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I've been giving access to Worldly from Noble to my players instead of Multiclass Dabbler. It keeps player niches safe, and it's kind of cool seeing them negotiate for who will get the most use out of any given move.
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# ¿ Mar 25, 2013 23:18 |
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# ¿ May 17, 2024 17:35 |
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Another rescue from the old thread. I think this could use some help. I like the flavor, I think it's a good class, but I'm not remotely sure if it's balanced or not. Ideas? Beguiler posted:THE BEGUILER
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# ¿ Mar 26, 2013 21:26 |
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Only in Dungeon World would I ever be amped as hell to play a mailman.
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# ¿ Apr 15, 2013 03:50 |
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I'm not sure if this is working as intended, but I've got a player using the Survivor preview. He used Defend, blew one hold on Redirect to Self, and blew the other three hold on "do damage equal to your level." He uses You Are Already Dead to trade the meager damage in for three Fate, and immediately cashes in, doing enough damage in one action to one-shot a mountain. Make no mistakes, it was unconscionably bitchin, and I am completely OK with this sort of insane Exalted level of play. He had just piledrivered a centipede the size of a subway car into star dust. I just want to know if this is intended behavior, and something I should be looking out for every time he rolls for Defend.
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# ¿ Apr 23, 2013 05:54 |
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gnome7 posted:This is not intended, although that is extremely clever. I think I will change the trigger to "when you deal your damage", rather than dealing damage by any means at all. Being able to obliterate anything by using Defend is not the intention at all. I'll tell him his idea was extremely clever then! Thank you for saving an entire catalog of monsters from a fate worse than dying in outrageously awesome ways. I might still let him gain a single Fate this way, since stepping in between an innocent bystander, lightly touching an opponent six times, and having them explode from every chakra point is still totally awesome if completely unintended. I wouldn't even want to imagine how to word it to make it fit on a playbook though.
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# ¿ Apr 23, 2013 06:33 |
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madadric posted:I'm messing about with a class done for chuckles' sake, The Fool. I was kind of reluctant to look this over because the jester archetype is always so weirdly creepy, but this looks like a lot of fun. I like the idea of a somewhat pathetic character who was "just trying to help" messing up everything and failing forward all day, while out of game everyone knows that they're eventually getting a benefit out of it all. Along those lines, though, I might tighten up the choices on Foolproof. "Everyone understands their role in the plan" is weirdly worded so that your mere involvement can baffle somebody else out of position. This is really the kind of class that asks that you, specifically, do most of the screwing up. Outside of that, I'm not really sure which ones are the starting moves but that's pretty easily fixed.
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# ¿ May 9, 2013 17:15 |
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Dungeon World's custom class bloat is like 3.5's custom class bloat except every new class is somehow cooler than the last. I find that I absolutely have to trim down on the available classes for first-time players now. I set twenty-two classes in front of my last group and they just stared at me. "How can you ask us to make a choice," they asked, "when all the choices are correct?" God I need to get back to my Beguiler, starting with a better name and going from there.
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# ¿ May 14, 2013 06:45 |
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Oh no, no no no no, what I meant was that it's like the exact opposite of 3.5 class bloat. Instead of a new class being a vaguely new variant on something that already exists, I have been absolutely thrilled at the idea to play as almost every single new Dungeon World class. Even fairly similar seeming classes (Walker vs Assassin vs Thief, Fighter vs Improved Fighter vs Barbarian vs Gladiator, Wizard vs Mage) play out in drastically different fashions because there's so much design space available. The problem with having "too many classes" isn't that there are too many, it's that there are so many cool ones that it's hard to make an immediate decision. I can live with that problem. EscortMission fucked around with this message at 17:06 on May 14, 2013 |
# ¿ May 14, 2013 17:02 |
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So, after a little extra tuning, I think that Beguiler might be ready for some critique.Beguiler posted:THE BEGUILER
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# ¿ May 14, 2013 19:09 |
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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!Escortmission posted:THE GUY WHO DOES TIME TRAVEL AND ALTERNATE REALITY STUFF
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# ¿ May 19, 2013 00:25 |
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Managed to get some playtesting done on the Beguiler tonight! I learned that the Beguiler's Cloak and Thoughtsend mechanics were surprisingly fun and rewarding, Daggers Behind Smiles didn't make much sense, and the Hypnotic Suggestion mechanic as written was kind of lame and hard to use properly. So I made some edits, threw out some moves that were garbage, installed put in some new ones, and I feel like it's really coming together. https://dl.dropboxusercontent.com/u/1017317/Beguiler.pdf It should only be missing Goals and a little more interesting equipment right now, and that can probably wait til morning.
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# ¿ May 21, 2013 09:32 |
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I guess the question to ask is whether there's enough design space for a full "bounty hunter" class. Bounty hunters take jobs, track down the bad guy, and bring them to justice. Tracking down the bad guy is arguably the largest and most fun part of the role, so would you really want to just reduce something that to two or three moves? Maybe it would be better to come up with a new Basic Move for this sort of thing, something to get the ball rolling on an exciting manhunt. Maybe something like this. Legwork When you do about an hour of research and legwork about a dangerous criminal on the run, roll +CHA. On a 10+, choose three. On a 7-9, choose two. On a miss, choose one, and you make a dangerous scene as you're gathering info. * You learn where his last known whereabouts are. * You learn a fact about the criminal's strengths or abilities that isn't commonly known. * You learn an exploitable weakness or quirk about your quarry. * You cover your tracks discretely, and he won't know you're after him until you make your presence known. EDIT: Alternatively, use Lemon Curdistan's Assassin. It's basically awesome and might be exactly the sneaky, calculating contract killer you're looking for. EscortMission fucked around with this message at 21:07 on May 22, 2013 |
# ¿ May 22, 2013 20:47 |
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Overemotional Robot posted:Yeah, meant to respond to that first suggestion but got caught up in something and forgot. You guys are right, the more I think about it the more I think that it could be any of them. I just had a players asking me about it and could have sworn I saw it as a CC or something. Thanks! Misread and I thought you said "has anyone tried playing Captain Planet in Dungeon World." Not sure if that's awesome or just awful. I've had a player run Captain in a regular DW game and he was pretty thrilled with it. I don't see a reason why it would particularly not fit in Dungeon Planet, the class is already basically Han Solo. Just give them excuses to unload Cargo every so often and you'll be fine.
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# ¿ May 22, 2013 22:54 |
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MadScientistWorking posted:Well I finished my "compendium class*" which is a Firefighter. Its a bit problematic as I'm trying to bash an entire class archetype into a compendium class but I'd rather see some feedback for the moves I currently have especially with regards to Rescue Proficiency. I like the triggering mechanism for it but I for the life of me can't figure out what it should do mechanically. Also, discount the emergency wording trigger for some of the moves as I completely forgot that I need to rewrite the moves to make them easier to trigger. Backpack Water Cannon - This is a cool idea, although the tags are kind of a mess. Forceful is good, although it should have at least Close and maybe Loud. I'm not sure what water elemental is supposed to do, and you realize that if it can do lethal damage it can blow a hole in a guy's head right? I'm also not sure what it counting as your Signature Weapon is supposed to mean, can you use Blacksmith and Heirloom with it or does it combine with the Signature Weapon ability to get abilities like Serrated or Sharp? Prime the Pumps - Do you have to be near water for this to work, or does the water come from somewhere else? How long does it take, a solid minute, a few crucial moments, can you reload instantly? Bunker Gear - Most fire attacks also have Ignore Armor, maybe "takes two less damage from fire attacks" or even "takes half damage" or "is impervious to fire attacks." You're The Firefighter, facing fire is what you do. I have no idea what the other part about being armed and armored means, its almost implying that your gear protects you even though you're not even wearing it. Maybe "it takes you a split second to become armed and put on your armor" is a better reflection of what you're looking for? Emergency Perimeter - This is pretty OK, although its not entirely clear if the civilians leave the surrounding area or they just all leave the burning building (I assume it means you can clear out rubberneckers). It's strictly a lot better than Discern Realities, but this is one of the Fireman's Things and doesn't actually come up that often, so I think that you're within bounds. It would be cool to get civilians to help by forming a fire bucket chain as an option, too. Emergency Entrance - This is a really complicated Defy Danger DEX that uses INT. The class has a lot of moves already, is cutting this and using Defy Danger DEX an option? Hydraulic Push - This is pretty great. Please please please put in a move that builds off of this that lets you hover like Mario Sunshine so I don't have to push the earth away from me like some kind of 3.5 player. Light Speedrescue - Why is this using STR? This is another Defy Danger DEX that uses a different stat, why not just use the standard Defy Danger framework and let bad things happen on their own? Rescue Proficiency - While I know this is part of firefighter training, this just seems more like something a ranger class would be doing. I'd also call it something Search and Rescue, moves should give a pretty good idea of what they do just by their name. That having been said, I want this sort of idea on my rangers now. I think there's a cool class in here, but you should think of ways that the Firefighter can be useful in situations that aren't fires. Maybe something that lets him to use his axe to quickly and safely hack through a barrier or obstacle, or an ability to let you carry somebody over your shoulder (maybe two people?) without it counting against your Load (Fireman's Carry?). Do Firefighters know rapid first aid techniques? Maybe they can have something to let people ignore debilities temporarily or stabilize unconscious victims. That's all I got man, good luck.
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# ¿ May 23, 2013 14:41 |
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GimpInBlack posted:It's been too drat long since I got my Dungeon World on. 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? ) but hopefully that will shake out in testing. 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. When you Rage, do you get +1 STR/CON stat, or +1 Ongoing to STR/CON? With Eagle Lodge, maybe you could get another question from Discern Realities instead of the +1? 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.
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# ¿ May 23, 2013 15:10 |
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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 |
# ¿ May 25, 2013 01:00 |
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TheDemon posted:Prophecy needs a little more oomph, I think. It's hard to justify taking that in place of a class advanced move, except for flavor. I agree, this is the sort of thing that you could be straight up marking EXP for. Its a cool idea but even Discern Realities can get you multiple +1 forwards.
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# ¿ Jun 2, 2013 03:39 |
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While I'm wrestling with Inkscape to get Beguiler on a sheet, I wanted to throw out another rough draft of it before I start really getting my hands dirty. https://dl.dropboxusercontent.com/u/1017317/The%20Beguiler.pdf I'm also working on two other ideas that might be half-baked but I wanted to get some thoughts on. Part Relm, part Willy Wonka, part Van Gogh, the idea behind the Visionary is a class that makes things that aren't necessarily machines or inventions. Mechanically they have a broad list of things they can make their art do, and are rewarded for "artistic" behavior by getting to make their art do more things. https://dl.dropboxusercontent.com/u/1017317/The%20Visionary.pdf On the complete opposite end of the spectrum, the idea behind the Warmage is a straightforward 3.5-style blaster mage that rolls huge messes of d6s all the time, but remains balanced damagewise with the other classes. Influences include Apocalypse Now and Team Fortress 2's Demoman and Soldier classes. https://dl.dropboxusercontent.com/u/1017317/The%20Warmage.pdf All the names are obviously playtest names, as much as I'd like to keep "Killed Fiddy Men" there's probably a less jokey name for it. EscortMission fucked around with this message at 10:22 on Jun 2, 2013 |
# ¿ Jun 2, 2013 10:16 |
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Androc posted:Would the +1 forward along with marking xp make the move worth it? The only alternative I can think of is +1 ongoing as long as you're acting within the dictates of the prophecy or something but that could get bonkers fast. I guess the question is "what are you taking +1 forward or ongoing to?" Are you getting a bonus to fulfill the prophecy? The move is triggered by fulfilling it though. Are you being rewarded for fulfilling it? Why? Does this move reward you for fulfilling your destiny or does it help you fulfill it? An alternate version might be "you take +1 forward whenever you either act to bring the prophecy to fruition or fight against it," which could bring an entire "destiny does not control us" feel to the class. Its a neat idea, it just needs tuning.
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# ¿ Jun 2, 2013 21:11 |
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Androc posted:At the beginning of each session, work with your GM to come up with a vague and symbolically-worded prophecy. Attempts to fulfill or subvert the prophecy are made at +1. If the attempt is successful, both you and the person who fulfilled or subverted the prophecy mark xp (you only mark 1 if you fulfill your own prophecy). A prophecy can only be fulfilled or subverted once per session. Yeah NOW we have a move that sets you up for a Compendium Class. EscortMission fucked around with this message at 22:40 on Jun 2, 2013 |
# ¿ Jun 2, 2013 22:31 |
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Lemon Curdistan posted:The fact that the rules are based around how oldschool D&D was played: you're based out of a single region and you go around finding dungeons to raid. I had cruised over Dark Heart earlier not really knowing what it was, it's a really solid $5 spent, thanks for the tip. For content, I've had one or two players bothered by the wide-open, essentially freeform nature of the game. Apparently they were super used to tactical 3.5 combat and had no idea what to do in a freewheeling melee where conditions were constantly changing and they didn't have a preset combat protocol to follow. I know it isn't right to judge other players for their preferred playstyle but as they clammed up, trying to get through their turns with as little input as they could, it sort of felt like I was playing with scared, abused animals. DW isn't really for players that have difficulty with being spontaneous, I guess. EscortMission fucked around with this message at 12:24 on Jun 9, 2013 |
# ¿ Jun 9, 2013 12:22 |
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My favorite, almost revelatory Defy Danger was saying "OK roll DD Dex to avoid damage." The player's eyes got really big like he was reaching into a giant cookie jar as he replied, "No. Can I roll DD Con? I don't want to avoid his attack, I want to ignore it." DUNGEON WORLD
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# ¿ Jun 9, 2013 23:10 |
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Evil Mastermind posted:Just to expand on this a bit, I think my biggest issue with classes right now is that there's too many of them. I get people like making new classes, but I think we're hitting a saturation point. Part of the reason there's a huge flood of custom classes, is that they're not only easy and fun to make, there's a lot of mechanical crunch that hasn't quite been explored yet. To some extent there's a lot of crunch that can't entirely be explored in similar games like Dungeons and Dragons. Inverse World's Captain, for example, is the kind of class that would make the average Pathfinder DM's eyes bug out furiously and mumble angrily about weeaboo anime bullshit. Is the game hitting a saturation point because of it? Well, yes and no. There are so many classes that it's a little ridiculous, and a GM really needs to prune the initial selection of classes that he allows into a game. There's a lot of kind of uninspired concepts that have decent mechanical backing, and a lot of cool concepts that don't have the numbers to back them up, and some classes unfortunately don't have much of either. Even just between "the PhB," Mage, Priest, Artificer, Templar, and Inverse World, most of which are pretty universally agreed to have a place in Dungeon World, that's 20+ classes. Uncontrolled, things just get ridiculous (especially with multiclassing), but with a list in place at the beginning of the game instead of letting your players go hog wild its pretty manageable. If I can beg anyone who is going to make future content, please please please check out what already exists, and see if you can't add to what already exists instead of reinventing the wheel every time. There are straight up like, 18 guys whose entire shtick is "they are stealthy and kill dudes," including one of my own classes, and if I had a dollar for every unfinished Warlord conversion I could afford better metaphors. If your class idea truly doesn't exist, seriously, look into your heart and ask yourself truthfully if you can't make this class as a compendium class. Are there really 24 moves worth of totally unique material in your concept? Can you pare your ok-ish mandatory filler moves down into 5-7 solid gold moves that make you dread using Level Up moves because you still can't decide which move you want even though you've been staring at the sheet for a week? If you absolutely cannot, do it, make the hell out of that class. I want a copy of your class. But please, just check out what everyone else is making before you half-build a class. There's so much conceptual overlap right now that its hard to even keep the cool classes straight much less slog through the average ones. tl;dr - if you're gonna make a new class make sure it's awesome because we got like fifty million already EscortMission fucked around with this message at 14:42 on Jun 17, 2013 |
# ¿ Jun 17, 2013 14:15 |
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Alright, I have a confession. I've been running this game for something like four months, and I have no idea how a front works. I've pored over everything I can get my hands on and something is just not clicking. Can somebody explain this to me like I'm a grandma?
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# ¿ Jun 24, 2013 16:14 |
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Glazius posted:A front is a dude or a bunch of dudes that wants a thing. Generally a bad thing. This thing is the front's impending doom. Maybe there's a thieves' guild who wants to take over a town. Maybe there's a rogue magician who's doing crazy experiments that will blanket the earth in demons. Maybe there's a gargoyle lairing near a peasant village that's going to kill a couple villagers and a bunch of sheep. All of these things are fronts. So, lemme try to make an example, to see if I'm doing this 100% right. If I'm going to run something based fairly closely on Die Hard, Hans Gruber and his men are the main Front. Their Impending Doom is "Break into the basement vault, take the money, and escape scot-free." Various grim portents might include "The douchebag yuppie coworker tries negotiating with the terrorists," "the giant german guy Karl shows up with breaking people in half on his mind," and "the power is turned off, unlocking the final lock on the vault." I'm not super sure on the last one, but the general idea is "these are used to break up the monotony when things need to start getting worse," right? Various custom moves might be "Send a goon to investigate," "Display command over the building's security systems," or "Announce that a hostage will be executed in the next sixty seconds unless a demand is met." They are kind of long move names, but they represent things that can be done fairly frequently in response to the party's actions. Is this about right or am I off base still?
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# ¿ Jun 24, 2013 19:04 |
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Wait a minute. Follow me on this one, and tell me if I'm on the right track. In addition to an adventure-planning tool, a Front is also mechanically something like an adventure-sized monster. Its Impending Doom is like its Instinct. Its Grim Portents are like some kind of adventure-sized moves to make the player's lives harder, and bring related custom movesets online. In fact you could just write a BBEG as a Front and not even have him physically show up til the Grim Portent "With a slow clap, BBEG physically shows up" activates. Then in the ensuing conflict, he would be some kind of double monster. Man this is some next level poo poo, I feel like I just had the mysteries of the pyramids explained to me. EscortMission fucked around with this message at 00:12 on Jun 25, 2013 |
# ¿ Jun 24, 2013 23:53 |
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I had a player who absolutely hates this game, claiming that he feels like he is being limited by the lack of mechanical detail in his moves. Am I the only person who got that sort of feedback? I'm certainly not going to make him play DW if its not what he's into, but I guess I'm trying to wrap my head around what he's saying and he isn't being particularly forthcoming about it. For what its worth he's a major fan of Pathfinder and 4e, maybe its some kind of Stockholm syndrome?
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# ¿ Sep 4, 2013 01:34 |
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I decided to update and sharpen up my old Beguiler class from a few months ago. Some basic rewording, some switching things around, and a new death move because death moves are the new sweet thing to add to your class. http://www.mediafire.com/?armlrbmnfzd608t i still don't think this has been peer reviewed, so if somebody wants to run this through the wringer feel free. EscortMission fucked around with this message at 22:33 on Sep 12, 2013 |
# ¿ Sep 12, 2013 22:29 |
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djw175 posted:Out of curiosity, how would you handle a shapeshifter with Cloak for Two? It doesn't seem to make sense in fiction to me. Without revising anything, the ally would outright shapeshift as well. Which mostly works, but I'm not sure if I'm entirely satisfied with that. I might mess with the wording on the Shapeshifter on that one. EscortMission fucked around with this message at 22:50 on Sep 12, 2013 |
# ¿ Sep 12, 2013 22:48 |
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Elderbean posted:Dungeon World has spoiled me, I don’t think I can use anything else for fantasy romps. I’ve been running games for my shipmates over the course of this deployment and being able pick everything up and play on short notice has been invaluable. Yeah, when somebody tells me about how game X or game Y is imbalanced or hard to use, I have to bite my lip so people don't think I'm actually an android programmed to say "Use Dungeon World instead chucklehead."
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# ¿ Sep 15, 2013 07:27 |
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Overemotional Robot posted:Hope you don't mind but I went ahead and started typing your class up into playbook format. Here's the download: Oh man this is cool of you! It would've been even cooler if I hadn't been doing the same thing last night, making last minute tweaks to the wording on a few of the moves and coming up with sample names/looks/hairs/etc. This is the final version of the Beguiler, unless anyone finds any ridiculous flaws in it. http://www.mediafire.com/download/armlrbmnfzd608t/The_Beguiler.pdf
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# ¿ Sep 15, 2013 12:02 |
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Mendrian posted:Thanks for the advice! Getting impaled isn't necessarily a death sentence! Sometimes it's just an excuse to slide up a spear and murder the poor idiot who thought he was safe from your wrath on the other end. You also don't have to impale people. Impale the environment, stab a scorpion tail through a tree, uproot the thing, and now your players have to deal with a giant scorpion swinging a tree at them. Whatever escalates the situation.
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# ¿ Sep 16, 2013 03:24 |
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Well start with "Eats Flesh" and then follow naturally from what a zombie would do. "Your opponents vicious teeth sink into your flesh. You bellow and shove the shuffling corpse back, and while you have an opening now, your blood still runs cold. You can't stop thinking about what your chances of being infected are." Its not an exact science, Dungeon World is very much a game of "yeah that sounds about right."
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# ¿ Sep 16, 2013 22:27 |
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PerniciousKnid posted:Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing? If somebody in my group hasn't watched Stardust, we all sit down, make popcorn, get beers, and watch it again before anyone makes characters for anything. Conan the Destroyer comes in at a close second, and I also get a lot of mileage out of Avatar: the Last Airbender.
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# ¿ Sep 19, 2013 02:29 |
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Tell me that Grim World getting 666 backers at the end of the Kickstarter isn't some sort of death metal omen.
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# ¿ Sep 20, 2013 04:17 |
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Fenarisk posted:Alright, the Mesmer rough (rough) draft. Man I wish I woulda thought of "Mesmer" as a name for my Beguiler, its just an all-around better name. My fault for not playing Guild Wars I guess! Just some general critique down the line, since you asked. The interaction between Mirror Image and Illusionary Servant is sort of difficult to understand, do I make shards with MI or IS? Are IS shards subject to the same rules as MI shards? Illusionary Servant might work better as an advance that automatically bolts onto Mirror Image, something like "when you make a shard, choose one of the following qualities for it, or spend an Illusion to choose three" and then list out the Illusionary Servant qualities. Rolling two INT checks is weird and slows things down. Also, on the topic of shards, enemies technically don't suffer debilities because they don't make rolls. They just become confused and stunned instead of Confused and Stunned if that makes any sense. Same idea, just different wording. Speaking of shards again, actually, is there anything preventing me from using Shard Crafter to make two shards, and immediately exploding them for 2d8 damage in a blast of splinters made of myself as the most obnoxious, self-centered IED ever invented? Can I make FOUR shards and use myself as a human ladder? Please tell me I can. Illusionary Enchantment is a pretty cool idea, but you should consider bumping the classes damage up to 1d6, letting them hit with +INT, or giving the +1d4 for free if you're going to give them a core ability that asks them to be in melee combat. Having Illusionary Enchantment as one of their starting moves tells me "the Mesmer does this all the time and its really simple but effective when they do it." If you want more of a buff-flavor, can they give their Illusionary Weapon to another person? Even better, does Illusionary Enchantment have to be a weapon? It would be cool to basically be a walking illusionary forge, making illusionary tools and weapons and armor all the time because even though they're not real, your magic makes them "real enough for our purposes." Also I know its probably the Guild Wars name but you're missing a great opportunity to use the name "Mind over Melee." With the advances, I think overall you're straitjacketing yourself into only things that the class does in Guild Wars and its honestly giving off a little bit of an MMO vibe. Spread out your inspirations, have your moves naturally flow from your starting moves! If you want to focus on the Truth thing, look into inspiration with other psychics or seers. If you want to focus on shards you should look into Paizo's Summoner or other horde commander type classes. Maybe an ability that lets your shards to automatically Aid you or let you roll +INT to Hinder others from afar, or lets your shards attack people as if you were the one doing it so you're benefiting from this shard creation thing in ways that aren't "you heal some and thats cool" or "they explode and you aren't freaked out by exploding yourself as a combat tactic". There's a lot of growth potential in this class, its just not Dungeon Worldy enough yet. But keep Dream Home ok, Dream Home is bangin. I'm so pissed at myself because I didn't think of it for my own class. Also now I want to put together a Shardmind Mesmer that starts making Shards and exploding them to hit everyone with the shards until everyone is sick of the word "shard." OK that's all I got. Hopefully its even remotely helpful.
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# ¿ Oct 2, 2013 21:38 |
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Len posted:Which do you guys think would work better: the party raiding ruins full of undead and finding the vampire already dead in his crypt with a knife that has a gold beholder on the handle or a living vampire that tries to talk the party into helping him in his power struggle against an evil beholder lich? I'm torn between the two ideas. What's that, getting to negotiate help from a strange and shadowy ally against a common foe? Then when the vampire gains a significant advantage after the death tyrant is dead, they get to fight their former ally, who has information on how to hurt them now? Yes please.
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# ¿ Oct 2, 2013 21:52 |
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So I'm spitballing a very rough outline for a different take on "fast, reckless character who hurts people." I'm trying to cover more of the TF2 scout/street rat/thug angle than the traditionally methodical, self-aware D&D rogue. Weirdly most of the +DEX classes skew very heavily toward professional, precise individuals and I think it'd be cool to have somebody loud who solves his problem entirely by being faster and meaner than his opponents. Any feedback would be awesome, including "wow this is a big fat waste of time." The Lance posted:“The Lance huh, thats a dumb name.”
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# ¿ Oct 11, 2013 19:18 |
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Magic is a wily force that does what it pleases, magus. Its power cannot be contained or tricked, only guided. A lot of the Mage's strength lies in the subtleties. While causing an illusionary distraction could be opposed to the Tower, I don't see why raising a series of sandstone walls in a desert to act as temporary bastions would go against its principles, even if you plan on abandoning them.
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# ¿ Oct 20, 2013 21:22 |
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# ¿ May 17, 2024 17:35 |
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Personally I like setting up Hx for my group and just calling them Bonds. My players chafe at how narrow some of the Bonds are, and become more invested in their interpersonal interactions when they aren't part of the EXP checklist. One EXP one way or another isn't a huge deal in their eyes and it gives them more of an excuse to try new things that they might fail at. Bonds serve their purpose for a game more focused on dungeon crawling or a couple of one-shots, but Hx seems to work for our group a little better.
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# ¿ Oct 24, 2013 05:13 |