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Benly
Aug 2, 2011

20% of the time, it works every time.

gnome7 posted:

I have spent literally all day editing playbooks, between The Psion and The Shaman for Lemon and now also The Noble. I have entirely reworked how the Assistant move works, and I think it is entirely for the better. Specifically, The Assistant gets a third page dedicated to it - its own personal half-playbook.

The first several times I read Adventuring Stipend I was confused - the way it's worded made me think that the downtime trigger reset your wealth to 2 instead of adding 2. That should maybe be clarified.

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Benly
Aug 2, 2011

20% of the time, it works every time.

Shamblercow posted:

I have finished a working draft of a Necromancer class:


I was hoping you all would be good enough to give me your opinions. What works, what doesn't?

Also, Gnome7, could you put the Hardened Convict in the class post? Comments are welcome on this class too. Thanks!

The scythe and shovel should probably be reach, not near. Near is a shortbow.

Benly
Aug 2, 2011

20% of the time, it works every time.
So I came up with a compendium class, more or less. I feel like The Collection could be worded better, though. Also, I'm waffling on moving Sharp Dealer's selling move to Everyday Hustle. edit: Honestly it probably needs a better name too.

The Looter:

When you act on your love of wealth directly contrary to your better judgment, you may take the Knack For Looting move at your next level up.

Knack For Looting
When you ransack a store of wealth, be it a bank vault, an ancient tomb-hoard, or a private home, roll +int. On a 10+, you've found some good stuff and a particularly valuable item; hold 1-precious and the GM will tell you what unexpected valuable you've found. On a 7-9, hold 1-precious and there's a valuable there, but pick one from the list below. On a miss, hold 1-precious.

* It's unwieldy; it will require unusual measures to remove and transport
* It's distinctive; trying to use or sell it will lead to trouble
* It's unreasonably well-protected; trying to get at it will be risky

When you hold precious, you have valuable trinkets, gems, small goods and so on stashed about your person. You may spend 1-precious at any time to produce a bribe of sufficient value to qualify as leverage against anyone who isn't independently wealthy or to satisfy a hireling with a cost of "money", "treasure", or similar.

If you have the Knack For Looting move, you may take the following moves at level-up.

Sharp Dealer
When you sell a valuable object, you can choose to get only half its coin price and hold 1-precious, or gain no coin and hold 2-precious. When you try to barter with your goods and trinkets, spend precious and roll +precious spent. On a 10+, you've made a deal. On a 7-9, they want you to sweeten the deal somehow. On a 6-, no dice; it's hard cash or nothing.

The Good Life
As long as you hold precious, you can afford high-quality food, drink, and lodgings. You may spend precious to Carouse in place of coin, with each precious spent counting as 100 coin. You may spend 1-precious while Recruiting to qualify as "generous pay", and precious may be used to satisfy hireling costs of "debauchery".

Everyday Hustle
When you spend some downtime in a civilized area, gain 1-precious.

Always Holding
You're hard to separate from your stash. If your belongings are taken away, you retain your store of precious. Even after an intensive, full-body search, you can scrounge your way back to your previous value within 24 hours.

The Collection
When you have at least 1-precious and dig through your stash looking for a particular sort of item small enough to carry in one hand, roll +precious. On a 10+, either you've found an acceptable approximation, or you've found just what you need, but it's a expensive piece. On a 7-9, you can approximate what you need with an expensive piece. In either case, using an expensive piece to meet your needs will cost you 1-precious in lost value.

Benly fucked around with this message at 04:31 on Mar 30, 2013

Benly
Aug 2, 2011

20% of the time, it works every time.
Another compendium class that started as part of the looter I posted before, but they didn't quite mesh and I split it in two.

The Lightfingers
When you steal something that it would've been easier just to buy, you may take the Five-Finger Discount move at your next level up.

Five-Finger Discount
When you swipe some valuables while their owner should be watching, roll +Dex. On a 10+, it's yours free and clear if you don't stick around too long. On a 7-9, pick one.

* You won't be easily identified as the thief later on
* You're not in immediate danger for what you did
* You might be able to talk your way out of this

If you have the Five-Finger Discount move, you may take the following moves at level up.

Stealing When I Should've Been Buying
When you go shopping for ordinary goods and supplies, you don't pay coin for them. The goods you obtain are stolen, of course.

I'll Just Take That
When you try to swipe something from an enemy mid-battle, roll +dex. On a hit, you've grabbed it. On a 10+, he doesn't realize it's gone unless he was holding or looking directly at it when you took it. On a miss, you expose yourself to danger while wresting it from him.

Eye For Goods
When you size up a mark you can tell what the most valuable thing he's carrying is; if it's not immediately visible, you can at least tell where he's carrying it along with its general size and weight. When you case a room, you can immediately tell what the most valuable easily-portable object in the room is.

Was This Yours?
When someone else seeks an item in their pocket, pouch, backpack, or otherwise stored about their person and you have spent a few minutes close to them since last they looked for it, you may roll +dex. On a hit, you took it while they weren't paying attention. On a 7-9, they realize who it must have been.

Benly fucked around with this message at 01:32 on Mar 31, 2013

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

This is a cool idea. I don't see why anyone would pick the first option, though.

The idea (although I completely failed to make it clear) is that if you pick "immediate consequences" but manage to avoid the pursuit or whatever, nobody saw your face. If you pick "consequences later" you were spotted but e.g. the shopkeeper couldn't get guards in time, so you face Outstanding Warrants or other long-term consequences but no pursuit just now. I'm not sure how to phrase it, though.

And yeah "nothing happens" is pretty boring, I should probably just ditch that one.

How about :

* Nobody saw your face
* You're not in immediate danger for what you did

Benly fucked around with this message at 17:55 on Mar 30, 2013

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

Yeah this is much better, it's clearer and offers an interesting choice.

I personally don't mind the "nothing happens" option, it depends how kind the move is supposed to be to the pickpocket. I imagined something like:

On a 7-9 pick one, on a 6- pick two.

* Nobody saw your face
* You're not in immediate danger for what you did
* You didn't get what you were trying to get

(this also leaves it open for them getting something of lesser value that fits the fiction, or nothing at all)

Yours is fine too, for a more risky move, it depends on the feel of your game I guess. Most rolls are in the 7-9 range, and if you want to encourage pickpocket play you should allow them to at-least try it without dire consequences for a partial.

What I've got now is:
* You won't be easily identified as the thief later
* You're not in immediate danger for what you did
* You might be able to talk your way out of this

So if you want to pass it off as a misunderstanding and leave the goods behind, you can pick #3, but if you don't pass a good line you face an immediate confrontation and possible later consequences. On the other hand, if you want to book it out of there you can grab the item and go, but you might face outstanding warrants and won't easily be able to talk your way out of them. Or so forth.

Also, I feel like narratively pickpocketing and shoplifting should be a bit risky. You can take "won't be easily identified later" and have your quick chased-by-the-mark-or-the-guards scene, or you can do a bunch of shoplifting, skip "immediate danger", and have wanted posters around town - either way it fits with the way petty thieves tend to work in stories. If you're doing something non-risky that isn't going to be exciting, it's something you don't roll for, the same way that stabbing an unarmed peasant isn't Hack And Slash.

(And for casually shoplifting and pickpocketing your way through life, there's Stealing When I Should've Been Buying.)

Benly fucked around with this message at 01:54 on Mar 31, 2013

Benly
Aug 2, 2011

20% of the time, it works every time.

Lemon Curdistan posted:

I considered ditching all the poison moves, but I couldn't really think of what would replace them.

Seems like a preparation-type move to keep you supplied with elemental arrows and flashbombs ("The Right Tool For The Job" or something) is a natural to go with them. Maybe one that lets you scrounge them together from materials on hand, since I recall that was part of the justification for having them available to find in-mission in the Thief games.

Benly
Aug 2, 2011

20% of the time, it works every time.

Lemon Curdistan posted:

The Thief has Connections, which would cover resupplying yourself. Garrett isn't really the type to make his own gear; he just buys it or finds it lying around.

As I recall, the justification for "finding it lying around" inside a rich person's mansion was that the elemental crystals for the arrows form naturally in spots rich with the appropriate element, so there are fire crystals in braziers, water crystals at the bottom of wells, etc, and the player was just tying them to his normal arrows to make the elemental arrows. Anyhow, I was thinking more of the "allocate starting equipment" bit at the start of a mission. Something like:

When you get ready to head out on a job, tell the GM and other players what kind of problems you expect on the job and two kinds of Thief's Gear that will directly address those problems and roll +int. On a 10+, hold 3-gear. On a 7-9, hold 2-gear. On a miss, hold 2-gear but you were dreadfully wrong about what to expect in some way. Spend 1-gear at any time to gain 1 use of either of the kinds of Thief's Gear you expected to need. When the job is complete, lose all held gear.

Numbers may be off but I love hold that can be converted into having previously done/gotten what you need.

Benly
Aug 2, 2011

20% of the time, it works every time.

jivjov posted:

I suppose you're right. I was just looking for a little bit more support for enforcing "healing and status spells only" and "offensive spells only" for the White and Black mages, but that won't be a huge problem as long as players are on board with the concept.

Well, you could modify their spellbooks pretty trivially.

Benly
Aug 2, 2011

20% of the time, it works every time.

genericangst posted:

In the forums game I'm DMing, a series of spectacular failures just led to this move:

When you're caught in a magically created goblinweed storm, roll +CON or +DEX. On a 10+, choose 3. On a 7-9 choose 2. On a 6 or below choose 1:
-You are not hit by debris or rats. Don't take 1d6 damage.
-You have an inspiring vision of Gods or heroes past. Take forward +1 towards your next action and describe the vision.
-The goblinweed doesn't affect your mental faculties. Don't become Confused (-1 WIS) this scene.

I'm not sure if I worded this the best way that I could, given the circumstances. Basically, a magical storm created by the party mage failed spectacularly at the same time a giant brick of hallucinogenic goblin drugs that reacts to magic was lit and thrown into the eye of the storm. I wanted higher rolls to mean better results, but for there to still be an element of slight danger thrown in. There really isn't any going back and changing the move now, but I wanted to know what I could do to improve something like this in the future.

Thanks!

The most obvious thing to me is that there's no choice on a 10+.

Benly
Aug 2, 2011

20% of the time, it works every time.

genericangst posted:

drat. That's a good point. I easily have time to edit another choice in there, but I'm not sure what would work. Maybe something about the smoke not obscuring their vision, but that sounds boring. This is supposed to be a highly magical event that won't happen again. I need to think of something bizarre. I toyed with the idea of them getting a one use level 0 spell, but there isn't any that would really thematically fit except maybe telepathy, and that seems like it would be of limited use in this scene.

On 90th thought, I think this would be an appropriate fourth option:

-You can cast Guidance as per the level 0 Cleric rote this scene. If you don't worship a deity, one has taken notice of you. Who is it?

If you want it to be dramatic and impressive, my first thought is to take out at least some of the numbers. Something like:

* You are not battered by debris.
* Your mind is not clouded by the magical chaos.
* You have a vision of heroes past. Take +1 forward when you act on the insight it grants you.
* You have a vision of the future. What is it of?
* You attract the attention of a higher being. Who?

You can still decide to have it deal some damage with "battered by debris" or inflict Confused with "clouded by chaos" but you can also give it narrative weight, and the good options have much more narrative weight this way (at least it feels like that to me).

Benly
Aug 2, 2011

20% of the time, it works every time.
Why can't Unmoveable Object be "When you plant your feet firmly on the ground, no force can move you against your will"? I mean, Dungeon World can sustain stuff like that just fine.

Benly
Aug 2, 2011

20% of the time, it works every time.

Overemotional Robot posted:

Seriously not trying to poo poo all over the concept, because it is cool, but doesn't The Giant class do pretty much the same stuff?

The impression I have is that this guy is like Andre the Giant and the Giant class is a literal fee-fi-fo-fum type.

Benly
Aug 2, 2011

20% of the time, it works every time.
Actually, looking it over, shouldn't the 10+ for Juggernaut just say "on a hit, several are forced back" since they're forced back on a 7-9 as well?

Benly
Aug 2, 2011

20% of the time, it works every time.

sentrygun posted:

More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back?

Also a good point, yeah. Maybe a 7-9 should also knock over or break something you'd rather not instead of leaving you open.

Benly
Aug 2, 2011

20% of the time, it works every time.
My first instinct when the numerical benefits look boring is to replace them with a straightforward narrative declaration. The +1 ongoing to Dex is pretty boring as you say, but why couldn't the benefit from an agile monster be "you can make unnaturally long and quick leaps" or something?

Also I'd add Messy to the fierce trophy, just because Messy is fun.

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

Ok here's some more of The Slayer:


Witcher's Tricks doesn't really seem to merit being four different moves. It could very easily just be a single "pick one when you use it" move since they're all basically on the level of cantrips or first-level spells.

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

It feels weird for a single move to suddenly turn you into a wizard - the idea was that you pick up one or two magic tricks to help you fight, but you can specialise in magic as a form of combat if you choose to go that way (as per The Witcher). How about this:

A single move turning you into a wizard already exists in the form of Multiclass Dabbler for Cast A Spell. Having four Witcher's Tricks doesn't turn you into a wizard, it turns you into a guy with four minor magic tricks which can go "spectacularly wrong" (and which at best "take hold, but you don't know for how long"). I mean, I dunno, obviously two moves is better than four for that, but I still think it'd be fine as one.

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

The multiclassing rule is stupid for spellcasters anyway, I houserule it :v: Personally I think being able to set vampires on fire with your mind or pull an Inception makes for a solid move, and getting all four (any of which can have a lot of narrative power) would make it the best move in the class list by a long shot. I realise this boils down to MY VISION but for a class that merely dabbles in magic, I feel like there should be some progression. If you'd rather suggest a change in wording for the move, that might make it more appealing?

I can kind of grok that, I guess. I think what bugs me is that the wording is all about how bad you are at it - again, at best, "it works but you don't know for how long", while at worst "something goes spectacularly wrong". It seems to me like that wording is probably why I read it and saw "you get a cantrip" even though you meant it to be "you set dudes on fire left and right by snapping your fingers Bioshock-style".

Also, it would probably be a smoother progression to let you pick two tricks with the first move and get the other two with the second.

I can't really see it as the best move in the class; the Grisly Trophy line is very versatile and powerful and Arcane Trophy is especially so. But, again, this might be because of Witcher's Tricks coming off weaker than intended.

Benly
Aug 2, 2011

20% of the time, it works every time.

Boing posted:

I get what you're saying, but I do think it's a difference in interpretation, because the move seems strong to me (I worried about including it). In my head, doing a Jedi Mind Trick to confuse enemies or get into a forbidden area, or tossing enemies around like ragdolls, or stopping a charging ogre in its tracks are all worthwhile moves to have, even if you don't know how long they're going to last. Especially when you're a fighter/ranger type class, magic should be one of those high-risk/high-reward things, which is why I went for the cautious wording. I did change it to "pick two, pick four", but if you're still unsure about the wording on the roll results, could you suggest an alternative that better conveys it? I've been staring at these moves for a while and it's hard to detach from what I intended it to be.

Still taking criticism, I want this class to be good!

Yeah, the way you're visualizing it it's a perfectly solid move, I just somehow got the impression that these were much weaker than you were visualizing. Part of the problem is that I somehow missed the spectacular part of "takes spectacular hold, but you don't know for how long" on my first reading. :v: Maybe replace "primal magics" in the start with "simple but powerful magics" to make clear right from the start that these have some serious kick to them? I don't know, I feel kind of like a putz for making a big deal of it.

Benly
Aug 2, 2011

20% of the time, it works every time.

Golden Bee posted:

3. Combining this with Silent But Deadly (which is a term that means farts) means that most of the time, the party is a hindrance. With your elf-magic, you can be invisible until you attack again, as long as you'd like.

Elves are like ninja. One elf in the woods is an invisible hunting terror. An elf in an adventuring party is a fighter/mage with a bow.

Benly
Aug 2, 2011

20% of the time, it works every time.

axelsoar posted:

I was worried about the Tactician having to care about three stats, since I want them to be able to hit people in combat well enough as well as inspire allies and out-think foes.

Well, there are two points in regard to that.

First: is the tactician supposed to be good at fighting or amazing at fighting? A +1 is enough to be good at something; a +2 or higher is amazing at something. Since PCs are supposed to be amazing at whatever their Main Deal is, you don't want to split their distinctive class moves among too many stats - but you can be respectable at fighting without worrying about Strength or Dex all that much, really.

Second: If you feel that you have to have a stat swap, at least make it interesting. For example: "When you press an advantage of position or terrain, you may use Gnosis instead of Might on your Out For Blood check" is still usable in most fights, but involves actually describing the tactician doing interesting tactical things and adding to the story.

Benly
Aug 2, 2011

20% of the time, it works every time.

gnome7 posted:

Inverse World update! This one features art.

I'll be posting an update to this every day until the end, and we're holding on to one last, big, super cool stretch goal, which I'll be unveiling on Friday. A little snippet, for you fun folks on SA:


This is less than half of the words used in this move. I'll post the other half tomorrow.

I really want this to be something that'll let me play the Mask Merchant from Zelda.

Benly
Aug 2, 2011

20% of the time, it works every time.

Ratpick posted:

I know this question comes up every now and again, but here goes: since a lot of old D&D modules are now available for purchase on dndclassics.com, I've been thinking of running a Dungeon World one-shot through adapting an old D&D module for Dungeon World. Which of the older modules work particularly well with Dungeon World? I've been mostly looking at the B series, because B/X is one of my favorite versions of D&D, but I'm open to other suggestions.

I've always felt like the deliberately loose structure of The Lost City would lend itself well to Dungeon World.

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Benly
Aug 2, 2011

20% of the time, it works every time.
I'm reminded of the old AD&D First Edition "Rainbow" spell, which could among other things create a bow with seven different colored arrows, each with unique effects. Personally I like that more than Prismatic Spray as a way to attack with rainbows.

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