping a player from using a base class and then only taking compendium class moves. If you've got a wicked-awesome idea for a unique character concept, three compendium classes might make more sense than a new playbook.
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# ? May 7, 2013 17:38 |
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Frankly, I think we need better compendium classes. We have a fair number, but they're kind of specialized? If there were a bunch of classes mirrored in some way as comp classes, that would be wonderful. And it would help that multiclassing issue some people like to obsess over. Also I find the comp class starting move often isn't really worth a class advanced move, even if the later compendium class moves are pretty cool, which puts me off some.
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# ? May 7, 2013 17:56 |
Prowave Tierdash posted:So last session the wizard in my game started getting weird, invasive nightmares from an obvious malefic presence (I won't say what since this player reads these boards!), so he decides to cast a ritual to set a trap in his mind while he sleeps for whatever keeps haunting him. When I tell him he can do this, but he exposes himself to a direct confrontation with this entity in his dreams, he asks if he can bring the party along and lo and behold we suddenly have an inception adventure. This kind of thing would never happen in D&D, Dungeon World rocks so hard. We had something similar happen in our long running DW campaign. Except we all went into the Realm of Dreams ( in Planescape there is a realm for everything! ). We ended up with my character as a sorta mystery guide, going through each player character's dream, chasing clues to a mystery. It culminated with a fight at the Dream Well ( or something i forget what it was, Fountain of Dreams maybe? ). It was a pretty cool session. And its definitely the kind of thing Dungeon World handles well.
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# ? May 7, 2013 17:57 |
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TheDemon posted:We have a fair number, but they're kind of specialized? If there were a bunch of classes mirrored in some way as comp classes, that would be wonderful. That's explicitly not the purpose of a Compendium Class, though? They are meant to be specialised, not violate niche protection. If you want more multiclassing, just let your players take MC moves more than once.
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# ? May 7, 2013 19:52 |
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Lemon Curdistan posted:That's explicitly not the purpose of a Compendium Class, though? They are meant to be specialised, not violate niche protection. Nonsense. There's nothing that says comp classes are meant to be specialized. The book reads: "A compendium class is the way to go for a concept that can be layered onto multiple other classes." That could be anything, specialized or generalist. If the prevailing opinion is that comp classes should be specialized only, my opinion is that that's the wrong approach and ought to be rethought.
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# ? May 7, 2013 20:14 |
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Lemon Curdistan posted:That's explicitly not the purpose of a Compendium Class, though? They are meant to be specialised, not violate niche protection. Well, niche protection is a tricky beast. I'm not sure whether The Take the most recently discussed new class, the Assassin. Why make it a core class? To be clear, I'm not saying it can't be, I'm just saying it can easily be a concept that works as a Compendium Class. A brash, in your face assassin a la Assassin's Creed? Fighter + CC. A sniper assassin? Ranger + CC. Traditional assassin? Thief + CC. Dark Sun Assassin? Bard + CC. Avenger? Cleric + CC. And so forth and so on. Again, not saying it can't be done, but I think a lot of the "new" full playbooks (as opposed to the reimaginings, like the Improved Fighter and Mage) can more elegantly be done as CCs. There seems to often be discussion of "whelp, I've got twelve really cool moves, so I just need eight more to make this playbook." One of the first rules of editing/writing is to cut, not add. If you've got ten cool moves, you're either halfway to a playbook, or a few moves too far on an awesome CC. And I don't know that the multiclassing "issue" is a desire for more of it. CitizenKeen fucked around with this message at 20:19 on May 7, 2013 |
# ? May 7, 2013 20:16 |
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Re: my Mage query from last pageIch posted:What I meant was: Do you understand that for non-aligned spells, mages get -1 to their roll? That -1 to non-aligned rolls means if they're at high Intelligence, so INT+2, they roll+1 instead? If so, yes. The problem wasn't that he didn't get to roll+2 to do anything at all apart from his opposed elements. It was that he was allowed to do it at all, at +1 even! I think it's too free for me.
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# ? May 7, 2013 20:35 |
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TheDemon posted:Nonsense. There's nothing that says comp classes are meant to be specialized. The book reads: They are meant to be things you can come up pretty rapidly to give player options for joining organisations or finding cool stuff. quote:A compendium class is like a mini-class, it’s a collection of moves around a fictional theme. quote:Compendium classes are best when they rely on what the character has done, not stat prerequisites or anything that happens without the player’s action. A compendium class that is available to anyone who just gained 5th level doesn’t stand for much; one that only applies if you’ve been to Death’s Black Gates and lived to tell the tale is more interesting. Again: if you want more multiclassing, just let your players take MC moves multiple times instead of railing against the current state of affairs (or, you know, write your own CCs like you're supposed to!). CitizenKeen posted:Why make it a core class? Because there is a clear fictional/thematic identity that is different enough to warrant a base class, because I had way too many moves for a compendium class, and because I know at least one person who will want to play an Assassin with the set of moves I wrote up rather than a Thief or Fighter or Bard with Contract Killer bolted on. Incidentally, if you want to make the Assassin into a CC, here's how you do it: The Assassin, CC version posted:When you have taken a life in exchange for financial reward, you may take the following move when you next level up: Lemon-Lime fucked around with this message at 21:25 on May 7, 2013 |
# ? May 7, 2013 21:09 |
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Lemon Curdistan posted:Translocation I know you changed it already and what I'm about to say no longer applies here, but I gotta say that it really rubs me the wrong way when DW moves have such obscure and convoluted triggers like this one — ones that make the player think "okay, well, how do I even begin to do that in the fiction". There are even a few in the base playbooks — for instance, the trigger for the Bard's Arcane Art, "When you weave a performance into a basic spell", which I think would have been a lot better as "When you perform a song or dance of praise or encouragement" or something like that.
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# ? May 7, 2013 21:20 |
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# ? Jun 1, 2024 17:19 |
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Prowave Tierdash posted:So last session the wizard in my game started getting weird, invasive nightmares from an obvious malefic presence (I won't say what since this player reads these boards!), so he decides to cast a ritual to set a trap in his mind while he sleeps for whatever keeps haunting him. When I tell him he can do this, but he exposes himself to a direct confrontation with this entity in his dreams, he asks if he can bring the party along and lo and behold we suddenly have an inception adventure. This kind of thing would never happen in D&D, Dungeon World rocks so hard. This seems awesome!
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# ? May 7, 2013 21:22 |