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djw175
Apr 23, 2012

by zen death robot

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!

I'm not a class maker, but isn't the armor value of armor usually equal to its weight? It seems mean to make a low strength class drag around a pound of extra robes.

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djw175
Apr 23, 2012

by zen death robot

Tatum Girlparts posted:

Man I had no idea this game was so great. I was pitched this game as 'oh this is kinda like old D&D but updated' and my reaction was 'so either it's a retroclone in which case no thanks, or I could just play D&D 4th edition'. I picked it up on a whim on Drivethru and I know my group is gonna just love this, this is the most storyful of storygames I've seen in a while and that rules.

Whoever told you that is the worst at selling games to people. Everyone should see the game before making judgements. Not one person I've actually showed it to has disliked it. Everything just works together really well.

djw175
Apr 23, 2012

by zen death robot

Elmo Oxygen posted:

It's been about a month since I wrote and posted The Medic, has anyone here used it or seen it in play? My own DW game has been on hiatus while we play Apocalypse World, so I haven't gotten any first-hand accounts of how the class is working out. If anyone has any notes for me, I'd appreciate it!

I haven't yet, but I plan to next PbP DW game that pops up. I'll tell any gripes I might have then.

djw175
Apr 23, 2012

by zen death robot

gnome7 posted:

This looks particularly good! The only thing I'm noticing is that the human move seems a bit too oddly specific. I don't have a clue what else to suggest in its place, but everything else is looking good to me.

I don't think the problem with it is that it is too specific. I have too other problems. First, it feels like it might be nudging into Initiate's thing. Second, it implies that Elves and Dwarves don't have masters. Just my opinion.

djw175
Apr 23, 2012

by zen death robot

Shamblercow posted:

I've been working on a Shadow Dancer class and it's ready for a second opinion. All comments, critiques, and thoughts are welcome, as always.

-3 damage seems a bit extreme to me.

Healing Potions are weightless.

I'm not sure why I'd use Moment of Opportunity. If I'm trying to hack and slash, chances are I'd be happy about a 10+.

djw175 fucked around with this message at 22:43 on Apr 10, 2013

djw175
Apr 23, 2012

by zen death robot

madadric posted:

Fay Fae update!

Could you make it so that I could choose less than what I rolled for wish so I could gently caress with someone?

djw175
Apr 23, 2012

by zen death robot

madadric posted:

Yes! The move should definitely work that way. I'll change it to "you may choose up to x"

Um just some clarification here. Are you weak to all the things there and you only get boon for ones you choose or are you just weak to the ones you choose? The stolen child one move makes me think all Fae are weak to iron even if they don't choose it as a weakness.

djw175
Apr 23, 2012

by zen death robot

madadric posted:

Those moves were a bit of a mess so they've been changed fairly heavily.

OK, here's The Fae release candidate 1.0

Ask questions, and tell me what you guys think!

Man, I do not know how Adam and Sage fit all those moves ont their sheets at the text size they use I'm really having to cram this stuff into the playbook and strink overall font sizes.

Load is +STR.

djw175
Apr 23, 2012

by zen death robot
Finally I can give you all my money. I'd pay $10 just for these cool playbooks. Getting the pdf on top is icing on the cake.

djw175
Apr 23, 2012

by zen death robot

Ich posted:

Do you get that for things that are not clock related, he gets -1 to his roll?

And doesn't get a bonus for his aligned spells unless his INT mod drops to 0?

djw175
Apr 23, 2012

by zen death robot
I think my group rules it as the companion doesn't take hits normally, and if it takes one, it and its bonuses are out till the next rest.

djw175
Apr 23, 2012

by zen death robot

Countblanc posted:

They (can) have armor, so it seems like they'd have a definitive health number.

Their armor is your armor isn't it?

djw175
Apr 23, 2012

by zen death robot
So I was looking at the basic moves and remembered how terrible Bolster is. Would it break anything to make it give 1 Hold for hours, 2 Hold for days, and 3 Hold for a week? It's still not that great, but it could at least get some use then.

djw175
Apr 23, 2012

by zen death robot
Is there a Puppetmaster-like class? If not I might try it for my first class. Or maybe a lawyer class. Either-or.

Edit: By puppetmaster I mean using actual puppets, not like the mastermind.

djw175
Apr 23, 2012

by zen death robot
How about the arcane duelist?

djw175
Apr 23, 2012

by zen death robot
So I was planning on making a Metamorph and just noticed something. It's possible that I don't start with Dungeon Rations. Is that intentional? I mean rations are kind of important.

djw175
Apr 23, 2012

by zen death robot

Overemotional Robot posted:

I have a question about The Sky Dancer. A couple of the moves say "On a 7+" and then say "On a 7-9." Am I just being dumb or is this the same thing? Like, it'll say "on a 7+ deal your damage, On a 7-9 blah blah," so couldn't it just say "On a 7-9 you deal your damage but..."? Also I am noticing there are no 10+ options for some of these...

On a 10+, only the 7+ option happens. On a 7-9, the 7-9 option also happens. It's a way to stop repetition.

djw175
Apr 23, 2012

by zen death robot

Elmo Oxygen posted:

One of my player characters died and is considering rolling a Mage, which has always been a fun class at the table.

One thing I'm considering is adding a pseudo-vancian resource management move along these lines:


The idea is to keep the flexibility of the Mage's Cast A Spell, but also add a little bit of resource management and hopefully keep the player from going to the same well too often. Burning additional spell uses can even be a 7-9 result for Cast a Spell.

I mean wasn't the whole point behind the Mage that it doesn't use Vancian Magic? And if the player rolls really poorly they have a total of three spells to use. That's a lot of their utility stripped out.

djw175
Apr 23, 2012

by zen death robot

Lemon Curdistan posted:

The Lantern also has a fairly good set of non-violent options.

Unfortunately that one's not an option. I already grabbed that one in the game. It holds surprisingly well in different settings with just a little change. Instead of part of Sola it's a fragment of the universe.

On topic, Ryuujin, I think that the Medic would suit your character the best.

djw175
Apr 23, 2012

by zen death robot

Boing posted:

Especially when compared to something like 4E DnD. I mean how did you manage that?

It's a special build of Cleric that only heals, buffs, and debuffs. Sort of like how a Lazylord is technically a pacifist.

djw175
Apr 23, 2012

by zen death robot

Huckabee Sting posted:

I changed my Samurai a lot. I really valued your guys input the last time around(especially Lemon Curdistan. Thanks for the big write up). I still need to work on my 6-10 moves; I don't even have enough of them. But I feel I have made a lot of progress.

I added an Honor state.

When the Samurai is Honorable then he gains small bonuses to some of his moves. While some of his other moves make him become Dishonored, but these moves have more of an impact.

So what's a good stat spread for this guy? I think I'd need Con for Stances and extra damage, Str for H&S, and Dex for other bonuses. Unless you're making their weapon precise, in which case, I've got no problem with the spread although I think Wis might work better than Con for stances.

djw175
Apr 23, 2012

by zen death robot

Huckabee Sting posted:

Here is the third attempt at my samurai. Third times the charm right? I allowed comments on the google doc if it's easier that way. If you feel that this is a lost cause just let me know and I'll stop posting about it. :)

It still has the problem where the Death Move is a trigger that isn't just "When you die". When the Samurai dies but not to seppuku nothing much happens, while with any other class it's a huge event.

djw175
Apr 23, 2012

by zen death robot

EscortMission posted:

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.

Out of curiosity, how would you handle a shapeshifter with Cloak for Two? It doesn't seem to make sense in fiction to me.

djw175
Apr 23, 2012

by zen death robot

EscortMission posted:

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.

djw175
Apr 23, 2012

by zen death robot
I know in one joke fight I was in with a group, we kept rolling defy dangers against each other, but that was just a good old barfight and not interparty conflict.

djw175
Apr 23, 2012

by zen death robot

Fenarisk posted:

Wizard and Cleric are done! Not sure what else to call them because frankly any other archetype name (priest, initiate, mage, witch, etc) are taken, so whatever. Spell books are not attached because I'm not changing the spells and I'm not rewriting all that poo poo.

Wizard: https://drive.google.com/file/d/0BwKVEg-l1p9SLVZRNTdaWTh5VzA/edit?usp=sharing
Cleric: https://drive.google.com/file/d/0BwKVEg-l1p9SbnhGVWtud19TSEU/edit?usp=sharing

Arcanist and Bishop?

djw175
Apr 23, 2012

by zen death robot

Blasphemeral posted:

No. Either no one needs to breathe on their world, or they can respirate whatever the most common liquid on their planet is. It's never even mentioned. At one point, a main character is thrown into the sea in a storm, and wakes up floating face-down in a bay the next day. They're surprisingly consistant about it for it being a relatively minor detail to the game's overall plot.

Actually, they do have to hold their breath. Riku, Tidas, Wakka, and other Blitzball players can just hold it for a long rear end time. Remember, there's a part where only the three of them can fight a boss because it's underwater.

djw175
Apr 23, 2012

by zen death robot
Wasn't there a Jojo CC? I swear I remember that being a thing.

djw175
Apr 23, 2012

by zen death robot

Xelkelvos posted:

Not quite. The odds on that on not uniform. Mixing die to generate uniform values is multiplicative rather than additive. You'd be better served with a d12 and a d2 with rerolls on 12 of the d12.

Doesn't that end up with values of 1 and 22 being the lowest? Also how would you get odd numbers over 11?

djw175
Apr 23, 2012

by zen death robot

Chaos Triangle posted:

By rerolling 12s, you effectively turn the d12 into a d11; the d2 then determines if you're in the upper or lower range. Janky, but it works.

Ah. I was reading it as multiplication. That makes sense now.

djw175
Apr 23, 2012

by zen death robot

Unknown Quantity posted:

Okay so last night me and a few buddies went through a few hours' worth of X-Crawl. Party lineup was Time Mage, Artificer and Mage (myself, focused on The Storm). There's a lot of things to be said about that experience right now.

1) X-Crawl is an amazing setting and I wish I knew about it earlier.
2) Dungeon world feels like the perfect system to play out this sorta thing.
3) Having played a Mage for the first time (and my second time playing. My first was as a bard who had really awful luck), this was fun. Cast a Spell is really versatile and yet due to the focus (and my choosing of one that wasn't really esoteric like The Clock) didn't really overshadow anyone.
4) The Artificer having Armor 3 combined with the GM's inability to roll higher than 3 on a damage roll resulted in so many laughs.
5) Near the end of the session, poison gas erupted from a bunch of skeletons the other two killed. The Artificer used up a charge to overcome the poison, but the Time Mage was kind of out of luck....Until I realized "oh poo poo, I picked antitoxins instead of a healing potion."

11/10 would continue the adventure and syystem.

I'm sad that I had to bale. I'm never gonna get a chance to play shroom-witch.

djw175
Apr 23, 2012

by zen death robot

Golden Bee posted:

Defy Danger with INT to play smart or DEX to cheat.

I got to the point with my players where I had no idea how they'd solve problems, but they always came through.

I was in the game Covok's talking about and I think my favourite bit of problem solving at least I did was when we came across the level boss for floor 1, who was a wannabe rapper guy with diamond teeth, my dragon mage just reached into his mouth and turned his teeth into gold pieces, leaving him unable to rap and demoralized. And then Slenderman got him.

djw175
Apr 23, 2012

by zen death robot

Tollymain posted:

touhou playbook? :haw:

I'm pretty sure I played something similar to the Tengu from Touhou using the Skydancer.

djw175
Apr 23, 2012

by zen death robot
Wasn't there a summoner playbook at one point? I see the one in the OP, but it links to a store page. I could have sworn there was a free one where you chose tags about your main summon.

djw175
Apr 23, 2012

by zen death robot

Arashiofordo3 posted:

You my be thinking of my The Bonded playbook. Don't have a link right now as I'm phone posting, but it's free and you pick tags for it so it matches the description. Anyone else have a link to hand?

Looking at it, no it isn't. It's definitely whatever FewtureMD is using.

Edit: Looking into it it looks like it's the one for sale. Not sure why I've seen it then. Oh well.

djw175 fucked around with this message at 15:36 on Aug 17, 2014

djw175
Apr 23, 2012

by zen death robot
I also love that with the witch you can make an aerial combatant who uses her broom for movement, offense, and defense.

djw175
Apr 23, 2012

by zen death robot
So out of curiosity, how do people feel about changing playbooks slightly depending on what a player wants. Say someone picks the golem because they want to be a robot and they want to be a floating kind of robot, would it hurt to let them take a general multiclass move to get the skydancer's flying?

djw175
Apr 23, 2012

by zen death robot

Lemon Curdistan posted:

This is what you're supposed to do in the first place.

(As long as there isn't a Skydancer in play whose niche you would then intrude on.)

Specifically the issue is that Golem has no general multiclass move until the level 6-10 range.

djw175
Apr 23, 2012

by zen death robot

Boing posted:

Their Slayer isn't as good as my Slayer :v:

I do actually like their slayer better. It's very good to be a bloodthirsty murderous rear end in a top hat.

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djw175
Apr 23, 2012

by zen death robot

Babe Magnet posted:

When the rest of my little mini hack is nearing completion. I've also got two more playbooks coming soon, The Mechanic, who builds robots and can have more cybernetics/prosthetics/augments and weapon mods than everyone else, and The Agent, who's all about misdirection and espionage.

It should be in playtestable sometime soon, actually, since the bulk of the extra mechanics and the little bit I've changed are either done ("done", no tests yet) or outlined. I'll definitely run a game.

Could you call the Mechanic the Engineer or something like that so it doesn't get confusing with Inverse World's Mechanic?

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