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Your version (as written) also doesn't let them take moves from their own playbook.
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# ¿ Mar 25, 2013 23:49 |
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# ¿ May 17, 2024 17:36 |
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TheDemon posted:Stitched Together - I wouldn't say this needs a downside, but if you phrase it as: "they return to life, whether they like it or not.", then that gets both the player and the GM thinking about consequences. Also, "breathe" instead of "breath".
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# ¿ Apr 3, 2013 14:42 |
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Destrado posted:On that note if there's three other Australians wanting in on the physical copy, get in touch! I'll be in for one if we can find another two.
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# ¿ Apr 30, 2013 02:27 |
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Dirty Job posted:Are there any differences in the races besides their class abilities? I'm looking at the free rulebook, maybe I'm missing something, but I don't see anything about it. They get their racial move for their selected playbook, and they get whatever influence the setting/fiction (predetermined or decided by consensus) gives.
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# ¿ May 7, 2013 13:30 |
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Fenarisk posted:ROUND TWO of the Not-Quite-Warlock: Hey Fenarisk, any progress on this? I think it'd be perfect for one of my player.
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# ¿ Jun 12, 2013 14:17 |
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Have a look at the classes (e.g. The City Thief) posted in the OP, where people have started using Drives instead of Alignments.
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# ¿ Jun 15, 2013 02:40 |
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robotsinmyhead posted:These are all awesome, and I totally get that the fiction has to fit, but this is a bit difficult to parse. How about Ring His Bell When you roll a 12+ on hack & slash with your hammer, you strike so hard your opponent is stunned for a moment. Continue your next action without the GM making a move in response.
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# ¿ Jul 3, 2013 09:23 |
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Covok posted:I'm playing in a Dungeon World game at the moment and think there might be a problem with Jacolph Randolph's Mage class. I'm playing it at the moment and decided to map out my level advancement since we seemed to be leveling up often. I think I found a balance issue with it. You are, sorry. "When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1." This doesn't add +1, it means your total modifier (usually just your INT) is at least +1. UrbanLabyrinth fucked around with this message at 00:46 on Nov 17, 2013 |
# ¿ Nov 17, 2013 00:08 |
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More specifically, one who takes the "The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head." drawback multiple times.
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# ¿ Nov 17, 2013 00:45 |
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EscortMission posted:The +3 to INT from having an 18, then +1 from an Aligned Spell Focus, then +1 from Aid, then +1 from Discern Realities (Which are both pretty hard to get fictionally but w/e) makes +6. Honestly I thought that bonuses were capped at +3 for the longest time, which proves me pretty wrong I suppose. Again, not how Aligned Spell Focus works. UrbanLabyrinth posted:"When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1." That's a total of +1 after any penalties (forward or ongoing) to the roll.
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# ¿ Nov 19, 2013 00:04 |
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I think the intent is that they don't have to actively Defy Danger in the fiction to make the Defy Danger move, which doesn't really mesh with general *World rules.
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# ¿ Dec 3, 2013 09:31 |
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Just send out a publicly-viewable update?
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# ¿ Dec 4, 2013 23:34 |
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The suggested Minotaur racial move from Number Appearing is:quote:Minotaur of any class: Your horns are potent weapons that do class damage. When you charge in horns first take +1 forward to your Hack and Slash.
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# ¿ Dec 9, 2013 06:08 |
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To be fair, that's a really dumb rule since no other game mechanic/class move cares what level you acquire it, so I'd expect a good proportion of GMs to house rule it.
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# ¿ Dec 15, 2013 14:03 |
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Androc posted:What appears to be a biblical archangel is wheeling around for another attack run on you. That angel had better have been a Throne:
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# ¿ Dec 19, 2013 04:21 |
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gnome7 posted:Well I'm not done yet! There's a couple more mages in the pipe already. The Star Mage currently has "What drives you to expand your collection? Choose one:" as their Drive, and the first Drive from the Collector.
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# ¿ Jan 9, 2014 10:43 |
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gnome7 posted:Death Move: Heartless This still seems like targeting/destroying the heart would become somewhat arbitrary/DM fiat-y. How about "Tell us which other player has your heart - who did you give it to? Why didn't they know they had it? Restore your Chill to its maximum. You can no longer heal or take damage by any means. When the holder of your heart takes damage, lose an equal amount of Chill. When your Chill reaches 0, your heart finally melts and you die."? (whether this is metaphorical, or whether the heart is literal and the person holding it can change by handing it around is up to GM/player interpretation)
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# ¿ Jan 10, 2014 00:17 |
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DirkGently posted:Hey guys, I decided to take a crack at my first ever DW playbook, inspired very heavily by Gandalf but also by tales of Odin in disguise. So, here it is: The Mysterious Wanderer. You Shall Not Pass looks like it should require Clarity rather than A True Power, but otherwise this looks good. Edit: Slepnir should probably say "On a 9-" or "On a 6-" rather than "On a 6-9". Looking at Piercing Gaze/Heaven's Wrath where you did the same, perhaps you meant "7-9"? Narya's Balm talks about spending Destiny instead of Prophecy. UrbanLabyrinth fucked around with this message at 04:19 on Jan 28, 2014 |
# ¿ Jan 28, 2014 04:16 |
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Error 404 posted:So I have a question. So far, this has been done instead by making the player pick an ability from several, each of which makes their extra stat bonus equivalent to another stat bonus. See the Inverse World Collector for an example.
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# ¿ Jan 31, 2014 00:00 |
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Error 404 posted:I have not seen much Inverse World stuff, so I'll have to check that out. quote:But does my idea have any merit to it? I ask because I had an idea that kinda hinges on this working in a DW playbook. I'd be cautious about adding another +0, since it'll drag their stat average downwards and thus make them marginally worse at everything else.
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# ¿ Jan 31, 2014 00:15 |
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Doc Hawkins posted:There are plenty of *world playbooks which effectively add an extra stat. Off the top of my head there's the Hoarder, the Marmot, the Mystery Agent, the mech-piloting one...even the Angel's "stock" is a number with special rules that's used to make rolls. Most of those are closer to Hold than to a true stat though - they default to +0 or +3, then go up and down based on moves.
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# ¿ Jan 31, 2014 00:23 |
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Mr. Prokosch posted:New Monster! Bow before the mighty Djinn! Shift in the Elements says you only succeed on a 12+. Is that intentional? If so, the 7-9 should maybe be changed to 7-11, since it's not clear what a 10-11 does.
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# ¿ Mar 15, 2014 09:22 |
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gnome7 posted:I can't guarantee brick and mortar stores could. I don't know, though, I haven't done the logistics on it outside of first party sources either. Bits and Mortar does something along those lines that might be worth investigating.
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# ¿ Apr 8, 2014 02:50 |
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Also, giving -anything ongoing to enemies does nothing unless they're PCs, since the GM doesn't roll die to make moves.
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# ¿ Apr 13, 2014 01:53 |
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My caution would be that any one of those aspects seems equivalent in power to a custom/class playbook move, so giving 3 of them for the price of 1 move would be very cheap. The playbook should probably start with no other custom moves and/or have some negative moves built in (and not allow taking Ascended Form through multiclassing). Another way to power it down would be to make it 2 on a 10+, 1 on a 7-, and then add a custom move that gives 1 extra aspect whenever you use Ascended Form. Hell, maybe even make them lock in their choices and then gain flexibility (more aspects) via moves.
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# ¿ Oct 8, 2016 06:04 |
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The Glumslinger posted:OK, so I ended up running an Gelatinous Cube, and my PCs killed it in 3 hits. I know that the way they killed it should have been punished in the fiction (they basically stood as far from it as they could and basically swung their swords with their wrists), but I didn't know how to transfer that into anything mechanical of why they would do less damage. Is that just a thing sometimes when they roll super well that things that clearly go against a reasonable fiction just work because the dice said they did a ton of damage? Maybe I just had trouble because I didn't really envision what the cube could do to fight back since they all clearly knew to not get close to it. Remember that they don't get to decide when they're hack and slashing, you do. If you don't think their method of attack should be able to hurt the cube, it can't.
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# ¿ Jan 24, 2017 00:21 |
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Azran posted:And every now and then he wonders why I skip RPG nights. I'm wondering why you ever attend RPG nights.
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# ¿ Feb 17, 2017 04:37 |
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Azran posted:I've known them for six years. They are just awful when playing rpgs. They mostly play 3.5 but they prompted me to join saying they wanted to test DW. Never again. Offer to run DW for them, and do it right?
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# ¿ Feb 17, 2017 08:17 |
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# ¿ May 17, 2024 17:36 |
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kaffo posted:Personally, I've always thought tracking ammo is super dumb unless you are using highly simulated system That's kinda how it works. When you volley, one of the choices is to not spend ammo, so you can keep firing until you have to pick that option 3 times.
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# ¿ Feb 13, 2018 13:02 |