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Race books are a brilliant idea. I'd love to see Halfling especially. I've made a draft playbook for The Brute and I think it's loving badass. The class focuses around charging enemies and smashing through walls, then picking an enemy up to beat the rest of them with and finally throwing the only survivor off a cliff, all while drenched in blood and laughing off multiple mortal wounds. I'd love to get more criticism, as I've got far too many moves and need to cut several (unsurprisingly, the idea of a class that hurls and crushes enemies is pretty fun to make moves for!). Here are the pdfs, fully playable (but not quite complete) right now: Playbook: Sheet 1 (starting moves, background, names etc.) Playbook sheet 2 (equipment and advanced moves) quote:The Brute Smash is currently an advanced move in favour of Hurl being a starting move, mainly because I love the idea of chucking goblins at each other far too much. Are the moves any good? I don't have any multiclass moves as I didn't have any space left! If I did go for multiclass, it'd probably open up the Barbarian playbook as it's just cool. Please keep this SA-only at the moment, as I'm thinking about putting it up for sale later (free to goons!). E: also cheers to fenarisk! Both for the inkscape template (total lifesaver; I wouldn't have had a clue how to make this without it) and also for letting me have the Brute name The Supreme Court fucked around with this message at 19:14 on May 16, 2013 |
# ? May 16, 2013 18:45 |
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# ? Jun 3, 2024 09:51 |
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Looks really cool, will definitely be a fun class to have in a game. My favourite bits: Steadfast, Titan, Home Run, and Crush are fantastic moves. Quick things that jump out: The wording on Relentless is a bit quirky. On a hit you survive with 1HP, but on a 7-9 you still die - it's not quite clear if that's how it's supposed to work, or if you still get your Last Breath afterwards. If the 7-9 result is "you get a free action before you die" then the 1HP thing is misleading, it could do with some clarification. The choices on Smash have some overlap. When you only have one choice, choosing between: * the environment starts to collapse, or you send debris flying * you don’t damage something unintentional seems like you're going to get screwed by collateral damage either way. If the environment starts collapsing, that's dangerous because it's going to damage something intentional. I might collapse those into one, or allow "pick three, pick two" as per the Fighter's BBLG. Strength of Will doesn't seem a particularly interesting move. It seems very passive and amounts to "roll to get a +1 to stat for some length of time". Nothing stops you from rolling again after the hours expire. Continuing on despite debility is flavourful, but I don't think it needs a move, and if you're looking for moves to cut this would be on my list. You Have Failed Me For the Last Time is the other one that doesn't quite fits the class archetype (or at least, fits other archetypes much better) and isn't that exciting - if you have other interesting social moves on your backburner they could go in there too! Leap is really cool flavour, but only refers to landing from a jump or fall - if you want the Brute to be making epic D3-Barbarian-style leaps all over the place, it could use an extra clause in there about you being able to do that. Hurl lets you throw someone hard against something, which one imagines would be damaging - is "you deal your class damage" implied in the wording of that? Overall: The move names are simple, which is fine, but at the moment it's a bit hard to remember which move is which based on the names. Between Atlas, Massive, Juggernaut, and Steadfast (and Smash and Crush) they aren't particularly distinct. You could probably go a little crazier with the descriptors - I know you're trying to convey the simple brutality of the class but it may help to differentiate them a bit more. e: If you're going for loving badass, you could play with the wording on some of the moves, since the badassery is all in the fiction (rather than in the damage dealing or whatever). Juggernaut's "several are forced back" could easily be "your enemies are sent sprawling". Hurl's "it lands how you want it to (heavily, lightly)" could be "it crashes violently into something" (I can't think of a situation where you would throw anything lightly, actually). Also I just want to add that being able to eat your armour as a ration is a stroke of mad genius Boing fucked around with this message at 22:51 on May 16, 2013 |
# ? May 16, 2013 19:43 |
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Looking around all those custom classes I found none that represents the mundane genius. The Sherlock Holmes', Dr. Houses, Ender Wiggins' and Tavis of Dungeon World. Thinking about a potential classbook i doubt that there is enough in those Concepts alone that would merit it's own class. Do you have any ideas about potential secondary and tertiary concepts you could include in such a class? Also some tinkerer/mechanic abilities?
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# ? May 16, 2013 21:44 |
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The Supreme Court posted:
Glad it went to good use man. Only critique I got is I think giving a 6-10 move as an option for a starting background is a little too "strong", but that's just me.
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# ? May 16, 2013 23:37 |
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Well, here's the Compendium Sheet for The Masquerade, with the changes I mentioned earlier. If there's anything else that folks think need to get changed around or updated, let me know.
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# ? May 16, 2013 23:45 |
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cybertier posted:Looking around all those custom classes I found none that represents the mundane genius. I would start by looking carefully at the Noble's kit and see what you could use from there.
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# ? May 16, 2013 23:47 |
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cybertier posted:Looking around all those custom classes I found none that represents the mundane genius. You could combine it with some sort of tactician or loremaster.
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# ? May 16, 2013 23:52 |
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The Supreme Court posted:Race books are a brilliant idea. I'd love to see Halfling especially. You know, you can combine those pdfs into a single file really easily.
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# ? May 17, 2013 00:06 |
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cybertier posted:Looking around all those custom classes I found none that represents the mundane genius. Whatever you do, don't give him Logical.
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# ? May 17, 2013 00:10 |
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As a side opinion, I think Background and Drive are nice, but I think in some settings Race might be just as good too if each of the races have a cool thing they can do. Personally I wouldn't mind if somehow Race, Drive, Background, and Bonds all fit on the side but I know that's smooshing it somewhat from a design perspective.
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# ? May 17, 2013 00:36 |
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Boing posted:The wording on Relentless is a bit quirky. Totally agree that Strength of Will and You have failed me for the last time are a bit rubbish. I like the idea of being able to power through a debility, but the mechanics I came up with are a bit dull. Back to the drawing board! Leap would definitely be cooler with actually being able to perform the massive jumps. I'll add that in! Hurl is meant to do class damage, yeah. Might clarify that. quote:Overall: The move names are simple, which is fine, but at the moment it's a bit hard to remember which move is which based on the names. Between Atlas, Massive, Juggernaut, and Steadfast (and Smash and Crush) they aren't particularly distinct. You could probably go a little crazier with the descriptors - I know you're trying to convey the simple brutality of the class but it may help to differentiate them a bit more. The "lightly" option is there on Hurl for chucking your allies or something valuable about, though I would find it pretty funny if the only option was a particularly violent landing: "Hey, can you give me a hand up this ledge?" "Sure thing!" *crunch*
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# ? May 17, 2013 01:04 |
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Those of you paying attention may notice I hadn't been updating the content post lately. It now has been - everything in this thread should be linked in the content post up to this point. If you feel something is missing from the content post, either post about it in the thread or send me a PM and I'll get that in there.
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# ? May 17, 2013 01:16 |
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Looking to finish up/clean up my previous playbooks and the new ones by the end of next week, so I'm wondering where the best place might be to host them for free. Any ideas, or should I just petition Sage to throw them on the official site? I personally don't mind the free bit since it's mostly been a learning experience and a stepping stone if I want to point to them as a reference when/if I do a setting or ever finish my Eclipse Phase conversion.
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# ? May 17, 2013 01:32 |
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The link to the brute (P2) has an extra slash at the start, which breaks the formatting: The Supreme Court's Brute (page 1) ([/url=https://docs.google.com/file/d/0Bz0lilU7GQ4cR2hUT2QxOHV3Z00/edit]Page 2[/url]) Also, my Necromancer should probably be marked as in progress (as it's barely functional), though I'm definitely intending on finishing it. Other than that, it looks good on a quick scan. Thanks for keeping it updated! Fenarisk posted:Glad it went to good use man. E: google docs might work for hosting; it's free and you can (probably) connect it with the G+ community easier than dropbox. The Supreme Court fucked around with this message at 01:37 on May 17, 2013 |
# ? May 17, 2013 01:34 |
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The Supreme Court posted:Yeah! I was toying with a 7-9 result taking the Brute into negative HP and giving them only a moment to heal up into positive before a normal death, but that got truncated poorly when I typed it up. The smash results make a lot of sense to combine, will do. "Powering through a debility" means "being fuckoff strong enough that you don't care about a little -1" Instead of Strength of Will, how about a move for getting stronger/angrier or fighting harder as you lose health? It fits the 'Hulk' archetype and you could easily make some kind of bloodied mechanic, which I think is always interesting from a gamey perspective (if I stay low on health I can do a lot of damage, but it's risky), but I can't think of how it'd work without being some kind of flat mechanical bonus. If you can figure out a cool fictional effect along those lines it might fit that gap. quote:The "lightly" option is there on Hurl for chucking your allies or something valuable about, though I would find it pretty funny if the only option was a particularly violent landing: It did occur to me that you might throw your allies, I guess I just automatically assumed that you'd be throwing them at enemies, in which case a violent landing is fine (it's implied the enemies have the worst of it). I dunno, the current wording of "it lands how you want it to" is a bit waffly. I'd be totally okay with that option being "it smashes the gently caress out of itself or something else", which I think sounds better and fits the class better (forgive me for saying so). If you do want to throw an ally safely to some location for whatever reason, you can still do that, but you are a big strong guy why wouldn't you want to smash something with them. Just a Flesh Wound is kind of a weak move, I can't see anyone taking it over something like Bellow or Berserk or Steadfast. Scars can probably make for some cool fictional moves otherwise, though. And there is still space for a social move in there somewhere. I guess it is easy to critique but harder to be creative!
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# ? May 17, 2013 01:48 |
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Boing posted:"Powering through a debility" means "being fuckoff strong enough that you don't care about a little -1" Definitely like the idea of a bloodied mechanic. It fits the class quite well in fiction situations too; I'm trying to encourage close-up crazy fighting and risky moves. The tightrope of increasing vulnerability for power sits well with me. I've got some vague ideas that I'll flesh out tomorrow. quote:I dunno, the current wording of "it lands how you want it to" is a bit waffly. I'd be totally okay with that option being "it smashes the gently caress out of itself or something else", which I think sounds better and fits the class better (forgive me for saying so). If you do want to throw an ally safely to some location for whatever reason, you can still do that, but you are a big strong guy why wouldn't you want to smash something with them. quote:Just a Flesh Wound is kind of a weak move, I can't see anyone taking it over something like Bellow or Berserk or Steadfast. Scars can probably make for some cool fictional moves otherwise, though. And there is still space for a social move in there somewhere. I guess it is easy to critique but harder to be creative! Scarred When you survive a serious injury, describe the scars and add +1 to your count: 0: Your tales of survival always grant free drinks at the bar, tall or not. 1: This scar is a painful memory: in the same circumstances take +1 to defy danger 2: The story behind your most gruesome wound will keep an audience enthralled, perhaps dangerously so. 3: Your extensive scarring marks you as a man not to be messed with
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# ? May 17, 2013 02:24 |
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The Supreme Court posted:A silly advanced move I had been thinking about was something like Die Hard (requires Strength of Will): Death counts as a debility, but yeah, the whole concept is a bit mechanically unintersting. That is a cool wording to have on any move, but how about something like this: When you would be brought to 0 HP or less, you are instead brought to 1 HP and mark a debility of your choice. If you have already marked all debilities, you die. I realise it's just a form of the Paladin's Bloody Aegis but it seems particularly fitting here, and only works on the brink. Or that could even be the 7-9 result on Relentless, if that's what you were going for? Might be too strong either way. The Supreme Court posted:Scarred Yesss, that's much more interesting! I was trying to come up with something similar, this is a really good take on it. (may have missed a beat by not naming the original one Wanna Know How I Got These Scars?, though) 4: Your scars strike fear into the hearts of your enemies. 5: Your monstrously scarred skin is thick and calloused, you gain +1 armour. Call it I Let Each Man Cut Me Once and I will be happy. I love the class, really look forward to playing with it!
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# ? May 17, 2013 10:59 |
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I was idly thinking of a Solid Snake class and I vaguely came up with something I call The Operative. I'm not sure it has enough oomph to be a full class but it could be an interesting compendium maybe. Key Ideas: You don't need to consume rations, but if you do, you heal 1d4 HP (in MGS, food heals) You only start the game with halfling pipeleaf Its core move would be called something like How Useful and would be about finding useful items in the field In the spirit of CQC, the Operative wouldn't need weapons to Hack and Slash and would have Initiate-like disarms, throws, arm locks etc The Operative would be really good at sneaking. Some ideas for moves I came up with. How Useful When you need a useful mundane item in the field roll +WIS. On a 10+ how convenient, you find one nearby. On a 7-9 there's a complication. It's in a locked box, somebody's guarding it, it's not quite what you wanted, you'll have to take a risk to nab it. On a miss, an enemy's got it and might use it against you. Tactical Espionage You are a master of stealth, you can remain unseen and unheard when you want to. Mundane sneaking is no problem for you. When you want to sneak somewhere that nobody should be able to roll +WIS. On a 10+ you're there, and nobody's the wiser. On a 7-9 you have a choice, you're caught out in the open but currently unseen or you made it where you wanted to go but you've aroused suspicion. On a miss, the alarm's been raised. Close Quarters Combat You are extremely well trained in unarmed combat and your body is a weapon with the Hand and Silent tags. In lieu of attempting lethal takedowns with Hack and Slash, you may roll +STR to attempt Close Quarters Combat maneuvers. On a 10+ pick two, on a 7-9 pick one, on a miss, the enemy turns your move back on you. - You have the enemy in a joint lock, they are unable to move without extreme pain - You have disarmed them - With a quick throw or trip, you have rendered your enemy prone - You avoided taking a blow in the process
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# ? May 17, 2013 14:02 |
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Ok here's some more of The Slayer:quote:Background: Still trying to flesh out some other moves and decide what the 6-10 list should look like, but I would appreciate feedback on what's cool, what isn't, what needs work, and any other vague ideas for moves that a monster hunter / vampire slayer / beast tracker ought to have! edit: Also a more general question. When your players roll 7-9 on Last Breath, what kind of deals with Death have you given them? I'm having a hard time thinking them up, and the DW book only offers one (really weird) example, it would be nice to have a few on standby in case it comes up. Boing fucked around with this message at 18:01 on May 17, 2013 |
# ? May 17, 2013 17:54 |
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I always seem to finish these things at 3AM... Anyway, here is The Fool posted:You don't really understand why your companions make you sleep on the other side of the camp, or why they all shout "No!" when you go to investigate some curious thing. You're not sure if the big one has forgiven you for tripping them while they were fighting that huge beast yesterday. And you keep meaning to ask the one with the oily grin why they keep calling you 'scapegoat'. As always, you can find the free Gdocs version right HERE
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# ? May 17, 2013 18:10 |
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Boing posted:Ok here's some more of The Slayer: Witcher's Tricks doesn't really seem to merit being four different moves. It could very easily just be a single "pick one when you use it" move since they're all basically on the level of cantrips or first-level spells.
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# ? May 17, 2013 18:18 |
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Doodmons posted:I was idly thinking of a Solid Snake class and I vaguely came up with something I call The Operative. I'm not sure it has enough oomph to be a full class but it could be an interesting compendium maybe. Honestly I'd just keep rations like they are normally for this, given that healing a certain amount off them just isn't very useful and as much as a 'Snake Eater' move would be good flavorwise for the class, not having to use rations just isn't very interesting as a move. Procure on site is also a neat idea in theory, but in practice it just limits you a ton and in the actual games it's not even all that accurate. Even in MGS1 you start with a sneaking suit and some cigs. How Useful has pretty heavy downsides for being 'roll for Adventuring Gear'. It shouldn't even be a thing you roll for, really. Personally I'd just name it "Procure on Site" and have it let you place simple objects that would be plausible into the scene. Besides, what on earth would the enemy do with a Between the starting moves here and and a need for DEX to use for difficult movement, the Operative is stuck needing to spend all three of their positive stats if they want to do their core moves well. WIS is a good choice for where you've got it, but honestly CQC would do better as DEX anyways even without trying to trim down the ability spread. Despite Snake being all about Spouting Lore about guns, WIS is definitely his 'key stat'. Unless we're looking at Twin Snakes cutscenes, of course. I really like Tactical Espionage! It's perfect; totally captures the caution/alert status. I'd split mundane sneaking into a different move for clarity since that bit kind of gets lost in the text, but there's really nothing I can see wrong with this move otherwise. I even really like how it uses WIS instead of DEX! Now you've got me wanting to make a Solid Snake class myself! If I get the time to scribble ideas down I'll see what I can get, since my biggest issue with making a class like this was coming up with a good core and I've got some pretty good ideas of where to start now thanks to this. There's definitely enough ideas across all the Metal Gears for a full class, and if I get stumped I suppose I finally have a good excuse to go watch some James Bond movies.
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# ? May 17, 2013 20:05 |
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gnome7 posted:Those of you paying attention may notice I hadn't been updating the content post lately. It now has been - everything in this thread should be linked in the content post up to this point. If you feel something is missing from the content post, either post about it in the thread or send me a PM and I'll get that in there. The Inverse World class previews would probably be a good addition, I was trying to look up the Walker for a friend just the other day and couldn't find it. On a side note, I want to specifically give credit to Lemon Curdistan's assassin class for inspiring me to come up with something better than 'some books or some potions I guess' for the starting items. Androc fucked around with this message at 08:04 on Aug 10, 2017 |
# ? May 17, 2013 20:37 |
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I really like the slayer, and it could have some really fun compendium classes. Definitely would look great in a fleshed out playbook.
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# ? May 17, 2013 22:14 |
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Speaking of which, could someone upload that Inkscape template that I hear so much about? I think I can figure out this program but it's tricky to hack something from an already-finished playbook.Benly posted:Witcher's Tricks doesn't really seem to merit being four different moves. It could very easily just be a single "pick one when you use it" move since they're all basically on the level of cantrips or first-level spells. It feels weird for a single move to suddenly turn you into a wizard - the idea was that you pick up one or two magic tricks to help you fight, but you can specialise in magic as a form of combat if you choose to go that way (as per The Witcher). How about this: 2-5: Witcher’s Trick You have some basic understanding of primal magics. When you take this move, pick a trick from the following: Fire: Set something aflame Force: Move something suddenly Freeze: Hold something in place Thought: Plant or remove a simple thought When you gesture with your hand and utter a word of power, roll +Str. On a 10+, your chosen magic takes hold, though you don’t know for how long. On a 7-9, it works, but there is some complication. On a 6-, magic is fickle; something goes spectacularly wrong. 6-10: Hedge Mage Requires: Witcher’s Trick You gain access to all four Witcher’s Tricks. vvv that was the intention, you know what I mean though Boing fucked around with this message at 00:00 on May 18, 2013 |
# ? May 17, 2013 23:16 |
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Boing posted:How about this: Yeah, that works much better. Keep in mind that Witcher's Trick doesn't make you into a wizard, it gives you a fairly limited ability.
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# ? May 17, 2013 23:52 |
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Boing posted:It feels weird for a single move to suddenly turn you into a wizard - the idea was that you pick up one or two magic tricks to help you fight, but you can specialise in magic as a form of combat if you choose to go that way (as per The Witcher). How about this: A single move turning you into a wizard already exists in the form of Multiclass Dabbler for Cast A Spell. Having four Witcher's Tricks doesn't turn you into a wizard, it turns you into a guy with four minor magic tricks which can go "spectacularly wrong" (and which at best "take hold, but you don't know for how long"). I mean, I dunno, obviously two moves is better than four for that, but I still think it'd be fine as one.
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# ? May 18, 2013 00:02 |
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I've had a hankerin' to run an rpg set in the world of Avernum for quite some time now and I finally got around to checking out DW, which looks to be absolutely perfect for my needs. So I made a quick and dirty conversion of the core rulebook classes. I changed the available races from Human, Halfling, Dwarf, and Elf to Human, Nephil, and Slithzerakai (cat people and lizard people respectively, for those not familiar with the Avernum games), and I shuffled around the racial moves and made a few new ones as necessary. Even though bards, druids, and (to a lesser extent) paladins aren't really A Thing in the Avernum games, I kept them in because I like them and I know my players will like them. BARD CHANGES Names: Nephil: Tamrr, Singer, Fimb, Reet, Kirri, Tati Look: same except: Human: Fancy Hair, Wild Hair, or Stylish Cap Nephil: Groomed Fur, Tangled Fur, or Stylish Cap Starting Moves: Choose a race and gain the corresponding move: Nephil When you enter an important location (your call), you can ask the GM for one fact from the history of that location. Human When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest. Gear: Halfling pipeleaf (0 weight) is now Skribbane (illegal, 0 weight) CLERIC CHANGES Names: Nephil: Mhrrorr, Sarramor, Shiarra, Mrreema, Gret, Atorr Slith: Seleeass, Aktitoss, Pelin-Ath, Enderaba, Chash-Ah, Hrramen Look: same except: Human: Tonsure, Strange Hair, or Bald Nephil: Groomed Fur, Ceremonial Dye, or Mangy Fur Slith: Veiled Headdress, Ceremonial Paint, or Unadorned Crest Starting Moves: Choose a race and gain the corresponding move: Nephil Your people’s shamans have always guided their people to victory. Except for that one time the Empire took all your lands and killed all your people and banished you to the underworld. But, you know. All those other times. Victory. Bless functions as a rote for you. Slith Each stone waits to sing the history of your people. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone. Human Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it were a cleric spell. DRUID CHANGES Names: Slith: Beryl, Raosh, Korose, Gless-Thsss, Shath, Pathass Look: same except: Human: Furry Hood, Messy Hair, or Braided Hair Slith: Furry Hood, Savage Crest, or Ceremonial Paint Starting Moves: Choose a race and gain the corresponding move: Slith You are kin to all scaled things. When you shapeshift into a suitably reptilian form, you gain +1 armor. Human Wherever you came from before, Avernum has marked you. In addition to any other attunements, the Depths of the Earth are always considered your land. Gear: Halfling pipeleaf (0 weight) is now Skribbane (illegal, 0 weight) FIGHTER CHANGES Names: Nephil: Horrmarin, Gormus, Bhorrr, Horrum, Diver, Grayfang Slith: Ssss’Ato, Treviass, Quartz, Avghassa, Ssem’Ess, Bysss-Tss Look: same except: Human: Wild Hair, Shorn Hair, or Battered Helm Calloused Skin, Pale Skin, or Scarred Skin Nephil: Wild Mane, Torn Ears, or Battered Helm Matted Fur, Mangy Fur, or Scarred Fur Slith: Savage Crest, War Markings, or Battered Helm Calloused Scales, Dull Scales, or Scarred Scales Starting Moves: Choose a race and gain the corresponding move: Nephil You stride into battle with a terrible grace. Once per battle you may reroll a single damage roll (yours or someone else’s). Slith Slith battle prowess with spears is legendary. If your signature weapon is a spear, choose one extra enhancement. Human An Avernite knows one thing: the caves need blood. When you stand in defense of a cherished thing of the caves, on a 7-9, hold 2. On a 6 or lower, you still hold 1. -or- You’re a proud citizen of the Empire. When you prove your superiority to someone, you may parley with them using CON instead of CHA. PALADIN CHANGES none, paladin’s good RANGER CHANGES Names: Nephil: Bright Eyes, Gorran, Mrr-Hmrr, Split-tail, Ruj, Tarrum Look: same except: Human: Hooded Head, Wild Hair, or Bald Nephil: Hooded Head, Wild Fur, or Ceremonial Dye Starting Moves: Choose a race and gain the corresponding move: Nephil You are an expert fletcher. When you make camp in a dungeon or city, replenish your ammo stock by 1. Human When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+. Advanced Moves “Half-Elven” no longer exists. gently caress Elves. THIEF CHANGES Names: Nephil: Merrum, Koramorr, Rivlin, Night-hide, Contador, Kelda Look: same except: Human: Hooded Head, Messy Hair, or Cropped Hair Nephil: Hooded Head, Tangled Fur, or Groomed Fur Starting Moves: Choose a race and gain the corresponding move: Nephil When you attack with a ranged weapon, deal +2 damage. Human You are a professional. When you spout lore or discern realities about criminal activities, take +1. WIZARD CHANGES Names: Slith: Ess-Nassk, Assia, Malachite, Kelass, Foramon, Agass-Ess Look: same except: Human: Styled Hair, Wild Hair, or Pointed Hat Slith: Decorated Crest, Singed Crest, or Pointed Hat Starting Moves: Choose a race and gain the corresponding move: Slith Magic and mysticism go hand-in-hand for Slith mages. Choose one cleric spell. You can cast it as if it was a wizard spell. Human Avernite mages practice their craft free from stifling Empire bureaucracy. Choose one level 1 wizard spell. You may treat it as a cantrip. Also I tried my hand at adding in a few of the buffs from Avernum 5-6 and Avernum: Escape from the Pit, namely the cloaks and wards: ADDITIONAL SPELLS Cleric Spells: Ward of Thoughts - Level 3 - Ongoing You cover the party in a protective shield against mental attacks. You and all party members gain +1 when rolling to defy danger against stun damage. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. Ward of Steel - Level 5 - Ongoing You cover the party in a protective shield against physical attacks. You and all party members gain +1 armor for the purposes of deflecting mundane physical attacks. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. Ward of Elements - Level 7 - Ongoing You cover the party in a protective shield against magical attacks. Any magical or elemental attack with the “ignores armor” keyword loses that keyword if directed against you or a party member. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. Wizard Spells Cloak of Curses - Level 3 - Ongoing You imbue the party’s attacks with debilitating magic. When you or a party member make a move that deals damage, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may inflict one debility on the target. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. Cloak of Blades - Level 5 - Ongoing You imbue the party’s melee attacks with frightening strength. When you or a party member Hack and Slash, you may add 1d4 to the damage roll. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. Cloak of the Arcane - Level 7 - Ongoing You imbue the party’s magical attacks with awesome power. When you or a party member deal damage by magical means, you may add 1d6 to the damage roll. This spell lasts as long as battle continues or until you choose to dispel it. While this spell is ongoing you take -1 to cast a spell. I'm not sure how they'll play out considering I've never played Dungeon World before (I have played Apocalypse World, and love it to pieces, so I'm not completely lost in the woods here). I'm hoping that they aren't too grognard-y or imbalanced and that they don't dredge up mechanics best left in the background into the ugly limelight. I want them to still fit in with what it seems like DW's style is: fast, loose, and putting the fiction first. Thoughts? Critiques?
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# ? May 18, 2013 00:29 |
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On the Slayer, which I'm really digging so far by the way, ideas for advanced moves I can think of: -Something that lets you consume a part/the heart's blood/the fleeing spirit of a monster to gain one of its moves (magical or non-magical) as your own without needing to spend Readiness (only one move at a time can be imbued in this fashion, probably a 6-10 move). -A move that lets you sacrifice a trophy to gain a point of Readiness or some other benefit. -When you Parley, you can always use an offer to slay a troublesome monster plaguing the area as leverage. -A move that lets you whip up a mob of torch-and-pitchfork wielding hirelings with the cost "Kill The Beast."
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# ? May 18, 2013 01:04 |
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Here's my progress on The Elf thus far. Turns out that you can cram a heck of a lot of thematic stuff into an elf class.
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# ? May 18, 2013 01:45 |
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Benly posted:A single move turning you into a wizard already exists in the form of Multiclass Dabbler for Cast A Spell. Having four Witcher's Tricks doesn't turn you into a wizard, it turns you into a guy with four minor magic tricks which can go "spectacularly wrong" (and which at best "take hold, but you don't know for how long"). I mean, I dunno, obviously two moves is better than four for that, but I still think it'd be fine as one. The multiclassing rule is stupid for spellcasters anyway, I houserule it Personally I think being able to set vampires on fire with your mind or pull an Inception makes for a solid move, and getting all four (any of which can have a lot of narrative power) would make it the best move in the class list by a long shot. I realise this boils down to MY VISION but for a class that merely dabbles in magic, I feel like there should be some progression. If you'd rather suggest a change in wording for the move, that might make it more appealing? Kai Tave posted:On the Slayer, which I'm really digging so far by the way, ideas for advanced moves I can think of: Thanks, I was just in the process of writing a few more! Let's talk about these. -The reason a Grisly Trophy move costs Readiness is because you don't really roll to make monster moves. The Druid is the only other class to do it, and she spends Hold in a similar way. The original draft was along the lines of: "When you make that move, roll +Stat, whichever is appropriate (ask the GM if you're unsure). On a 10+, you pull it off flawlessly. On a 7-9, your execution leaves something to be desired. On a 6-, you've just made things worse." This is a clunky move, and I was trying to figure out what to do with it. Having it just cost Readiness seems really elegant in comparison. I do want to provide moves for making Readiness more available, which is why I just wrote this: Combat Acumen Requires: Veteran Hunter Whenever you expend Readiness, roll +Int. On a 10+, you gain back 1 Readiness. -Consuming dead monsters in particular is another archetype, I think, and when your prey can include zombies and stuff that's pretty gross. However: Needs a Name Requires: Tooth and Nail When you tear off part of a creature in mid-combat, you can immediately treat that part as either a Grisly Trophy or a weapon (as per Tooth and Nail). -Sacrificing a trophy is cool, I want them to be cycling in and out fairly frequently. How about something like "When you release the power contained in a Grisly Trophy, you summon forth an aspect of the monster that bore it"? I don't know what the mechanics of that would be, but it sounds cool in my head. -Killing a troublesome monster should always be leverage, there shouldn't need to be a move for that. But you're right, there should be some kind of social move to do with monster slaying to gain favour. My line of thought was more along the line of claiming bounties, which there is a Drive for. LC's Assassin has Contract Killer, which is slick and along the lines of what I wanted - but it seems weird to have a move that says "if you rolled well, there's a horrible monster terrorising the countryside!". What I have now is Law of Surprise - which is probably the weirdest move on the list right now (but not as weird as its namesake), and might need some tweaking, but I think it's got a lot more narrative power than dictating how much you get paid. Maybe it should be "you can demand any price" rather than "you always get the agreed price"? -Massing up a mob of peasants seems out of character, they'd just get in the way - it's the kind of thing you'd do if you weren't The Slayer. All three Drives are kinda opposed to it, too. Could use feedback on this one: 6-10: Alchemic Metastasis Requires: Alchemist You have modified your body to quickly regenerate wounds. You always start battle with full HP. Whenever you make any move while in battle, heal 1d4 HP, unless you have taken damage from fire or acid. There might also be design space for a fictional move about researching and lifting curses, which fits the archetype well, but would be a very specific move that doesn't crop up often. Can anyone think of a more generalised version of that?
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# ? May 18, 2013 01:46 |
Boing posted:Ok here's some more of The Slayer: This honestly would be so appropriate for a campaign im going to start based off of Gods Eater Burst. Monster of the week type campaigns in general.
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# ? May 18, 2013 01:54 |
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Boing posted:-Consuming dead monsters in particular is another archetype, I think, and when your prey can include zombies and stuff that's pretty gross. Well it doesn't have to be literally eating a bit of a monster, it could be like in Deadlands how you can "count coup" when you kill certain monsters and gain an aspect of their power or like all the Nintendo DC Castlevania games where you go around collecting monster souls like Pokemon. The reason I suggested it was due largely to the Curse background which suggests that some Slayers are a little closer to being monsters themselves. quote:Needs a Name Call it "Rip and Tear." quote:-Sacrificing a trophy is cool, I want them to be cycling in and out fairly frequently. How about something like "When you release the power contained in a Grisly Trophy, you summon forth an aspect of the monster that bore it"? I don't know what the mechanics of that would be, but it sounds cool in my head. Gain a Readiness or make use of a single magical move of that creature or gain ??? You could even make it a roll move if you wanted. quote:-Killing a troublesome monster should always be leverage, there shouldn't need to be a move for that. Eh, I feel like you could make that argument about a lot of the "you can use X for leverage" moves, but fair enough. quote:There might also be design space for a fictional move about researching and lifting curses, which fits the archetype well, but would be a very specific move that doesn't crop up often. Can anyone think of a more generalised version of that? Maybe a modification to Discern Realities? Add a question that lets you ask what creature caused an affliction/curse and what is said to cure it?
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# ? May 18, 2013 01:59 |
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Boing posted:The multiclassing rule is stupid for spellcasters anyway, I houserule it Personally I think being able to set vampires on fire with your mind or pull an Inception makes for a solid move, and getting all four (any of which can have a lot of narrative power) would make it the best move in the class list by a long shot. I realise this boils down to MY VISION but for a class that merely dabbles in magic, I feel like there should be some progression. If you'd rather suggest a change in wording for the move, that might make it more appealing? I can kind of grok that, I guess. I think what bugs me is that the wording is all about how bad you are at it - again, at best, "it works but you don't know for how long", while at worst "something goes spectacularly wrong". It seems to me like that wording is probably why I read it and saw "you get a cantrip" even though you meant it to be "you set dudes on fire left and right by snapping your fingers Bioshock-style". Also, it would probably be a smoother progression to let you pick two tricks with the first move and get the other two with the second. I can't really see it as the best move in the class; the Grisly Trophy line is very versatile and powerful and Arcane Trophy is especially so. But, again, this might be because of Witcher's Tricks coming off weaker than intended.
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# ? May 18, 2013 02:03 |
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The slayer is looking pretty cool! The move about making improvised weapons or trophies out of bits ripped off monsters could have the name And beat you with it. The move about evoking an aspect of a monster trophy probably doesn't need mechanics beyond the awesome fictional effect. Imagine using medusas head to turn an enemy to stone or a dragon tooth to shoot a gout of flame, or fairy wings to fly for a few minutes. The parlay move should be about making a horrible monster you'll have to fight to gain parlay. Have it like a smaller version of the paladin's quest move. "When you describe a monster or curse plaguing the local area, you always gain leverage over a settlement when you have conquered the problem"
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# ? May 18, 2013 02:16 |
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Boing posted:Ok here's some more of The Slayer: Maaaaaaan this is beautiful. It's basically what I want Rangers to be in every game I've played in. I'm really, really looking forward to the full version!
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# ? May 18, 2013 08:03 |
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Kai Tave posted:Call it "Rip and Tear." This is your winner right there. Bonus points if you can work YOU HAVE HUGE GUTS into the class somehow.
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# ? May 18, 2013 11:58 |
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Well, it's playable! I just spent the morning rigging this up: The Slayer. Needs at least two more 6-10 moves, and maybe can squeeze in another one or two after that. Specific thoughts so far: - Power level is fairly high, but I think that's how DW should be. I went a bit far with Apex Predator I think, it's silly as it is now - should remove the 10+ clause or make it into a 12+ instead. Alchemic Metastasis might be too strong, but I would like to hear back from a playtest that uses it! - Have tried to make each move interesting and exciting to pick up, so have been staying away from Parley moves and such, a lot of which can be done within the rules-as-written anyway. - Pretty much all the moves key off INT right now, except Witcher's Tricks which I made +STR to be contrary. Some of them (Combat Acumen/Apex Predator) should probably key off WIS or DEX instead, but I didn't want to thin out the stat spread too much when you still need your STR/DEX to fight. Should that be revised? - I somehow misspelled 'Prophecy', that will be fixed - There is room for another weapon choice, but I can't think of anything interesting or flavourful right now! It was gonna be a pistol or something but I want to leave it open for strictly medieval settings. - I wanted to have a move that worked off the arsenal and gave it more options (so I could call it Raised Stakes), but the wording of the original move was purposefully left so open that it's hard to think how to improve on it. Currently it's the only starting move that doesn't particularly synergise with the advanced moves. Any ideas? - Draft anti-magic/curse-lifting move: I Solve Problems When you encounter a curse, enchantment, or affliction, you may ask the GM "what will it take to remove or negate this?" and the GM will answer honestly, or ask you to answer. You are always able to lift the effect, but it will require one or more of the following: - Perform a dangerous ritual - Procure a rare component - Slay a powerful monster - Obtain some forbidden knowledge - Can't figure out some elegant way to include expending a trophy as a move, so I just went with moves for turning them into armour instead Benly posted:I can kind of grok that, I guess. I think what bugs me is that the wording is all about how bad you are at it - again, at best, "it works but you don't know for how long", while at worst "something goes spectacularly wrong". It seems to me like that wording is probably why I read it and saw "you get a cantrip" even though you meant it to be "you set dudes on fire left and right by snapping your fingers Bioshock-style". I get what you're saying, but I do think it's a difference in interpretation, because the move seems strong to me (I worried about including it). In my head, doing a Jedi Mind Trick to confuse enemies or get into a forbidden area, or tossing enemies around like ragdolls, or stopping a charging ogre in its tracks are all worthwhile moves to have, even if you don't know how long they're going to last. Especially when you're a fighter/ranger type class, magic should be one of those high-risk/high-reward things, which is why I went for the cautious wording. I did change it to "pick two, pick four", but if you're still unsure about the wording on the roll results, could you suggest an alternative that better conveys it? I've been staring at these moves for a while and it's hard to detach from what I intended it to be. Still taking criticism, I want this class to be good! vvv sure, "simple but powerful magics" sounds great! "takes spectacular hold" has been in and out of a few revisions Boing fucked around with this message at 14:45 on May 18, 2013 |
# ? May 18, 2013 14:22 |
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Boing posted:I get what you're saying, but I do think it's a difference in interpretation, because the move seems strong to me (I worried about including it). In my head, doing a Jedi Mind Trick to confuse enemies or get into a forbidden area, or tossing enemies around like ragdolls, or stopping a charging ogre in its tracks are all worthwhile moves to have, even if you don't know how long they're going to last. Especially when you're a fighter/ranger type class, magic should be one of those high-risk/high-reward things, which is why I went for the cautious wording. I did change it to "pick two, pick four", but if you're still unsure about the wording on the roll results, could you suggest an alternative that better conveys it? I've been staring at these moves for a while and it's hard to detach from what I intended it to be. Yeah, the way you're visualizing it it's a perfectly solid move, I just somehow got the impression that these were much weaker than you were visualizing. Part of the problem is that I somehow missed the spectacular part of "takes spectacular hold, but you don't know for how long" on my first reading. Maybe replace "primal magics" in the start with "simple but powerful magics" to make clear right from the start that these have some serious kick to them? I don't know, I feel kind of like a putz for making a big deal of it.
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# ? May 18, 2013 14:38 |
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# ? Jun 3, 2024 09:51 |
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Boing posted:
Would some kind of silver weapon be too much?
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# ? May 18, 2013 16:48 |