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Wizard's Are Weird When you embrace the odd, the strange, and the bizarre aspects of magic's innate chaos to the dismay of others around you you may use INT instead of WIS for Discern Realities.
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# ? May 10, 2013 00:19 |
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# ? Jun 8, 2024 06:51 |
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Both of those are much better versions of Logical (although the single stat problem remains). It's still work in progress (gnome, don't add it to the OP) since it's missing both rules for the Backgrounds and the second half of the Gear section. Feel free to suggest anything you want included. Lemon-Lime fucked around with this message at 17:05 on May 10, 2013 |
# ? May 10, 2013 00:22 |
Yeah, I should go with just "a divination" instead of "a divination ritual". But in any case, I think the commonality is that the Wizard using INT for DR should find it taking some effort, obvious to observers, or unsuited for polite company. Heck, there should be a follow-up move where you can take +1 forward the stranger and more unsettling you make your process. Cast some knucklebones? Sure, use INT. Sever a goblin's head with a pen knife, put a votive candle in its mouth and stare into its eyes while chanting a plea to Gerretu, the Strider of the Void? Gotta be some kind of bonus for that.
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# ? May 10, 2013 00:27 |
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So, I guess I have a dumb question. In the Fae playbook, what is the distinction between being mortal and immortal? As a Fae you have immortal heritage, so is it up to the player and GM to figure out what that means in the fiction, or is there a definite answer to what immortality means (I think there are a couple different kinds of "immortal," right)? To elaborate, I guess I'm asking if it means they live forever until they are killed, or if they just can't die by normal means, or at all, or what. Overemotional Robot fucked around with this message at 04:33 on May 10, 2013 |
# ? May 10, 2013 04:30 |
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I was looking into going to Gen Con this year, maybe running some Dungeon World. If anyone else wants to run it there, they pointed me to http://www.indiegamesexplosion.org/2013/01/29/games-on-demand-gen-con-2013/ http://www.indiegamesexplosion.org/contact-us/
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# ? May 10, 2013 05:14 |
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Overemotional Robot posted:So, I guess I have a dumb question. In the Fae playbook, what is the distinction between being mortal and immortal? As a Fae you have immortal heritage, so is it up to the player and GM to figure out what that means in the fiction, or is there a definite answer to what immortality means (I think there are a couple different kinds of "immortal," right)? This is a great question, since I'd never really consciously pondered the question. Now that you have asked it, of course Fae calling normal people mortals implies something about the Fae's own lifespan/mortality! My unconscious intention is that mortal is used to describe mundane everyday people that live in the normal civilised world, grow old, and die. The Fae don't neccessarily play by those rules, but they can be killed as surely as any other character class. Death is a huge part of Dungeon World, and I don't really want to mess with that mechanic too much in any of my playbooks, which will be interesting when I come to write the Highlander-inspired Eternal. But in your game it can mean whatever you want! Perhaps your Fae is an anthropic representation of an idea, and when it 'dies', it returns as it's core self, but missing patches of it's memory (Read, you go back to level 1) Perhaps it is merely long lived, and doesn't grow old. Perhaps time in the Fae Realm just moves differently than it does in the mortal realm. Since I don't specifically pin it down in the playbook, it's definitely up to the group to answer those questions through play!
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# ? May 10, 2013 05:30 |
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Lemon Curdistan posted:Both of those are much better versions of Logical (although the single stat problem remains). Looks great, I love the bonds. I was going to ask if the dagger and/or folding sword be precise weapons, instead of the whip sword, but then I realised the class doesn't actually have any DEX moves so it's an INT/STR assassin, which is cool. Huge body as an option made me think of The Witcher 2's Letho and now I have a rad character idea. Stuff like throwing knives, smoke grenades, grappling hooks, tripwires and other miscellanea could definitely go in that last gear section.
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# ? May 10, 2013 11:53 |
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Boing posted:Huge body as an option made me think of The Witcher 2's Letho and now I have a rad character idea. It's meant to let you either do that or be a freakily agile fat dude in expensive clothes if you wanted to. As an experiment, none of those things are going to be in the gear section. Instead, this is what the second choice is: quote:Choose one: If that doesn't work for people for some reason, I will resort to throwing knives etc. The Assassin was thought of as a particularly urban class, and if you're playing in a normal dungeon, being out in the middle of nowhere without rations or camping gear raises interesting questions. And yes, you can be Int/Str or Int/Dex as you want. There is literally no space for me to put the precise tag for the dagger, sadly. Personally, I've houseruled that all Hand weapons are automatically precise, and it's not broken anything; I recommend doing that since a dagger should definitely be usable off +Dex. e; in fact, updated the sheet. Ctrl-F5 if you're not seeing the names section. Now I just need to come up with race moves. Lemon-Lime fucked around with this message at 13:57 on May 10, 2013 |
# ? May 10, 2013 12:47 |
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Lemon Curdistan posted:Choose one: Keep these! I think it's safe to assume an assassin probably has some throwing knives hidden somewhere and these are MUCH more interesting than throwing knives.
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# ? May 10, 2013 15:21 |
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The Assassin is done. Especially looking for feedback on the bonds, but other than that it's complete and been peer-reviewed. Enjoy. Should be typo-free. e; link for sticking in the OP since the dropbox one won't be up forever: https://docs.google.com/file/d/0B30fzv28XdrYYy1lOFVrZWp1cWM/edit e2; wasn't typo-free, made a couple of fixes and updated all sources. Lemon-Lime fucked around with this message at 17:38 on May 10, 2013 |
# ? May 10, 2013 17:05 |
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Lemon Curdistan posted:The Assassin is done. This class is brilliant. It feels really complete and the list of moves contains tons of bloody interesting options. I don't think there's a single move I wouldn't consider taking purely for the interest factor, it's very nicely done! My favourite bits: * the concealed tag * Adumbrated Weapon (both for the move itself and the name) * Surgical Jaunt/ Translocate is also great; the updated version fits the class much better and still seems like a really useful move. The bonds look good. If you're after more options, how about "____ needs my services, though they may not know it yet"? In general I quite like the generic "____ is wrong about me" or "there is much I can teach _____", both of which could fit as extra options. The Supreme Court fucked around with this message at 17:33 on May 10, 2013 |
# ? May 10, 2013 17:29 |
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Lemon Curdistan posted:The Assassin is done. Bonds look okay. The wording on The Creed might work better as "you catch the eye of someone powerful", as it took me a few attempts to figure out that it wasn't "Someone's powerful eye" (like, you literally ripped their eye out and it had magic powers or something). Contract Killer looks fantastic. Though the advanced moves that trigger off it have passive wording, but I can't think of a better way to put it that wouldn't be twice as long.
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# ? May 10, 2013 17:40 |
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The Supreme Court posted:This class is brilliant. It feels really complete and the list of moves contains tons of bloody interesting options. I don't think there's a single move I wouldn't consider taking purely for the interest factor, it's very nicely done! My favourite bits: Yeah, I really like it - will definitely use it in my games, thanks LC! The Background moves are way cooler than I thought they'd be. XLVII is a nice touch Kurieg posted:The wording on The Creed might work better as "you catch the eye of someone powerful", as it took me a few attempts to figure out that it wasn't "Someone's powerful eye" (like, you literally ripped their eye out and it had magic powers or something). I see nothing wrong with interpreting it this way
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# ? May 10, 2013 17:52 |
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Kurieg posted:Bonds look okay. Used to be that way but the wording bugged me. The fact that I literally ran out of space and had to make things ridiculous cramped doesn't help legibility, but I like the current wording. Kurieg posted:Contract Killer looks fantastic. Though the advanced moves that trigger off it have passive wording, but I can't think of a better way to put it that wouldn't be twice as long. This is what it would be if I had any space at all: quote:When you put out word that you’re looking to take on a contract and get offered a job Cutting it down to what it is now was the only way to fit all the moves on the page. e; moved some stuff, found a way to fit it in. e2; Ctrl+F5, everything is updated. Lemon-Lime fucked around with this message at 18:01 on May 10, 2013 |
# ? May 10, 2013 17:54 |
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Lemon Curdistan posted:Used to be that way but the wording bugged me. The fact that I literally ran out of space and had to make things ridiculous cramped doesn't help legibility, but I like the current wording. Boing posted:I see nothing wrong with interpreting it this way When you go on a roaring rampage of revenge Roll +Bond with Bill.
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# ? May 10, 2013 18:08 |
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Bonus round: here's the Compendium Class version all prettied up: https://docs.google.com/file/d/0B30fzv28XdrYZ3lmRlpkaE9NR0U/edit
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# ? May 10, 2013 18:14 |
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So, the Assassin pretty much owns. Did I say it was more Compendium Class-y? I was wrong! Slight nitpick. In Thieves' Highway, I'd change "the city rooftops" to something like "the secret paths of the urban landscape" or something similar (and less clunky). Gotta let an assassin go through the alleys and sewers, after all.
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# ? May 10, 2013 22:15 |
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I just got back from my first session DMing Dungeon World, and my players and I loved it! We did hit one snag though: How many HP does a ranger's animal companion have? Or do companions not have HP, per se?
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# ? May 11, 2013 05:26 |
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I think my group rules it as the companion doesn't take hits normally, and if it takes one, it and its bonuses are out till the next rest.
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# ? May 11, 2013 05:31 |
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protomexican posted:I just got back from my first session DMing Dungeon World, and my players and I loved it! We did hit one snag though: How many HP does a ranger's animal companion have? Or do companions not have HP, per se? Treat the Ranger's pet as his stuff, endanger it, threaten it, and if the warnings go unneeded, take it out of action until it can be helped.
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# ? May 11, 2013 05:38 |
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They (can) have armor, so it seems like they'd have a definitive health number.
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# ? May 11, 2013 06:02 |
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Countblanc posted:They (can) have armor, so it seems like they'd have a definitive health number. Their armor is your armor isn't it?
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# ? May 11, 2013 06:04 |
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Yeah, the armor is just for Command for adding to your own armor. Companions are entirely fictional, just like Hirelings. Giving them definite HP values would mean more stuff to track, and the things would probably have enough health to stomach two hits if they're lucky anyways. Make it dramatic and based in the fiction instead of mechanical. If your hawk just got swiped out of the air by a golem it's not going to take d8 damage, it's going to be broken and maybe even be dead. That said, don't just smash the companion outright like it's nothing. Half of the Ranger's starting moves are that poor thing, and losing those just because of one small scale move would suck. This is another big part of why there's no HP value for them, as well as not having to make a weird distinction between a cat's HP and a bear's HP. sentrygun fucked around with this message at 06:17 on May 11, 2013 |
# ? May 11, 2013 06:13 |
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The armour also helps determine whether it's narratively appropriate for the companion to be wounded - a companion with +0 armour is a lot more vulnerable than one "wearing" the equivalent of scale armour (+2). e; I've updated the Assassin again to change the Thieves' Highway trigger to "the city's secret paths." Unless inspiration strikes and I can think of a way to better phrase the Riches drive, that should be the last ever time it is changed. Lemon-Lime fucked around with this message at 11:25 on May 11, 2013 |
# ? May 11, 2013 11:05 |
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The warlock playbook has this rule if their minion dies: 'If it dies or is otherwise unavailable, it summons itself to your side on the next sunset, alive and unharmed'. Something along those lines would work for the ranger as well. The companion could literally die and another shows up, or it just recovers. Depends on the fiction. If the ranger literally sacrifices his animal so the party can escape something nasty, yeah, it's dead. Other than an exceptional circumstance like that, I wouldn't just outright kill it.
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# ? May 11, 2013 14:36 |
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I've been inspired. Here's a thing:quote:The Slayer I hope GimpInBlack doesn't mind me taking inspiration from his Gladiator for this. Still working on it. I would appreciate any feedback and ideas!
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# ? May 11, 2013 16:56 |
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I love the idea, but I'm in two minds about the readiness mechanic. I get that it's meant to represent dwindling supplies/ increasing risk and it works well as this, but the problem with using it as both a cashable resource and as +rolls means that players are likely to be conservative in spending it to keep the bonus to rolling (especially as it's to Hack and Slash, the main offensive move in this game!). The reason a spending points system works with the Gladiator is because it's quickly spent and quickly replenished. I'd separate readiness out; either have the Monster Hunter cash-in effects rely on it or use Tools of the Trade and Battle Ready based on a normal stat. I'd keep it for cashing in with Monster Hunter effects as that's thematically cool, works mechanically well as a move and is completely ripe for adding stuff to. Tools of the Trade is good enough mechanically for several moves! Here's the current benefits: * know the enemies weakness * have the right weapon/ tool for it * take +1 against them * maximise damage roll I'd be quite tempted to split this up into a couple of moves. Something like Monster Knowledge When you first meet an enemy monster you can ask what is this creature weak to? The GM will answer truthfully (or ask you to answer instead), but may ask you how you know this/ if you've ever encountered it before. Tools of the Trade You carry an arsenal of specialist monster-hunting tools – silver bolts, wooden stakes, lamp oil, highly specific poisons, and so on. When you rummage in your rucksack for the right weapon, roll 2d6+stat. On a 10+ you have exactly the right tool for the job. On a 7-9 you will have to improvise; describe your solution. You've got really cool ideas, but a lot of the moves are pure mechanical bonuses, which I'm not really a fan of. For example: quote:Take it or Leave It When you roll 7-9 on parley, they insist you deal with a monster first/ the monster is really nasty/ they require some of your arsenal to fight the beast /they demand a grisly trophy of an equally dangerous animal as proof of your prowess. Grisly Trophy is a great idea. I'd move it as one of the basic moves! For advanced moves on this theme, you could have moves around fashioning weapons and armour from creature corpses? Grisly trophies could also be useful in moves involving reputation, intimidation, strange medicine ingredients. I've been scribbling ideas for a Predator class over the last few days (think insane witch doctor mixed with a mutative eating beast) and there's a bit of overlap; some of these rough moves may be useful, feel free to nab/ change! quote:Absorb Monster The Supreme Court fucked around with this message at 18:25 on May 11, 2013 |
# ? May 11, 2013 17:19 |
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I've been doing scribbling to my brute class. It's based around the idea that throwing enemies around sounds like crazy fun, so it's not exactly delicate. I'd really like some feedback!quote:Behemoth
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# ? May 11, 2013 19:34 |
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The Supreme Court posted:I've been doing scribbling to my brute class. It's based around the idea that throwing enemies around sounds like crazy fun, so it's not exactly delicate. I'd really like some feedback! I like it, though I feel like having the awkward tag when beating a dude with another dude is a little against the point. Also, if you wanna make the typing very slightly easier on yourself, just write "Roll +(stat)" instead of "Roll 2d6+(stat)".
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# ? May 11, 2013 19:44 |
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Not all enemies CAN be intimidated/use weapons, though! Consider: A dragon's flame, an ooze's protoplasm, A trap, A fear god who attacks your soul.
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# ? May 11, 2013 23:25 |
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Seriously not trying to poo poo all over the concept, because it is cool, but doesn't The Giant class do pretty much the same stuff?
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# ? May 12, 2013 00:18 |
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I think it's the difference between playing a dude that's huge, and a dude that's XYBER HUGE.
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# ? May 12, 2013 00:21 |
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Overemotional Robot posted:Seriously not trying to poo poo all over the concept, because it is cool, but doesn't The Giant class do pretty much the same stuff? The impression I have is that this guy is like Andre the Giant and the Giant class is a literal fee-fi-fo-fum type.
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# ? May 12, 2013 01:22 |
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There's plenty of room for both types. The Giant is sort of a folk tale thing that's got a little magic, and the drawbacks of being big in a smallfolk world. The Behemoth feels more about being a big burly brawler throwing his (and everyone else's) weight around. Also I'd just like to mention that The Supreme Court came up with Hurl first and offered to let me use it, and the move was so great I couldn't pass it up. Here's a move you might like in return Supreme Court! I'm gonna wreck it! When you take your rage and frustration out on a structure or object, roll+Str. *On a 10+, it is obliterated before your wrath. *On a 7-9, you wrecked it pretty good! choose 1: -Your allies need to watch out for flying fists and debris. -You also wrecked something you shouldn't have. (BTW Wreck it Ralph is a really fun movie where the behemoth rolls a lot of 7-9's just walking around.)
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# ? May 12, 2013 02:11 |
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Actually, looking it over, shouldn't the 10+ for Juggernaut just say "on a hit, several are forced back" since they're forced back on a 7-9 as well?
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# ? May 12, 2013 02:32 |
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More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back?
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# ? May 12, 2013 02:43 |
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sentrygun posted:More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back? Also a good point, yeah. Maybe a 7-9 should also knock over or break something you'd rather not instead of leaving you open.
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# ? May 12, 2013 03:11 |
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Benly posted:The impression I have is that this guy is like Andre the Giant and the Giant class is a literal fee-fi-fo-fum type. Ah, gotcha, more the Hulk or Thing than a giant giant. Actually, that may be a good place to draw inspiration for some moves.
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# ? May 12, 2013 03:38 |
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Overemotional Robot posted:Ah, gotcha, more the Hulk or Thing than a giant giant. Actually, that may be a good place to draw inspiration for some moves. You Wouldn't Like Me When I'm Angry When you use Indimidation to get your way you may use +Str to parley. I'm Always Angry Requires: You Wouldn't Like Me When I'm Angry You can use "My willingness to leave" as leverage to parley. I am not good at Dungeon World moves
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# ? May 12, 2013 04:07 |
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# ? Jun 8, 2024 06:51 |
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sentrygun posted:More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back? The more generic "you put yourself in a spot" would work well here. Maybe they've got archer backup. Maybe you get too close to the edge of the cliff you just pushed them off. Maybe some smartass was hiding in the rafters and jumped onto your back with a dagger.
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# ? May 12, 2013 04:37 |