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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Overemotional Robot posted:

Is there any problem with someone who has a 2-5 advanced move of "choose a move from another class book" taking that at level 2 and then choosing another class book's starting move? As long as it still makes narrative sense, I mean. I personally don't think you can break characters in DW, I was just curious if anyone else has allowed this.

I am 100% certain that that is intended to happen within the core rules. I know I've had plenty of multiclass people take starting moves from other classes.

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Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
Awesome! Pretty much the only rule I gave my player (who is playing The Convict and loving it) is that it needs to make narrative sense, and that seemed to work just fine. Sometimes I shift into D&D-let's-look-up-rules mode and doubt myself, though.

BTW, I think he is going to pick The Captain and say he's a convict because he was a notorious space pirate (we are playing Dungeon Planet). Awesome!

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
Yeah, if you weren't allowed to take the starting moves it'd be pretty worthless to multiclass, since a lot of advanced moves are just buffs for the starting moves.

The only (house)rule I really enforce is that you can't take a move that somebody already has.

Elmo Oxygen
Jun 11, 2007

Kazuo Misaki Superfan #3

Don't make me lift my knee, young man.

ImpactVector posted:

The only (house)rule I really enforce is that you can't take a move that somebody already has.

That is a fantastic rule.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Overemotional Robot posted:

Is there any problem with someone who has a 2-5 advanced move of "choose a move from another class book" taking that at level 2 and then choosing another class book's starting move? As long as it still makes narrative sense, I mean. I personally don't think you can break characters in DW, I was just curious if anyone else has allowed this.

The base for Worldly style moves is Multiclass Dabbler, which allows you to take a move from any class as if you're one level lower. In this case, literally the only thing you can pick is starting moves from other classes. Not only is it okay, but it's the intended function of the move to begin with.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
Ah, good to know I was doing it right! I also do the "you can take something as long as it's not from a class someone is playing," too, so good to know! Thanks guys :)

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Another day, another Inverse World Update! This one is important because GOLEMS and COLLECTORS. Or in more plain English, I'm adding major content in the form of extra playbooks if we hit 17k.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

gnome7 posted:

Another day, another Inverse World Update! This one is important because GOLEMS and COLLECTORS. Or in more plain English, I'm adding major content in the form of extra playbooks if we hit 17k.

So you mean to tell me that not only is Inverse World perfect for running Final Fantasy, I'll also be able to play as Robo from Chrono Trigger? :getin:

I absolutely love the Golem. Me and a couple of friends might be giving Inverse World a spin tomorrow, and should we do so I will definitely add the Golem and Collector into the mix of classes.

Quick suggestion though: you should add Prometheus into the list of name choices for the Golem.

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Haha, I wasn't expecting Gnome to pick that vehicle to spoil!

In case people are wondering, we're laying out Mounted Combat right now so it's coming out soon-ish.

Echophonic
Sep 16, 2005

ha;lp
Gun Saliva

EscortMission posted:

While I was working on the Beguiler, I came up with a few ideas for another compendium class. I'm sure it could be stretched into some kind of Prince of Persia/Chrono Trigger core class but I think that it makes an OK compendium class too. It still needs a name, but other than that!

I really dig this. Love the Fringe reference for 'More Than One of Everything,' too. There's always 'The Slider' or 'The Leaper' for the name.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Echophonic posted:

I really dig this. Love the Fringe reference for 'More Than One of Everything,' too. There's always 'The Slider' or 'The Leaper' for the name.

I was actually working on cleaning that one up a little, I thought it needed just one more move and a little clarification. I like "The Slider" a lot, so I'm stealing the hell out of that.

https://dl.dropboxusercontent.com/u/1017317/The%20Slider.pdf

I should probably get some of these into actual Indesign documents.

EscortMission fucked around with this message at 01:23 on May 25, 2013

Echophonic
Sep 16, 2005

ha;lp
Gun Saliva
That last move is really neat. A more time-fuckery oriented class could steal liberally from Continuum for something similar. I've always thought it was really cool how you could cheat fate like that exactly once with a future version of yourself. The catch was you actually had to go back and die there eventually, so it's locked into your future. That game had a LOT of cool ideas, shame the rules were such a clusterfuck. I'd actually love to see a Continuum hack for *World, but there's not enough internal skill demarcation. I guess you could do the various internal guilds for classes?

If you wanted more Fringe in there for the names of moves, there's an episode named "The Road Not Taken" from season one, it's the one that sets up "There's More Than One of Everything."

Actually, you could do a lot of the names from Fringe episodes, if you wanted.

Back to Where You've Never Been for the core move, then, in order:
There's More Than One of Everything
Neither Here Nor There
Concentrate and Ask Again
The Road Not Taken
Momentum Deferred

Sorry, one of my favorite shows, couldn't resist digging through the titles for stuff that fit.

Echophonic fucked around with this message at 01:47 on May 25, 2013

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

EscortMission posted:

I want to run one of these real bad. The damage might be a little too high across the board (d12+d8+d6 by level three? :drat:) but hopefully that will shake out in testing.

It looks like a lot, but bear in mind a level 3 fighter can be dishing out 1d10+2d4+1d6 at the same level (if he takes bloodthirsty and scent of blood and exposes himself to an enemy's attack). That's only a difference in average damage of 0.5 points, and only 2 points difference maximum. (Maybe a little more than that if you factor in the extra damage the berserk's STR-piercing might sneak in.) The fighter's also better equipped to soak that attack, what with probably having better armor and not being strongly incentivized to say "nah, gently caress that defy danger roll, I power through." Also the fighter isn't turning into a walking traffic hazard.

quote:

While its always a little disappointing when a class doesn't get a multiclass move, not letting the Berserk get his hands on the Fighter's Signature Weapon is probably for the best.

I was more worried about the berserk getting the fighter's armor boosting moves and becoming an unstoppable killing machine, but yeah, there's a reason bear sark is their only multiclass move.

quote:

When you Rage, do you get +1 STR/CON stat, or +1 Ongoing to STR/CON?

Ongoing to the bonus (that's why it's STR/CON and not Strength/Constitution). I've updated the doc to make that a bit clearer.

quote:

With Eagle Lodge, maybe you could get another question from Discern Realities instead of the +1?

I like that a lot better, consider it yoinked.

quote:

Uhhh beyond that that's about it. Gonna print this out and see if somebody will put together a one-shot and let me play Brick.

Sweet! Thanks for the feedback. I'll try to get it up in playbook form soon, but right now my attention is largely focused on hacking Cortex+ to run Exalted.

Let me know how the game goes!

GimpInBlack fucked around with this message at 02:21 on May 25, 2013

Evil Mastermind
Apr 28, 2008

gnome7 posted:

Another day, another Inverse World Update! This one is important because GOLEMS and COLLECTORS. Or in more plain English, I'm adding major content in the form of extra playbooks if we hit 17k.

Someone please run IW so I can play a water golem.

KillerQueen
Jul 13, 2010

Someone please run Inverse World so I can play Majin Buu.

Also I hope there's an advanced move at some point that let's you count as dungeon rations, then healing potions. Food golems are the best.

KillerQueen fucked around with this message at 03:43 on May 25, 2013

Androc
Dec 26, 2008

So, the Summoner! The main challenge inherent in this class was figuring out a way to construct spirits that allowed people to build what they wanted to without being too vague or too complicated. I ended up basing it off of the updated mastermind's secret hideout move, though I'll probably define and describe individual traits on a third page of the playbook rather than within the move itself. Anyway, here's what I'm hoping to use as the foundation of the class:

Summon
When you attempt to give physical form to one of your spirits, dismiss any previous spirits, lose all pact, and roll +wis. On a 10+, your spirit is summoned and you gain 2 pact. On a 7-9, same, but gain 1 pact instead of 2.

Command
When you issue a command to a summoned spirit, Roll +pact. On a 10+, the spirit executes your command without issue.. On a 7-9, choose. On a miss, lose 1 pact in addition to any other outcomes:
• Your spirit is wounded or fatigued, lose 1 pact.
• Your spirit executes the command a little too vigorously, causing collateral damage or unintended side-effects.
• Your spirit draws unwanted attention to you or to itself.
If you would lose pact and have none, the spirit is immediately dismissed. A dismissed spirit needs at least several hours to recover before it can be summoned again.

Not Of This World
Begin play with one spirit. By default, a manifested spirit is about the size of a large horse and can carry two riders. Your spirit begins play with five points worth of the following traits, record its name, traits, and a simple description:
1 point
• Flying
• Tiny: The spirit is small enough to fit in a bag.
• Lesser elemental: The spirit has the ability to manipulate objects or forces within a chosen element.
• Ranged (near)
• Kinship: The spirit has a special bond with a specific type of creature and can be commanded to negotiate with or influence them.
• Swarm

2 points
• Elemental: The spirit has the ability to create, destroy, or manipulate objects or forces within a chosen element
• Large: The spirit is about as large as a bus.
• Trio
• Agenda: The spirit has some specific nature or objective which influences its actions. Commands in line with this agenda are made at +1 (max of +3), while commands which go against it are made at -1.
• Healing: The spirit can be commanded to heal an ally for an amount equal to its damage.

3 points
• Domain: The spirit has the ability to create, destroy, or manipulate objects or forces within a chosen domain on a large scale.
• Destructive: The spirit’s attacks devastate the battlefield, damaging multiple enemies and destroying inanimate objects with ease.
• Titanic: The spirit is as large as a two- to three-story building.
• Supersonic
• Majestic: living creatures are awed or dismayed by the spirit and will not attack unless struck first.

Just for fun, here's a few sample spirits:

Valefor: flying, ranged, supersonic.
Unicorn: majestic, healing.
Navi: tiny, lesser elemental (light), flying, agenda (provide guidance).
BEEEEEEEEES: swarm, flying, destructive.

If there's any sorts of traits or abilities you would want to see on spirits that aren't covered by what I've got so far, please let me know!

Androc fucked around with this message at 21:37 on May 25, 2013

Countblanc
Apr 20, 2005

Help a hero out!
I feel like there should be a bit more structure to the spirit customization, but at the same time I don't think it's terribly important and if it goes against your vision of the class feel free to disregard this. But, for example, maybe have 1-3 specific categories that need filled (size being the big one) and then offer the point-buy system for the rest. Similar to the Signature Weapon, I guess. I think it just feels a bit messy having players able to have anywhere from 2 to 5 traits. I don't know what you were going to make the level up moves, but maybe lock some of the more game-changing traits behind those ("When you take this move, choose one of these traits [list of current 3-point ones]")? If anything that'd increase summon variety, since players don't feel that nagging sensation to pick one of the super-tempting 3 pointers, and by the time they get the option to they might not feel it's as important.

Androc
Dec 26, 2008

Countblanc posted:

I feel like there should be a bit more structure to the spirit customization, but at the same time I don't think it's terribly important and if it goes against your vision of the class feel free to disregard this. But, for example, maybe have 1-3 specific categories that need filled (size being the big one) and then offer the point-buy system for the rest. Similar to the Signature Weapon, I guess. I think it just feels a bit messy having players able to have anywhere from 2 to 5 traits. I don't know what you were going to make the level up moves, but maybe lock some of the more game-changing traits behind those ("When you take this move, choose one of these traits [list of current 3-point ones]")? If anything that'd increase summon variety, since players don't feel that nagging sensation to pick one of the super-tempting 3 pointers, and by the time they get the option to they might not feel it's as important.

This is an interesting idea, but my main concern is that the options in the individual categories might not really be equal. Titanic, for example, doesn't seem reasonably comparable to tiny in terms of power (and probably has a good deal of overlap with destructive, but oh well). Aside from size, though, what other categories would you want to see specifically called out in this way?

The current plan for advanced moves was to have two moves that each add an additional 2-3 build points and two moves that add an additional spirit each. Putting access to the tier-3 traits in the bonus build points move might not be a bad idea. If I did that, though, I'd be a little bit concerned about somebody running out of traits and feeling like they're 'forced' to take a tier 1 or 2 trait that doesn't really match their spirit's concept.

Boing
Jul 12, 2005

trapped in custom title factory, send help
I don't see anything wrong with the way you've done it. The IW Captain/Mechanic style of build-your-own thing is fine, but your point buy thing makes sense and lets you make simple or complicated summons as you see fit. It fits the concept and I do think it's more interesting this way than if you went "Choose size category/body type/special ability", or whatever. It is a good idea to unlock the really poweful ones (Titanic etc.) through advanced moves, though.

Agenda is interesting, though, I'm not sure about spending 2 points on it but I think it would be cool if that was built into each spirit that you had. They're not created whole cloth, after all, they all exist independently of you, it would be cool if each one had to have its own agenda.

Supersonic sticks out by being bizarrely specific, you either want more like that or less like it, I think.

Androc
Dec 26, 2008

Boing posted:

I don't see anything wrong with the way you've done it. The IW Captain/Mechanic style of build-your-own thing is fine, but your point buy thing makes sense and lets you make simple or complicated summons as you see fit. It fits the concept and I do think it's more interesting this way than if you went "Choose size category/body type/special ability", or whatever. It is a good idea to unlock the really poweful ones (Titanic etc.) through advanced moves, though.

Agenda is interesting, though, I'm not sure about spending 2 points on it but I think it would be cool if that was built into each spirit that you had. They're not created whole cloth, after all, they all exist independently of you, it would be cool if each one had to have its own agenda.

Supersonic sticks out by being bizarrely specific, you either want more like that or less like it, I think.

It's actually funny you should mention agenda specifically. The racial/background moves for the class are:
Where do your spirits come from?
• The ocean of my soul: add ‘suffer negative psychic feedback, dealing 1d10 damage (ignores armor)’ as an option for Command.
• The heartbeat of the universe: ...Something, haven't figured this one out yet.
• The authority of the ancient pact: All of your spirits gain the Agenda trait for free.

My thinking was that, while all of your spirits having agenda is cool, some people might prefer to not have to deal with managing that.


I originally had a 1-point 'swift' trait, but I took it out because I felt like it didn't really do much. When you get down to it, supersonic doesn't really, either. I'll probably just dump it.

Lemon-Lime
Aug 6, 2009
Just post the whole thing, unless Mikan asked you not to for some reason. That way everyone can see what does and doesn't work in the original.

Doodmons
Jan 17, 2009
I had the pleasure of playing the Cultist in last night's DW game and can confirm that it is The Best Class(TM). He does seem to be a walking derailroad though, what with the ability to summon up Cthulhu, or Imhotep, make mobs unite and fight for you and do all manner of unspeakable things with dark rituals. I was playing a Horror and had an amazing time roleplaying that my human skin disguise was really poo poo and tentacles and stuff would slip out whenever I laughed or anything (which was a lot - you gotta cackle maniacally in this line of work) I alternated between getting people fired from the inn we were staying at so that I could sacrifice them, proselytizing to the masses and starting small riots (often aimed at me), explaining the dark truth to shopkeepers so I could calmly take items without paying while they wailed and tore their hair out and sniping at the party Fae who was pretty drat sure I wasn't human.

It was a blast. I can thoroughly recommend the Cultist. The Fae owns bones too, the guy playing it was definitely having fun racking up boons by causing magical mayhem.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Finally got around to updating my scribbles on an Alchemist class, aimed at just being crazy fun. The core idea is that you pre-make a bunch of versatile potions by picking from a huge list of tags, then everything explodes the Alchemist uses the potions in inventive ways. The tags deliberately don't have mechanical translations (e.g. +1 damage) and the class relies a fair bit on just running with it; I'm not sure it's quite proscriptive enough though.

For example, if you make a potion with the flaming tag, you could:
Imbibe to make the alchemist scalding hot to touch; belch to breathe fire; imbue to make a dagger ignite targets; voodoo to make an enemy burn from the inside. Or you could just throw it at someone and set them alight/ cover your weapon in it and wield a flaming sword.



quote:

The Alchemist
6+ Con HP, d8 class damage.

Concoct
When you have a spare moment and some ingredients, you can create a new potion. Describe how you create it, pick two tags from the list below and add a batch of it to your belongings. Add one more tag if your ingredients are rare, mystical or fantastical. The GM picks one tag to add to the potion.
Tags: volatile, bubbling, murky, flaming, freezing, electrified, adrenalising, enhancing, paralysing, lethargic, restorative, puissant, applied, invigorating, clotting, dissolving, acidic, dangerous, strong, weak, toxic
Example: Brighteye: cold, enhancing, toxic

Belch:
When you swill a potion in your mouth then burp it out, roll 2d6+Int.
* On a 10+ a cloud of vapour bursts out of your mouth and reacts: choose one of the potion's tag and treat as a reach weapon, with class damage if appropriate. Describe the effects: a flaming potion may form a cloud of smoke and fire while a chilling potion might form a bridge of ice over a chasm, or freeze your foes solid.
* On a 7-9, something's gone wrong! Either the reaction begins in your mouth, your aim catches something unintended or the GM chooses a tag to add to the effects.

Imbibe:
When you down a potion and absorb it your body takes on aspects of the potion. Roll 2d6+Int. On a 10+, choose one or two of the potion's tags and describe the effects; a flaming potion may turn your skin freezing cold, making enemies that touch you take class damage. On a 7-9 the GM also chooses and describes a tag's effects.

Transmute:
When you grasp an object and transform its base element, roll 2d6+Int. On a hit, describe a metal; the object becomes made of that substance for a few minutes. e.g. gold, phosphorous (burns bright!), lead (solid, heavy).
On a 7-9, pick one: the transformation only lasts for a few seconds, or transforms into a substance only similar to the metal you chose (the GM will describe how).
I don't want the class to play conservatively, so I've not put a number/ limit on the potions carried/ used up.

quote:

Misc skill ideas:
Herbalist: You can always ask the GM "what ingredients here would make a powerful potion?" and they will answer truthfully.
Voodoo: When you consume a potion, choose an enemy and roll 2d6. On a 10+ the full effects of that potion hit them. On a 7-9, they affect you too!
Imbue: When you infuse a potion into an object, roll 2d6. On a 10+ it takes an aspect of your choice for a day. On a 7-9, the GM chooses one tag too.
Insidious: Add the following tags to your potion creation list: rage, calm, jealousy, love, truthfulness, dishonesty
Biologicker: When you create a potion using creatures, you can add tags from their profile (e.g. messy, piercing, intelligent)

The Supreme Court fucked around with this message at 15:26 on May 26, 2013

Boing
Jul 12, 2005

trapped in custom title factory, send help
That does look like crazy fun, I would play the hell out of that

(by the by, how is your Brute playbook coming along? I have a player who'd love to try it in an upcoming campaign!)

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



What do you guys think of the goon-made Dark Sun Gladiator's ability to spend an arsenal and automatically set his damage to max? I'm beginning to think I should house rule it, considering he keeps routinely one-shotting npcs.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Brilliant! I'd love someone to play and hopefully enjoy it. It's almost ready! What were the fonts you used with the Slayer book, by the way? I've got mine typed up in Copperplate Gothic Light and Minion Pro, but they don't look quite right.

edit: yeah, the Gladiator's damage output is pretty insane.

The Supreme Court fucked around with this message at 15:22 on May 26, 2013

Boing
Jul 12, 2005

trapped in custom title factory, send help

Dirty Job posted:

What do you guys think of the goon-made Dark Sun Gladiator's ability to spend an arsenal and automatically set his damage to max? I'm beginning to think I should house rule it, considering he keeps routinely one-shotting npcs.

Personally I houserule the Gladiator's max damage thing to "roll two dice and choose the highest". It might be too powerful on the Slayer, too, but I haven't had a proper chance to playtest. I imagine it's fine because Readiness is more limited, but that might not turn out to be the case.

The Supreme Court posted:

Brilliant! I'd love someone to play and hopefully enjoy it. It's almost ready! What were the fonts you used with the Slayer book, by the way? I've got mine typed up in Copperplate Gothic Light and Minion Pro, but they don't look quite right.

Minion Pro is what the official playbooks seem to use but I couldn't get it, so I used High Tower Text (a free one) for all the headings, and Times New Roman for body text. It's not quite consistent with all the other playbooks but it seems to look okay.

Doodmons
Jan 17, 2009

Dirty Job posted:

What do you guys think of the goon-made Dark Sun Gladiator's ability to spend an arsenal and automatically set his damage to max? I'm beginning to think I should house rule it, considering he keeps routinely one-shotting npcs.

I've noticed it does seem to be reaaally good. The Gladiator in my game has literally never used arsenal for anything else, which leads me to believe it's strictly the best option. I like the b[2d10] houserule though.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Boing posted:

Personally I houserule the Gladiator's max damage thing to "roll two dice and choose the highest". It might be too powerful on the Slayer, too, but I haven't had a proper chance to playtest. I imagine it's fine because Readiness is more limited, but that might not turn out to be the case.

It's very strange, especially since the way it's written there aren't very many reasons to choose other arsenal options. Every attack you can ignore armor + deal max damage, get back an arsenal, do it again the next attack.

I'm gonna house rule it so that you can choose to roll an additional damage die and choose the higher result. Also, you can do this after the initial die roll, as sort of a way to amend a bad die roll. I'm also removing the "ignores armor" tag from the list of tags available to the arsenal rule.

fidgit
Apr 27, 2002

And my wrath shall wax hot, and I will kill you with the sword; and your wives shall be widows, and your children fatherless.

MagnumOpus posted:

My group and I are planning to start Dungeon World this weekend. We're pretty pumped, but after one of the players picked Druid for their class I'm now concerned. I've read both the FAQ linked in the OP and sage's comments on the DW forums. Both seem to strongly indicate the Shapeshifting allows Druids to possess monster moves that can instantly kill with no roll. I'm referencing:


So a Druid with the right monster studied can simply take any humanoid major villain they like out behind the shed with no roll? Can we never have a humanoid major villain now because the Druid ate a bear?

If he's the major villain, the fiction should support why he's such a badass. If he's physically imposing, I would limit the spent hold to be a successful Hack and Slash with damage rolled, instead of an instant kill. If the villain is more cerebral, then he probably has contingencies set up.

It's a balancing act to not completely neuter your player, but it's not fun to play on God Mode either. Remember, just be a fan of the characters and the rest becomes pretty easy.

edit - some more clarification from Sage over at the DWT:

"When you shift into an animal form you're saving up a few success at the moves specified by that form. You're also changing your fictional positioning, so that different moves may trigger.

So when I change into a bear and get "terrifying roar" and "rip something apart" that doesn't mean I can't hack and slash with my big ol' bear claws. If I say "I slaw the goblin" I probably triggered hack and slash. If I say "I go with my bear instincts and just go feral, ripping him apart, using my move" then I didn't trigger a move, I just spent hold to get an effect."

fidgit fucked around with this message at 17:02 on May 26, 2013

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Doodmons posted:

I've noticed it does seem to be reaaally good. The Gladiator in my game has literally never used arsenal for anything else, which leads me to believe it's strictly the best option. I like the b[2d10] houserule though.

Consider that houserule official. :)

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

MagnumOpus posted:

My group and I are planning to start Dungeon World this weekend. We're pretty pumped, but after one of the players picked Druid for their class I'm now concerned. I've read both the FAQ linked in the OP and sage's comments on the DW forums. Both seem to strongly indicate the Shapeshifting allows Druids to possess monster moves that can instantly kill with no roll. I'm referencing:


  • Eat away metal, flesh, or wood
  • Ooze into a troubling place: food, armor, stomach

AND


So a Druid with the right monster studied can simply take any humanoid major villain they like out behind the shed with no roll? Can we never have a humanoid major villain now because the Druid ate a bear?

For me the question would be "HOW does a bear rip something apart?" - and appropriate uses of the move follow from that fiction definition. So for example, the bear can use a hold move to rip someone they're right next to apart, but it can't charge someone across the room and then rip them apart using the hold move alone. Or maybe the opponent interposes his rapier or a spear with the bear, and the bear needs to defy danger before he can get close enough to savage the guy. Or maybe there's a thing that the bear just can't rip apart like a 12 foot rock golem, because before you go into moves you have to remember - he's a bear. This game actually cares about that he's a bear. Things that don't make sense for a bear won't use bear moves.

Echophonic
Sep 16, 2005

ha;lp
Gun Saliva
Yeah, I played the non-Dark Sun version and I never did anything else when I attacked. It's also self-perpetuating if you're against armed foes, since you get arsenal back constantly. I thought it was a big egregious, but it WAS a lot of fun. Blended into my roleplaying, as well. I played him as escaped from the arena and hated violence as a first resort. As soon as parley stopped being viable, THEN hard, decisive violence ended most encounters. I thought it was pretty dramatic. I don't feel like I was too much in the spotlight from that, though. I have nothing against 2d10b for that perk, though.

It definitely fit into my schtick of playing hardass dwarves. The Survivor did that, too.

Speaking of which, I'm not sure what I think of the IW Survivor. I had a really hard time getting a feel for what the class is supposed to be doing when I played it. It'd probably be a little more interesting in a smaller party, but such a reactive class kind of ends up in the background due to not having a lot of active abilities. The moves don't do much to encourage you forward, they kind of have you reacting. You can even see it in the triggers. Just from the core moves: "When you take harm", "When you Defend", "When you meet", "when you take great personal harm"

What about those has me doing anything to prevent further cataclysm? The only active move in the 2-5 is the parley with Con one. It's WEIRD. Alone Against the World also feels weird. It felt really contrived when I set it up to try it. I mean, driving off a dragon with nothing but a knife is metal as all hell, but it didn't feel like it flowed from the fiction because everyone had to agree to let me run with the move.

I understand that the class is built around being massively tough and enduring, but there's nothing about using that to power through things. Just feels like there should be something more active in there.

Has anyone else tried it out?

Rulebook Heavily posted:

Me and Lemon Curdistan argued a bunch about The Elf but it's totally ready now, just for you guys.

Halfling or Dwarf next, probably Halfling.

Dwarf! You know you want to! :black101:

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Echophonic posted:

Yeah, I played the non-Dark Sun version and I never did anything else when I attacked. It's also self-perpetuating if you're against armed foes, since you get arsenal back constantly. I thought it was a big egregious, but it WAS a lot of fun. Blended into my roleplaying, as well. I played him as escaped from the arena and hated violence as a first resort. As soon as parley stopped being viable, THEN hard, decisive violence ended most encounters. I thought it was pretty dramatic. I don't feel like I was too much in the spotlight from that, though. I have nothing against 2d10b for that perk, though.

I?t's definitely one of those highly situational things. If your campaign focuses on fighting hordes of goblins, brigands, and other assorted weak dudes with armor and weapons, yeah, it becomes a perpetual murder machine pretty fast. If you're more the fearless monster-slayer types, it's not as bad, but on further reflection I think 2d10b is a better solution for both scenarios.

Fenarisk
Oct 27, 2005

So after literally 4 or 5 rewrites and concepts I'm inquiring to goons on what you'd like in a 4e Warlock conversion.

One playbook with a lot of options and the ability to select one of 3 Pacts? (Fey/Infernal/Star, meaning the playbook could be within 3 pages rather than 2)

Or multiple playbooks with each one being a Pact? (The downside to this is there may not be as much variety in moves/flavor if it's shoehorned into INFERNAL FIRE DUDE or GLAMOURS AND TELEPORTING DUDE).

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Fenarisk posted:

So after literally 4 or 5 rewrites and concepts I'm inquiring to goons on what you'd like in a 4e Warlock conversion.

One playbook with a lot of options and the ability to select one of 3 Pacts? (Fey/Infernal/Star, meaning the playbook could be within 3 pages rather than 2)

Or multiple playbooks with each one being a Pact? (The downside to this is there may not be as much variety in moves/flavor if it's shoehorned into INFERNAL FIRE DUDE or GLAMOURS AND TELEPORTING DUDE).

I'd do it with the Pact being a choose-your-own package like the fighter's sig weapon. Give each a unique starting move and lots of options for keywords, and if you're feeling saucy, maybe give the advance moves extra effects if they have certain keywords (e.g. Infernal lets you add +messy to your attacks, an advance move might be something like "inflict +1d4 damage. If the attack is messy, add +terrifying").

Countblanc
Apr 20, 2005

Help a hero out!

GimpInBlack posted:

if you're feeling saucy, maybe give the advance moves extra effects if they have certain keywords (e.g. Infernal lets you add +messy to your attacks, an advance move might be something like "inflict +1d4 damage. If the attack is messy, add +terrifying").

I definitely suggest doing this, but I'd go a step further and make any moves that key off your Pact key off ALL Pacts and just offer different things for each, otherwise there's just going to be dead options (or options that seem dead, think of how it sucks to take a power in 4e you know is good even without the appropriate build boon, but that extra text just makes you sad that you'll never get it).

So like, going with the sample "inflict +1d4 damage" move, maybe have Infernal add "Terrifying", Fey add "Mesmerizing", and Star add "Blinding", or something.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Countblanc posted:

I definitely suggest doing this, but I'd go a step further and make any moves that key off your Pact key off ALL Pacts and just offer different things for each, otherwise there's just going to be dead options (or options that seem dead, think of how it sucks to take a power in 4e you know is good even without the appropriate build boon, but that extra text just makes you sad that you'll never get it).

I see where you're coming from, and I agree to an extent, but the difference is that you can get tags from other sources in DW--like, if you're a fey pact warlock and you want that rider, you can just go to town with a greataxe or barbed arrows infused with eldritch power or what have you.

quote:

So like, going with the sample "inflict +1d4 damage" move, maybe have Infernal add "Terrifying", Fey add "Mesmerizing", and Star add "Blinding", or something.

I feel like that would get pretty wordy pretty quick, and you might find that a lot of moves are repeating the same set of keywords--in which case you might as well just put the effect on the pacts. (Infernal: All your attacks gain +terrifying.)

Really though, you can probably do a really cool warlock without any pact-specific riders on moves. Just find the core of what a warlock does, as opposed to a fey warlock or an infernal warlock or whatever, and make that the core of the class. Pact-specific flavor can come from the starting pact moves.

Fenarisk
Oct 27, 2005

A warlock, in 4e at least, uses powers, boons, and curses tied to the Pact, which influences the playstyle a lot. A fey pact warlock plays completely differently from an infernal pact warlock (one does a lot of teleporting, debuffing, and being sly at range while the other does a lot of straight up damage, boosts defenses, and sucks up health from enemies). I think I may just make an infernal pact and fey pact playbook, otherwise it would be cramming two different archetypes into the same playbook and forcing a 3 page playbook (that doesn't make sense if the warlock looks to start double dipping anyways).

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Androc
Dec 26, 2008

Lemon Curdistan posted:

Just post the whole thing, unless Mikan asked you not to for some reason. That way everyone can see what does and doesn't work in the original.

What I posted was about as much as I had done at the time. But now, for your reading pleasure, the rough draft of The Summoner.

e: ended up switching access to tier-3 traits to the 6-10 advanced move instead.

Dirty Job posted:

What do you guys think of the goon-made Dark Sun Gladiator's ability to spend an arsenal and automatically set his damage to max? I'm beginning to think I should house rule it, considering he keeps routinely one-shotting npcs.

Yeah, the gladiator's damage is nuts. My group also does the 'roll two, keep higher' houserule.

The Supreme Court posted:

Finally got around to updating my scribbles on an Alchemist class, aimed at just being crazy fun. The core idea is that you pre-make a bunch of versatile potions by picking from a huge list of tags, then everything explodes the Alchemist uses the potions in inventive ways. The tags deliberately don't have mechanical translations (e.g. +1 damage) and the class relies a fair bit on just running with it; I'm not sure it's quite proscriptive enough though.
The basic idea for this is brilliant. As far as limitations, I think instead of preparing potions individually a better idea might be that they can 'ready' some number of tags when they have downtime and, once they're adventuring, assume that they have access to any specific mixture of those tags. Either way, I would definitely stay away from forcing the player to prepare potions one-by-one just for the sake of time.

Androc fucked around with this message at 08:05 on Aug 10, 2017

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