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One of my players: "So how far behind me is the wererat chieftain?" Me: "Um, say six feet." My player: "Can I jump that?" Me: "What are you trying to do?" My player: "If I can, I want to do a backflip and land behind him with a knife to his throat." Me: "gently caress yeah you can, give me a defy danger dexterity" My player: "And the danger is I don't make the jump?" Me: "What? No, you're a badass adventurer, the danger is you don't land perfectly with a knife to his throat. Of course you make the jump."
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# ? Jul 16, 2018 04:07 |
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# ? Jun 8, 2024 05:55 |
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Besides J. Walton's Heritage Moves system, is there any existing system that attempts to let people come up with moves for an arbitrarily defined custom race? I've been thinking about trying to homebrew something like that but I don't want to reinvent any wheels.
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# ? Jul 19, 2018 23:56 |
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The easiest way is to rework an existing one, like taking how elf wizards get Detect Magic as a cantrip but you could change that to something more appropriate. You can give them one unchanged if you're boring. If the race is something really weird and has cool features, having the ability to justify stuff other characters can't do would be enough. Having Angel Wings is probably better than most custom moves, although you should only do this if it's always available rather than situational. If nothing really fits, a stat substitution on a basic move is a good fit. I'd encourage just making something up but that has pitfalls. Custom Moves are underutilized, imo
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# ? Jul 20, 2018 00:22 |
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JerryLee posted:Besides J. Walton's Heritage Moves system, is there any existing system that attempts to let people come up with moves for an arbitrarily defined custom race? A lot of racials point at core moves rather than class moves. In general, start with moves similar to anything else that exists or look at extra choices you can add to the starting class moves that let you pick. Then ask a bunch of strangers on the Internet if you did a good job. We've been down this road before.
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# ? Jul 20, 2018 00:54 |
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Thanks for the replies! Just in case it wasn't clear, I'm not asking because I have a specific need right now ("one of my players wants to play a half-angel kobold" or whatever); rather, I'm interested in comprehensive lists or systems that other people have come up with, like the heritage moves system I referred to.
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# ? Jul 20, 2018 09:13 |
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JerryLee posted:Thanks for the replies! Just in case it wasn't clear, I'm not asking because I have a specific need right now ("one of my players wants to play a half-angel kobold" or whatever); rather, I'm interested in comprehensive lists or systems that other people have come up with, like the heritage moves system I referred to. Systems? Well, one system is "give races the double-deuce, rewrite existing moves to be backgrounds instead, let people pick a background and say they're a particularly astute shade of blue if they want".
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# ? Jul 20, 2018 18:15 |
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Comrade Gorbash posted:Working on a Dungeon World hack/2nd edition project and am looking for your best suggestions/ideas. Any update on this Gorbash? If you've got a gdoc or something I'd happily attack it with some comments I'm really asking because I want a DWv2 without writing it myself
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# ? Jul 24, 2018 10:11 |
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I would kill for a Dungeon World 2e, assuming it’s done right.
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# ? Jul 24, 2018 10:21 |
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Pollyanna posted:I would kill for a Dungeon World 2e, assuming it’s done right. Someone made a complication pdf of a bunch of nice homebrew stuff plus some bits and pieces from Perilous Wilds which was a great start, but I don't think it went far enough personally
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# ? Jul 24, 2018 10:39 |
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I think I'm a bit of an outlier in that I'd like to see a DW that leans a bit more tactical in its combat. It's a phenomenal system for setpieces and running (as in moving) fights, but when it comes to a pitched-rumble it felt a bit lacking. I was never really satisfied with any of my boss-fights. It wouldn't need to go anywhere near actual crunchy combat, an extension of the weapon tags with something like Fellowships monster tags would be enough. Something that gives a bit more structure to the combat so the DM doesn't have to wing it so much for enemy behaviour.
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# ? Jul 24, 2018 10:47 |
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Is there a good homebrew hack for support rolls? I really don't like rolling the +number of bonds because most of my players just have one bond with each other. I've basically been like "sure you can help, they get a +1 and if they get 7-9 you're putting yourself in danger" but I've also been inconsistent with people declaring their assisting before/after the roll.
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# ? Jul 24, 2018 14:20 |
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kaffo posted:Any update on this Gorbash? Still stuck on stats. Had an idea for weapons but I did some math to it and it wasn't gonna work so I scrapped it. Probably going to look at the Fallen Empires combat again for some ideas for that and HP, probably bring in some elements of BitD style stress. I'm leaning towards a couple of very large categories (light, standard, heavy) that determine weapon damage, with light getting some bonuses to make up for lower damage and heavy some penalties to make up for higher damage. Going more granular pretty inevitably ends up with some weapons clearly being better than others, and even three big categories may be too specific for the small numerical space PbtA uses.
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# ? Jul 24, 2018 15:02 |
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Glazius posted:Systems? Well, one system is "give races the double-deuce, rewrite existing moves to be backgrounds instead, let people pick a background and say they're a particularly astute shade of blue if they want". Actually, you know what, never mind. But thank you for taking the time to try to help JerryLee fucked around with this message at 15:17 on Jul 24, 2018 |
# ? Jul 24, 2018 15:13 |
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I feel like it might help if Dungeon World sticks specifically to the dungeon part, or at least the “delve into dungeons, cross the perilous wilds” stuff. If moves and rules were specifically geared towards dungeoneering, that could solve some ambiguity IMO.
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# ? Jul 24, 2018 17:54 |
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Pollyanna posted:I feel like it might help if Dungeon World sticks specifically to the dungeon part, or at least the “delve into dungeons, cross the perilous wilds” stuff. If moves and rules were specifically geared towards dungeoneering, that could solve some ambiguity IMO. That's something I'm aiming for. I still want combat to be a thing because cool fights are definitely a thing from the inspirations, but journeying and delving are things I want to greatly flesh out.
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# ? Jul 24, 2018 18:18 |
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Journeying, yeah. Delving, not so much. I always found the "dungeons" part of D&D (and all its successors) to be weird and contrived.
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# ? Jul 24, 2018 18:27 |
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Since we're hypothesizing on DW 2e stuff, I'll throw my hat in the ring with magic users. I'd like to see Vancian magic go away entirely. Maybe something along the lines of Star Wars World's force users, where they have to do a thing to get hold. When they get the hold they spend it to use magic. Maybe a master spell list or something? Give an easy and hard way to earn the hold with the easy way giving the GM the opportunity to make a move. Maybe make one of their attributes determine how much hold they can have at one time? Just throwing out random thoughts.
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# ? Jul 24, 2018 19:03 |
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One idea I'm playing with is that wizardly casting involves making up spell names. Basically you can cast as many spells as you like, but you can cast a specific named spell only once per session, with advances letting you mark certain spells as ones you can cast extra times. It needs testing, but the idea is to try and preserve some of the flavor of Vancian casting, and maybe get it closer to how it actually worked in Vance's stories, and also to keep the flavor of a spell book - as the campaign goes on you'd generate this expanding list of known spells for your wizard.
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# ? Jul 24, 2018 19:09 |
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Comrade Gorbash posted:One idea I'm playing with is that wizardly casting involves making up spell names. Basically you can cast as many spells as you like, but you can cast a specific named spell only once per session, with advances letting you mark certain spells as ones you can cast extra times. 13th Age had a wizard ability that was a little bit similar, although I think in that case the spell names just gave you little boosts through GM fiat. That said, the idea of making your own spellbook is cool as hell.
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# ? Jul 24, 2018 19:26 |
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Here's a subsystem that I had cooked up but never really tested that might be interesting. This might be more apt for more Domain/Specialty based characters, but I think it can be modified for more D&D-like casting sets: Have the spellcaster pick a noun or two that represents their specialty or domain like "Fire," "Life," "Wine," Punching," "Hair" etc. Then have them pick a few verbs indicating the things they would want to do with that domain like "Create," "Enhance," "Repel," "Mold," and so on. Optionally, pick some adjectives, some positive or neutral, like "Giant," "Pointed," "Rainbow," "Glowing," and at least one negative, like "Weak," "Wild," "Slow," and so on. The words chosen, when comprised make up the player's spells. The adjectives allow for doing more with the spell, but requiring a cost change either up or down, depending on the type. Jumping off of Gorbash's idea, each of the nouns or verbs can be used a certain number of times. Same with the adjectives. Alternatively, it may just be a certain number of spells altogether in any combination, with separate pools depending on how many adjectives there are. The idea is to give the player a bit of freeform flexibility with what sorts of spells they want to cast while still putting in boundaries with what sorts of things they can do and the total number of times they can do it. Frequency of casting spells in general and magnitude are largely bounded by the GM as opposed to things like initiative/casting time and general mechanical effects.
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# ? Jul 24, 2018 20:51 |
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That sounds a bit like the magic system in Streets of Marienburg, which is a really good system, in my opinion. I also love the idea of building a spellbook over the course of play.
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# ? Jul 25, 2018 05:39 |
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As far as bread and butter cantrips like Light or Levitation, they can be lumped into a separate move as they're the sorts of things that, shouldn't generally require a roll to use unless used in a particular or uncommon way. As far as advancement goes, it's as simple as adding more words to their repertoire
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# ? Jul 25, 2018 15:42 |
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Sounds pretty rad guys! Keep up the good work and keep us in the loop
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# ? Jul 25, 2018 16:09 |
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I’m gonna need you to roll +int to turn the apple from green to red. If you get a 6 or below, you’ll be taking damage. (I am not a fan of magical classes in DW)
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# ? Jul 25, 2018 17:14 |
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One of my co-workers and I were talking about this today, and one of the interesting tidbits was opinions about how to reinforce the differences between different kinds of magic (e.g. hucking fireballs vs summoning demons vs esoteric poo poo like alchemy). It's extremely dated, but the old Talislanta game had some pretty fun stuff for different kinds of magic, and cribbing from that could be fun. A lot depends on whether you're talking about individual spells as moves or whether your magical move encompasses something that's more broadly conceptual. So "pyromancy" might be something like: When you solve your problem with pyromancy, roll+INT. On a 10+, all three. On a 7-9, pick two. On a miss, none are true. * Your problem is solved * You don't suffer casting fatigue * Your spell doesn't get out of control This way, whether you're filling a room with smoke to blind your opponents or creating a pillar of fire to serve as a beacon to faraway allies or turning your hands into blast furnaces to melt/weaken metal bars in order to escape, it all works the same way. I would separate spells into "attack" versus "effect," but that's about it. So maybe: When you attack someone using pyromancy, roll+INT. On a 10+ pick three. On a 7-9, pick two. * You inflict <extra damage> * You don't suffer casting fatigue * Your attack gains the area keyword * Your attack loses the messy keyword All pyromantic attacks are <appropriate damage> reach, close, messy, flaming by default.
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# ? Jul 25, 2018 20:43 |
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Ilor posted:One of my co-workers and I were talking about this today, and one of the interesting tidbits was opinions about how to reinforce the differences between different kinds of magic (e.g. hucking fireballs vs summoning demons vs esoteric poo poo like alchemy). It's extremely dated, but the old Talislanta game had some pretty fun stuff for different kinds of magic, and cribbing from that could be fun. A lot depends on whether you're talking about individual spells as moves or whether your magical move encompasses something that's more broadly conceptual. So "pyromancy" might be something like: “I use my pyromancy to summon the sun to the earth and dry up all the water in the lake to get the legendary sword Excalibur” *rolls +3 to summon the fukken sun*
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# ? Jul 25, 2018 23:43 |
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the gm can say 'no' or 'how', the same way they can say those things when the fighter declares he's lifting a castle.
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# ? Jul 25, 2018 23:46 |
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It turns out the solution to anyone saying “ I roll to win the game welp that’s a 12” is to tell Douglas to cut that poo poo out in real life.
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# ? Jul 26, 2018 00:05 |
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Then that leads to arguments where players are like “but I can do that I’m magic I don’t gotta explain poo poo” and I am terrible at putting my foot down in those situations.
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# ? Jul 26, 2018 14:22 |
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Game with a better class of players? "I'm magic and I don't gotta explain poo poo" is a super dick move, and anyone who uses it should be disabused of their lovely notions. "The table" is usually the best way to resolve that kind of crap. If you and/or the rest of the players call bullshit on something, most people settle right the gently caress down. In DW, it's no different than dealing with ridiculous Defy Danger claims pulled by players wanting to roll their best stat: "Oh, um, the Otyugh is lashing out at me with a tentacle? No, I don't dodge or anything. I'm just so smart that I figured out the reach of his tentacles, and I'm standing just outside it. Yeah, I'll roll+INT to keep from getting grabbed." Bullshit. You know it, everyone else at the table knows it (including the guy trying to do it). Don't be afraid to call it like you see it.
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# ? Jul 26, 2018 15:40 |
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Pollyanna posted:Then that leads to arguments where players are like “but I can do that I’m magic I don’t gotta explain poo poo” and I am terrible at putting my foot down in those situations. Throw some technobabble at them to explain why not and then write it down to use later to retcon a semi-coherent metaphyiscs of magic. "Mana Levels" or "Spell Patterns" or "Astral Verges" or "Magical Resonance" or "Ancestor Spirits" or whatever. Also, only roll dice when it's dramatically interesting and the fiction demands it. A dude wants to change the color of his apple with magic? Sure. That's the kind of thinking you do when someone is like "I stab the defenseless guy" and you go "sure, roll damage" instead of "sure, roll hack and slash." You can apply the same thing to magic pretty easily.
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# ? Jul 26, 2018 15:47 |
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Pollyanna posted:Then that leads to arguments where players are like “but I can do that I’m magic I don’t gotta explain poo poo” and I am terrible at putting my foot down in those situations. I’m not trying to be an rear end and say that’s a “you” problem, but the game just....won’t really work if you aren’t willing to go “Janet, c’mon. Yes you do.”
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# ? Jul 26, 2018 17:37 |
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Digital Osmosis posted:Throw some technobabble at them to explain why not and then write it down to use later to retcon a semi-coherent metaphyiscs of magic. "Mana Levels" or "Spell Patterns" or "Astral Verges" or "Magical Resonance" or "Ancestor Spirits" or whatever. That's basically the concept with my Cantrip move. Lighting up a room with a light spell is not a situation to roll. Blinding the orc that just grabbed you is. Changing a color of an apple isn't a roll. Changing the color of an apple to trick someone into thinking it's poisonous is.
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# ? Jul 26, 2018 19:34 |
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Overemotional Robot posted:That sounds a bit like the magic system in Streets of Marienburg, which is a really good system, in my opinion. Chiming in to say SoM is the best pbta game and every new pbta game should start as a hack of it including DWv2.0
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# ? Jul 26, 2018 21:48 |
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Pollyanna posted:Then that leads to arguments where players are like “but I can do that I’m magic I don’t gotta explain poo poo” and I am terrible at putting my foot down in those situations. This is why I've begun starting every campaign with a Session on Setting & World Building, that way we can talk about the kinds of magic that exist in the world, the limits of that magic (and it's costs; time, reagents, etc), and the way it affects the world and it's inhabitants. It allows for an out of character discussion and usually leads to players having more of a connection to the factions / gods / demons that they are likely to interact with in the game itself. It's also a great time to say "No, Robert, you cannot summon the great undergod N'Glothorka to devour the universe" (but in that campaign we did create a cult of said undergod as a faction) It makes a great jumping off point, last few games we basically ran Microscope before character gen, but I also have a really involved group lore wise. Sometimes to a fault, my buddy once showed up with a 1000 word description of the trade/commerce climate of his coastal city, and a timeline & description of his family's history of wealth. Sometimes it's great, but sometimes it's overwhelming.
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# ? Jul 26, 2018 22:30 |
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My inclination would be - unless it's completely obvious the player is just trolling or it would otherwise cause irremediable problems for the game - to say "sure, here are the steps you need to take to be in a position to do <magic bullshit>". Like how in Apocalypse World the Savvyhead workshop is pretty much a blank check for the Savvyhead to do practically anything they feel like...but you get to tell them what hoops they have to jump through first.
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# ? Jul 27, 2018 02:19 |
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What has everyone’s favorite custom playbooks been? I’m considering bringing some fun stuff for players in a potential upcoming Dungeon World campaign, and I’m wondering what everybody has enjoyed so far.
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# ? Jul 31, 2018 16:09 |
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The Witch is always a fun one.
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# ? Jul 31, 2018 16:55 |
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My players and I love The Brute, always a fun playbook to bring to the table
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# ? Jul 31, 2018 17:26 |
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# ? Jun 8, 2024 05:55 |
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The Dashing Hero is good, if you lean that way.
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# ? Jul 31, 2018 20:04 |