Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

Kurieg posted:

You Wouldn't Like Me When I'm Angry
When you use Indimidation to get your way you may use +Str to parley.

I'm Always Angry
Requires: You Wouldn't Like Me When I'm Angry
You can use "My willingness to leave" as leverage to parley.

I am not good at Dungeon World moves

The Improved Fighter can already use strength to parley, as a 2-5 move.

Adbot
ADBOT LOVES YOU

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
It's actually a thing the Fighter has in the core book, but it's practically identical. Both trigger off of threats of violence, so they're more or less the same move. :v:

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

sentrygun posted:

It's actually a thing the Fighter has in the core book, but it's practically identical. Both trigger off of threats of violence, so they're more or less the same move. :v:

Of course, I don't think that's a problem. The Brute should absolutely have access to the same move. It's fine if playbooks overlap on a couple of moves, just as long as it isn't all of the moves.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Thanks for all the feedback! Answered a bunch below. I wrote up some advanced move ideas, definitely looking for criticism again!

quote:

Advanced Moves
Strong Constitution
When you challenge someone to a drinking contest, roll +Con. On a 10+, they reveal the truth behind a secret. On a 7-9 so do you!

Unstoppable
You're not going to be broken by something like mere mortal wounds. When the damage from an attack would ordinarily kill you, roll +Con. On a hit you stand back up, drenched in blood and at 1HP. On a 7-9 you only have a moment left to act before the exertion kills you.

You have failed me for the last time
No hireling will ever refuse an order. If you roll a 7-9 on order hireling, their serious demands will be limited to "let me live"

Maul
Conventional heavy armour is little protection from the strength of your blows. When you land an attack on thick armour, choose one:
* it caves, causing internal injuries
* it shatters, destroying that piece of armour

Massive
You ignore the two handed tag on ordinary weapons. Any large item you tear from the environment counts as a messy weapon.

Just a flesh wound
While you tell the tale behind a vicious scar, you can hold a non-hostile audience in rapture.

Bellow
When you roar or howl at someone nearby, roll +Con. On a hit, you gain their full attention. On a 10+, the force of your voice briefly stuns them.

Berserk
When you slice or whirl in a crowd, roll +Strength. On a 10+ your attacks carry through multiple enemies. On a 7-9 you lose control; the GM will choose an extra target nearby
I'm not too sure whether maul should be a separate attack based around ruining armour, or if it should just trigger in fiction. Another option is swapping the extra +1d6 damage available on a 10+ with Hack and Slash for it.

I cut out a move about tearing up massive stuff from the environment to use as a weapon and simplified it in to Massive. Dunno, I like the emphasis on ripping stuff out and bashing people, but wasn't sure it warranted a full move:

Improvise
When you tear something huge out of the environment to hit things, roll +Str. On a 10+, you gain a weapon with the messy and forceful tags.
On a 7-9, something has gone wrong. Choose one:
* it was integral to the environment's structure!
* it's even more unwieldy than expected: it also gains the awkward tag.
* it takes a long time to uproot/ extract/ rip out.

I also took out Bulky: gain 5 HP to your total, as it's a bit dull. Definitely do want to focus on more HP rather than +armour though.

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?

Benly posted:

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.
Good points! I'll update Juggernaut's drawbacks to include breaking something or leaving the brute vulnerable.

Golden Bee posted:

Not all enemies CAN be intimidated/use weapons, though!
Hrm. This is true! I'll maybe add a caveat about weaker or melee-armed enemies. The other option would be learning something about attacks, but I kinda like that the brute has a specific weakness against enemies that aren't scared of him.

madadric posted:

There's plenty of room for both types. The Giant is sort of a folk tale thing that's got a little magic, and the drawbacks of being big in a smallfolk world. The Behemoth feels more about being a big burly brawler throwing his (and everyone else's) weight around.
This is exactly what I'm aiming for! Love the wreck it move, definitely going to use that, thanks!

I've got a bunch of other ideas that fit thematically, but I'm not sure what to do for moves:
wading through a horde of enemies
staring down/ challenging an enemy
rending someone limb-from-limb, or debilitating a larger monster
pulling an arrow from your flesh then grinning at the archer
leaping somewhere and staggering enemies when you land

gnome7 posted:

Of course, I don't think that's a problem. The Brute should absolutely have access to the same move. It's fine if playbooks overlap on a couple of moves, just as long as it isn't all of the moves.

I don't mind an overlap, but swapping a stat doesn't really feel that good. I've tried for a bit of a more interesting move, not sure if it works:

quote:

Intimidate
When you threaten someone with violence, roll +Str. On a 10+ they'll do as you ask. On a 7-9 they would, but you're not the biggest threat in the room...

The Supreme Court fucked around with this message at 06:29 on May 12, 2013

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.
How have you guys handled playing one-shots?

For instance, stuff that would come up in the end session move, could it occur earlier on to give a benefit?

For instance, if a bond were resolved in the middle of the session? Or if you defeat a notable monster at some point?

Just wondering how others have handled this.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...

RSIxidor posted:

How have you guys handled playing one-shots?

For instance, stuff that would come up in the end session move, could it occur earlier on to give a benefit?

For instance, if a bond were resolved in the middle of the session? Or if you defeat a notable monster at some point?

Just wondering how others have handled this.

I've just ignored it.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

RSIxidor posted:

How have you guys handled playing one-shots?

For instance, stuff that would come up in the end session move, could it occur earlier on to give a benefit?

For instance, if a bond were resolved in the middle of the session? Or if you defeat a notable monster at some point?

Just wondering how others have handled this.

Our group just plays out the end session rules-as-written and we all hang on to our character sheets. The next time someone wants to play Dungeon World we drag out the same characters again. A series of one-shots, more or less.

I guess if you're planning to literally just play with that group/with those characters once and only once, you might as well just skip the whole thing though.

Lemon-Lime
Aug 6, 2009
For anyone interested, I've made a couple of edits to gnome's Improved Fighter which he agrees are a fairly good idea: https://dl.dropboxusercontent.com/u/15337665/The%20Peerless%20Fighter.pdf

It's a host of minor changes:

BBLG is an advanced move, and Armor Mastery a starting one.

I'm Your Opponent got a cooler name, but I also stripped the trigger out of the first sentence - "your opponent is forced to acknowledge you" is something that should happen in the fiction, and making it a move is too 4E-ish.

Iron Hide/Steel Hide (the latter renamed to Diamond Skin) now give extra armour to your worn armour, specifically to allow those moves to increase Armor Mastery's effectiveness. As compensation, they now remove the weight from any armour you wear and any shield you wield respectively, freeing up ~4 Load for most Fighters.

Armored Perfection changes from +1 forward to deal your level in damage when you make your armour negate damage, because +1 forward is boring.

Evil Eye gets 3 hold on a 10+ instead of 2. Eye for Weaponry got a less awkward name. Superior Warrior has changed from "impress your enemy" to "your enemies" to make it make more sense (the guy you just stabbed does not need impressing, but being so good at stabbing him makes his buddies less likely to attack).

Starting gear has changed to give the Fighter scale armour and a shield to start with, again so that the Fighter can focus on Armor Mastery. As a result, the choose two section becomes choose one, with a choice between "I blew all my money on magic potions," "I am a serious adventurer with equipment and some spare cash" and "I am a travelling warrior who carries food, first aid and pipeleaf."

The idea behind the edit is to give the Fighter a clear role that isn't "the other class with the highest hit die and damage die." The Paladin has fancy divine stuff and the inquisitor angle, whereas the Fighter has their signature weapon, high armour and the means to make use of that armour in interesting ways.

The catch to this is that I'm wary the high armour + Armor Mastery might make things slightly too easy for the Fighter against mundane enemies. If anyone has a chance to take it out for a spin and lets me know, that would be appreciated.

Lemon-Lime fucked around with this message at 11:57 on May 12, 2013

Boing
Jul 12, 2005

trapped in custom title factory, send help
Thanks for the feedback! I'm still trying to get the hang of this.

The Supreme Court posted:

I love the idea, but I'm in two minds about the readiness mechanic. I get that it's meant to represent dwindling supplies/ increasing risk and it works well as this, but the problem with using it as both a cashable resource and as +rolls means that players are likely to be conservative in spending it to keep the bonus to rolling (especially as it's to Hack and Slash, the main offensive move in this game!). The reason a spending points system works with the Gladiator is because it's quickly spent and quickly replenished.

I'd separate readiness out; either have the Monster Hunter cash-in effects rely on it or use Tools of the Trade and Battle Ready based on a normal stat. I'd keep it for cashing in with Monster Hunter effects as that's thematically cool, works mechanically well as a move and is completely ripe for adding stuff to.

Yeah I see what you're saying. I wasn't sure about it either - I would like to keep it in some form, and it seemed tidy, but you're right in that it creates this awkward balancing act. I'll keep Monster Hunter as is and revise the other moves, I reckon.

The other reason was I wasn't quite sure what stat you should roll for Tools of the Trade. I mean, Int I guess? It seems like the kind of thing that shouldn't really affect your preparedness for hunting monsters.

quote:

Tools of the Trade is good enough mechanically for several moves! Here's the current benefits:
* know the enemies weakness
* have the right weapon/ tool for it
* take +1 against them
* maximise damage roll
I'd be quite tempted to split this up into a couple of moves. Something like
Monster Knowledge
When you first meet an enemy monster you can ask what is this creature weak to? The GM will answer truthfully (or ask you to answer instead), but may ask you how you know this/ if you've ever encountered it before.
Tools of the Trade
You carry an arsenal of specialist monster-hunting tools – silver bolts, wooden stakes, lamp oil, highly specific poisons, and so on. When you rummage in your rucksack for the right weapon, roll 2d6+stat. On a 10+ you have exactly the right tool for the job. On a 7-9 you will have to improvise; describe your solution.

I like your solution to this - I meant to have some kind of starting move about spouting monster lore, but straight-up "know a thing's weakness" seems very in character.

Do you think there needs to be some specific mechanical benefit to capitalising on a creature's weakness? Shooting a werewolf with silver or staking a vampire should be a big deal, but maybe it can be left to the fiction (which can be anywhere from 'causes severe discomfort' to 'dies instantly') rather than maximising a roll. The first option on Monster Hunter could be changed to that I guess, since Readiness is a very limited resource and 10 damage feels more worth-it than b[2d10].

quote:

You've got really cool ideas, but a lot of the moves are pure mechanical bonuses, which I'm not really a fan of. For example:

Instead of removing the 7-9 result (which is often more fun), you could add:
When you roll 7-9 on parley, they insist you deal with a monster first/ the monster is really nasty/ they require some of your arsenal to fight the beast /they demand a grisly trophy of an equally dangerous animal as proof of your prowess.

This is a nice idea, but sounds just like the normal 7-9 result on a Parley that would happen anyway. I want some move or other about being rewarded for your work, or using your monster hunting for some social benefit, but Parley might not be the way to do it. Will have a think.

quote:

Grisly Trophy is a great idea. I'd move it as one of the basic moves!
For advanced moves on this theme, you could have moves around fashioning weapons and armour from creature corpses? Grisly trophies could also be useful in moves involving reputation, intimidation, strange medicine ingredients.
I'm glad you like it - I wasn't sure about the implementation of it, since right now there's not much to stop you switching trophies out mid-battle for different benefits, which feels very gamey and removed from the fiction (actually it's pretty much what you do in The Witcher, where I got it from). Gaining a monster's moves is definitely the next step, but the basic stat boosts feel arbitrary. I was halfway between "Discuss a beneficial effect with the GM" and "take +1 ongoing to any one appropriate stat", both of which feel dumb in different ways.

I'll make a second revision and post it as it comes!

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.

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.
Can anyone help me with this bit? It's for a compendium class based around icy abilities. Is this too strong for an extra class move from the CC? Does it work okay otherwise?

Wall of Ice (Cha)
When you summon a wall of ice, roll+Cha. The wall lasts long enough for you to get away or to prepare other defenses. *On a 10+, choose 2 fortifications from the following list. *On a 7-9, choose one fortification:
- The wall is tall enough that normal humans could not climb over it without tools.
- The wall is exceedingly cold, being near it for a duration or touching it at all will hurt.
- The wall cannot be broken with typical tools.
- The wall lasts twice as long as needed, allowing more time to escape or prepare defenses.

ritorix
Jul 22, 2007

Vancian Roulette
Has anyone run this at a convention? I might volunteer to run it at GenCon this year in the games on demand area, looking for any practical tips, which playbooks you would bring, etc.

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

RSIxidor posted:

Can anyone help me with this bit? It's for a compendium class based around icy abilities. Is this too strong for an extra class move from the CC? Does it work okay otherwise?

Wall of Ice (Cha)
When you summon a wall of ice, roll+Cha. The wall lasts long enough for you to get away or to prepare other defenses. *On a 10+, choose 2 fortifications from the following list. *On a 7-9, choose one fortification:
- The wall is tall enough that normal humans could not climb over it without tools.
- The wall is exceedingly cold, being near it for a duration or touching it at all will hurt.
- The wall cannot be broken with typical tools.
- The wall lasts twice as long as needed, allowing more time to escape or prepare defenses.

Personally, the duration's the only part I have a problem with. "Long enough to escape" just isn't the kind of measurement you can just double. At the very least, find a way to say the increased duration option without it doubling an arbitrary-but-short amount of time. Say it lasts half an hour, say it lasts long enough to prepare just about anything, say it lasts until it would naturally melt, just give it something easier to determine than "twice as long as needed".

Oo Koo
Nov 19, 2012
I've just started replaying Arx Fatalis for the n:th time. Which led me to take a new look at my scholar class and I realized that the whole class is a mess.

It started it's life as a compendium class inspired by the Arx Fatalis rune magic, but I ended up trying to turn it into a full class when there wasn't enough material there for that. Which led to it's current form as unholy mix of a dwarven runepriest, faux asian court scholar, the strategist and just plain wizard. There just isn't any kind of focus there.

In addition I ended up having writer's block regarding the scholar's starting texts, since I had no idea where to begin constructing something that was concise, had a balanced mixture of words to cast with and was generic enough to slot into any game while being flavorful enough to be inspiring.

So I decided to turn it back into a compendium class that consists only of the moves related to it's spellcasting mechanic like it used to be. This also allows for the new compendium class's starting text to be tied to the individual game's setting and plot, since the compendium class is entered by deciphering an in-game text of power. (Also I can be lazy and not have to come up with interesting and balanced texts of power from scratch.)

So here's the new Runecaster. I'm not likely to do anything more with the scholar.

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***

Lemon Curdistan posted:

For anyone interested, I've made a couple of edits to gnome's Improved Fighter which he agrees are a fairly good idea: https://dl.dropboxusercontent.com/u/15337665/The%20Peerless%20Fighter.pdf

It's a host of minor changes:

BBLG is an advanced move, and Armor Mastery a starting one.

I'm Your Opponent got a cooler name, but I also stripped the trigger out of the first sentence - "your opponent is forced to acknowledge you" is something that should happen in the fiction, and making it a move is too 4E-ish.

Iron Hide/Steel Hide (the latter renamed to Diamond Skin) now give extra armour to your worn armour, specifically to allow those moves to increase Armor Mastery's effectiveness. As compensation, they now remove the weight from any armour you wear and any shield you wield respectively, freeing up ~4 Load for most Fighters.

Armored Perfection changes from +1 forward to deal your level in damage when you make your armour negate damage, because +1 forward is boring.

Evil Eye gets 3 hold on a 10+ instead of 2. Eye for Weaponry got a less awkward name. Superior Warrior has changed from "impress your enemy" to "your enemies" to make it make more sense (the guy you just stabbed does not need impressing, but being so good at stabbing him makes his buddies less likely to attack).

Starting gear has changed to give the Fighter scale armour and a shield to start with, again so that the Fighter can focus on Armor Mastery. As a result, the choose two section becomes choose one, with a choice between "I blew all my money on magic potions," "I am a serious adventurer with equipment and some spare cash" and "I am a travelling warrior who carries food, first aid and pipeleaf."

The idea behind the edit is to give the Fighter a clear role that isn't "the other class with the highest hit die and damage die." The Paladin has fancy divine stuff and the inquisitor angle, whereas the Fighter has their signature weapon, high armour and the means to make use of that armour in interesting ways.

The catch to this is that I'm wary the high armour + Armor Mastery might make things slightly too easy for the Fighter against mundane enemies. If anyone has a chance to take it out for a spin and lets me know, that would be appreciated.

As someone who has played the improved fighter for 17 sessions in a row, some of these changes do not please me.

First and foremost, Armor mastery is among the most boring, mundane, and also if you are strapped for gear in the first place, worst gambles to take as a fighter. Yes it can help reduce damage, but in a far inferior way to the Paladin's similar move for debilities.

Second. BBLG is the BREAD and BUTTER of the fighter. I have used this move countless times, and has been one of the most fun, interesting, and honestly exciting moves the fighter has. It also sets the fighter FAR apart from the Paladin. BBLG is an excuse to WRECK IT.

I agree with the starting gear changes. But they stand as a good choice, With or Without Armor Mastery.

Honestly im baffled by the love of Armor Mastery. Its a gambling move that gambles the figthers BEST gear, for a chance to negate damage. Sure if its damage that would kill you go for it. But its basically saying Oh you took huge damage, now you are going to take even more, and if it keeps piling on, or the fiction gets rough with you, you are going to have no barrier to damage.

Also Its not exciting or narrative based like BBLG. Its literally a move in numbers. Miniscule changes in numbers are not fun. They are not good narrative.

If Armor Mastery were to be the focus of the Fighter, why not change from "The value of your armor" to a series of marks or narrative moves to fit the fact that your armor is broken. A minus one is boring fiction. An uncomfortable dent in your greaves isnt. The Mechanic's suit is a great one for this. Yes you mark a box, but that box DOES SOMETHING in the fiction. Your suit's movement doesnt work too well. Or you lose something vital to your function.

Something along those lines would go a long way to making Armor Mastery a fun starting move. As it stands, its not fun, its not steeped in narrative, and honestly losing BBLG as a starter move for it neuters the fighter even more.

Edit:

An Idea: instead of more damage mitigation and number shifting, why not make a move similar to Signture Weapon that applies to armor. Also if you are going to break something of the fighter's at least make it so it can be given back.

Especially when its something as important to the class as its armor. Again going to the Mechanic. It takes a week, but you can repair the mecha suit thing. Why not toss that in there for armor mastery? Why not combine blacksmith and Armor mastery? Blacksmith by itself is an anemic Advanced Move. Toss it in to the starting moves. Make it a part of Armor Mastery, and give it some options for cutomization.

If armor is THAT important to the fighter, it needs to be represented with something in the narrative, more than just some number. Options and customization make Signature weapon a terrific move.

Talkc fucked around with this message at 00:03 on May 13, 2013

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
Yeah, I can't understand why you would move Bend Bars into the advanced moves. The problem with the starter moves for the Fighter revolved around the fact that Bend Bars was the only cool thing you could do, and the original 'Improved Fighter' aimed to give them another move to do. This draft doubles back and both removes a really interesting and fun move that screams "big burly dude who's all about hittin' things" and replaces it with a pretty unneeded addition to the Fighter's already really bulky defenses.

Armor Mastery is a neat way to make you even more focused on being a big tanky dude, but that should be something you specialize in for the Fighter. It'd be a reasonable starting move for something like 'the Fortress' which I'm considering making, but that would be a class all about being a big defending person who only uses shields and armor.

This change also removes the Bow from Signature Weapon and removes the choice of Near range. Why?

Iron Hide and Diamond Hide removing weight from your armor and shield seems kind of goofy, but more importantly they're giving you +2 and +4 armor if you have body armor and a shield, which is the default loadout. Either specify that it doesn't work on all sources of armor (you even state it removes weight from your shield in your changelog), or just remove that bit because it's weird and I thought it worked way better the old way.


Frankly I don't get what you're going for with this. The Paladin and Fighter are plenty distinct as they are, and if removing Bend Bars and replacing it with Armor Mastery does anything it just makes them less distinct from each other. The Fighter's the brute who's really good at fighting and the Paladin is the defender of good who will stand in the way of harm for his allies. If you want to make them different, this is the complete opposite of what you should be doing.

Lemon-Lime
Aug 6, 2009

Talkc posted:

Something along those lines would go a long way to making Armor Mastery a fun starting move. As it stands, its not fun, its not steeped in narrative, and honestly losing BBLG as a starter move for it neuters the fighter even more.

This is some interesting feedback, so thanks; however, the changes I made aren't about making the Fighter more powerful but about giving the Fighter a clearer role and giving people reasons to pick the Fighter over the Paladin.

You'll note that the armour penalty in Armor Mastery lasts until you can mend your armour (i.e. Make Camp so you can straighten links in your mail or replace some scales), making armour a resource that the Fighter can choose to spend temporarily (and yes, you'll only use it against a blow that would deal huge damage or kill you - that's the idea). It is something mechanically involving and interesting for the Fighter player to do as well as something that lets them dodge death in a spectacular manner.

Having a mechanic that allows the Fighter to spend armour also goes a long way towards mitigating the disruptive nature of high armour - normally, if you have one guy with 3+ armour and everyone else around 1, you either end up unable to do much of any damage to the guy with high armour, using monsters with higher damage dice (which unfairly penalises the 1-armour guys) or having to introduce monsters that ignore/bypass armour (which unfairly penalises the dude who invested in getting armour) in order to actually threaten the high-armour character.

Bend Bars, Lift Gates is useful but it's neither exciting nor narrative-based, it's "I break a thing." I've run three games with Fighters in them (one of which is still ongoing) and across thirty sessions BBLG has literally only been rolled twice - but YMMV on that, obviously. That aside, the Improved Fighter's signature move isn't BBLG, it's I'm Your Opponent/Wall of Steel, which lets you play the proper tank and block enemy moves entirely.

That said: there's space on the first page to expand Armor Mastery, and I like the Mechanic's suit damage checkboxes; if I can find a way of making it work, changing Armor Mastery to mimic the way suit damage works is definitely a great idea.

I also think Armored Perfection might lose the "shield weighs nothing" part and instead do something like "your armour can never be ignored," or something along those lines.

sentrygun posted:

This change also removes the Bow from Signature Weapon and removes the choice of Near range. Why?

Ended up causing too much of a headache in terms of figuring out special cases for how to apply which improvement to what - doing it proper justice would require its own set of improvements and basically need a new move. Since the Fighter's moves practically all trigger on being in melee anyway, it made more sense to sacrifice that part.

sentrygun posted:

Iron Hide and Diamond Hide removing weight from your armor and shield seems kind of goofy, but more importantly they're giving you +2 and +4 armor if you have body armor and a shield, which is the default loadout. Either specify that it doesn't work on all sources of armor (you even state it removes weight from your shield in your changelog), or just remove that bit because it's weird and I thought it worked way better the old way.

...what?

Iron Hide makes armour you wear give you an additional +1 armour. A shield is not armour you wear, it is something you wield. This means leather/chain is 2 armour, scale is 3, plate is 4.

This is functionally identical to how these work in the normal Fighter as long as you're wearing armour, and actually lets you use those moves to improve Armor Mastery unlike the original wording (i.e. the original Iron Hide is innate armour, which you therefore can't spend via Armor Mastery).

sentrygun posted:

Frankly I don't get what you're going for with this. The Paladin and Fighter are plenty distinct as they are, and if removing Bend Bars and replacing it with Armor Mastery does anything it just makes them less distinct from each other. The Fighter's the brute who's really good at fighting and the Paladin is the defender of good who will stand in the way of harm for his allies. If you want to make them different, this is the complete opposite of what you should be doing.

The stock Fighter's shtick boils down to "good at hitting things, high HP," but the Paladin's shtick boils down to "good at hitting things, high HP, also gets a bunch of interesting divine options." The Paladin starts with higher armour and the ability to become immune to stuff via Quest, and can pick Bloody Aegis. The Paladin also gets to match the Fighter's damage-increasing moves one for one (except for Scent of Blood, but that is a terrible move).

Basically, other than liking the idea of the Fighter's Signature Weapon move or being of the opinion that people with swords should never be able to do anything a LARPer can't physically do, there's no reason to take a Fighter over a Paladin. The Paladin is more durable, does as much damage and gets a bunch of interesting options that let him do things other than be an HP sponge/hit monsters. While the Improved Fighter doesn't do much about that last element, the whole point is to fix the first two so that the Paladin isn't a better fighter than the Fighter.

Lemon-Lime fucked around with this message at 00:36 on May 13, 2013

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
YMMV is drat true. BBLG is used all the time in the DW game i play in. I make judicious use of it. Ive used it as leverage for a parley before. Ive used to just to make an entrance. Also its in how you use BBLG.

"Nothing of value is damaged" is very open to interpretation. In our campaign its been used ( when i leveled a God forsaken room on people by taking out a support column ) Nothing of Value is damaged, was interpreted to "None of our allies are hurt".

It doesnt take a long time is great. Cause not taking that as one of your hold means you can lock down the fighter in destruction. Making it so it can easily be put back together is great in conjunction with this, when you need something out of the way, but need to put it back.

Honestly BBLG is a fantastic, highly narrative move. Its something that any STR based character who likes to be King Strong of gently caress Moutain should take.

Hell id love to see even more in that direction. Expand on BBLG!.

Also, everyone having a niche is also sorta a blah thing. Multiclass moves wouldnt exist if a character was meant to do one or two things well. And the basic moves array wouldnt have as much variety in it, if everyone was meant to have a specific role and stick to it. Hell the 2d6 in the first place makes it that even someone with a 0 in a roll can still be highly successful in something they arent good at. Niche? Who needs a niche? Now i agree that everyone shouldnt be doing the exact same thing, but there are some overlaps for a reason. Otherwise why would there be so many alternate moves in dozens of classes for alternate ways to discern realities, or Spout Lore? Or Parley?

This is not something i agree in. While i dont believe in everyone being a generalist, i do believe that people should be able to have a large variety of things their class and character can do.

The fighter needs a TON of work. I agree with this. But taking away the best move it has ( BBLG ) is not pushing it in any good direction.

Edit: Also having the role be Tank is not something that most of the fighter's moves support. It sounds like a totally separate thing for another class. Yes Fighters have high armor. They arent invulnerable. The solution for that is "Armor Piercing". Our Dm embraced it a long time ago and its an amazing leveler. Not everything is Armor Piercing, but if you want to level a fighter ( or paladin ) its very easy to do.

The idea of a trinity ( healing damage tank ) is not good narrative. Its system mastery. You shouldnt need a group to tank anything. Once you get into a need for a tank, you get into a need for a healer, and a need for damage, and narrative goes flying out the window, and you are left with 4th Edition DnD.

Talkc fucked around with this message at 00:36 on May 13, 2013

Lemon-Lime
Aug 6, 2009

Talkc posted:

This is not something i agree in. While i dont believe in everyone being a generalist, i do believe that people should be able to have a large variety of things their class and character can do.

The fighter needs a TON of work. I agree with this. But taking away the best move it has ( BBLG ) is not pushing it in any good direction.

Spending armor is a unique mechanic that the Fighter has and which no other class has. Rolling +Str to break things is not, and should not in any way, shape or form be the Fighter's signature ability.

How does moving BBLG to the advanced moves constitute "taking the move away?"

e; basically, as far as I'm concerned, the Fighter is the master of weapons and armour. A way to use that armour that no one else gets does way more to support that than being good at breaking things.

Lemon-Lime fucked around with this message at 00:42 on May 13, 2013

Mikan
Sep 5, 2007

by Radium

Spending armor is in no way as interesting as Bend Bars Lift Gates. Pretty much everyone I've played Dungeon World with, or the folks I've introduced the game to, love Bend Bars Lift Gates and consider it an iconic part of the Fighter package.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Lemon Curdistan posted:

Iron Hide makes armour you wear give you an additional +1 armour. A shield is not armour you wear, it is something you wield. This means leather/chain is 2 armour, scale is 3, plate is 4.

In your changenotes you talk about how it removes the weight from your shield as well, which is what had me confused. I assumed from that that your intent was for it to affect shields as well, as there's nothing that separates the weight removal from the armor granting in the text. If that's not the case it's fine, but it's still something you should clarify as there are, in fact, shields that you strap to your arm instead of holding them with your arm. Just state that your primary armor source, or in better words your 'body armor', gains the bonus.


Lemon Curdistan posted:

The stock Fighter's shtick boils down to "good at hitting things, high HP," but the Paladin's shtick boils down to "good at hitting things, high HP, also gets a bunch of interesting divine options." The Paladin starts with higher armour and the ability to become immune to stuff via Quest, and can pick Bloody Aegis. The Paladin also gets to match the Fighter's damage-increasing moves one for one (except for Scent of Blood, but that is a terrible move).

Basically, other than liking the idea of the Fighter's Signature Weapon move or being of the opinion that people with swords should never be able to do anything a LARPer can't physically do, there's no reason to take a Fighter over a Paladin. The Paladin is more durable, does as much damage and gets a bunch of interesting options that let him do things other than be an HP sponge/hit monsters. While the Improved Fighter doesn't do much about that last element, the whole point is to fix the first two so that the Paladin isn't a better fighter than the Fighter.

I feel like this is a lot more a problem with the Paladin and I'd go about making an 'improved Paladin' that focuses on being more defense based instead of trying to make the Fighter all about defense in retaliation. If your goal is to make it so that the Paladin isn't a better fighter than the Fighter, I really don't get why "force the Fighter to revolve around protecting people and soaking boatloads of damage" is the fix to your issue.

I feel like the Fighter does his thing really well as-is, and that the Improved versions are just trying to drag them into being a defending bulky type instead of the big and scary maul swinging powerhouse who can take a blow to the chin and return it tenfold. The Fighter should be the punchy guy, and if the Paladin's encroaching too far on that then that's more on the Paladin's fault. I really feel like the Paladin should have a d8 die at best and have Smite removed because they're weird things that suddenly make the Paladin about being a damage powerhouse instead of being the defender of good who works to protect and aid their allies. You're right that the Paladin seems to encroach a bit too much on the Fighter, but way to solve that isn't to make the Fighter encroach on the Paladin's thing.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Having played a fighter for half a dozen sessions, I didn't touch any of the armor advanced moves and never want to. So this direction is not one I appreciate. Frankly, it's bullshit. Focusing on armor might make sense as a variant class, but it isn't the fighter to me. The original fighter is defined by Bend Bars Lift Gates. Going high armor, high damage, whatever, are ways you specialize your fighter later.

The Paladin on the other hand is defined by Quest.

I wouldn't mind seeing better fighter moves or better paladin moves that focus on "guy who smashes stuff" and "guy who makes oaths". But armor? No. No thanks.

e: And not to mention, taking Bloody Aegis on a Paladin makes it do the same thing (that is, get the same result: negating damage) as your fighter's starting move. That's moving them closer together, not differentiating them.

TheDemon fucked around with this message at 00:48 on May 13, 2013

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***

Mikan posted:

Spending armor is in no way as interesting as Bend Bars Lift Gates. Pretty much everyone I've played Dungeon World with, or the folks I've introduced the game to, love Bend Bars Lift Gates and consider it an iconic part of the Fighter package.

When i first read Dungeon World, the very first move i latched onto was BBLG. Its in essence a move that is textbook "This is why DW is amazing".

Lemon-Lime
Aug 6, 2009

sentrygun posted:

In your changenotes you talk about how it removes the weight from your shield as well, which is what had me confused. I assumed from that that your intent was for it to affect shields as well, as there's nothing that separates the weight removal from the armor granting in the text. If that's not the case it's fine, but it's still something you should clarify as there are, in fact, shields that you strap to your arm instead of holding them with your arm. Just state that your primary armor source, or in better words your 'body armor', gains the bonus.

Yeah, this is why the construction of Diamond Hide is so weird - "any armour you wear and any shield you wield."

sentrygun posted:

The Fighter should be the punchy guy, and if the Paladin's encroaching too far on that then that's more on the Paladin's fault. I really feel like the Paladin should have a d8 die at best and have Smite removed because they're weird things that suddenly make the Paladin about being a damage powerhouse instead of being the defender of good who works to protect and aid their allies. You're right that the Paladin seems to encroach a bit too much on the Fighter, but way to solve that isn't to make the Fighter encroach on the Paladin's thing.

Yeah, I am entirely with you on this.

e; incidentally, before this spins off into 20+ posts of me responding to other posts again: you can pretend that my Improved Fighter variant is called the "Armsmaster Fighter" or something. It is a deliberate effort to build a Fighter who is defined by his gear and what he does with it, not by his ability to smash doors really well. The question I have isn't whether or not you think BBLG is core to the Fighter's identity, it's whether or not the Armsmaster Fighter is too good at taking damage.

Lemon-Lime fucked around with this message at 00:50 on May 13, 2013

Mikan
Sep 5, 2007

by Radium

Talkc posted:

When i first read Dungeon World, the very first move i latched onto was BBLG. Its in essence a move that is textbook "This is why DW is amazing".

My favorite Fighter moment is and always will be turning into Chris Redfield when we ran into some falling boulder temple traps. The party's Paladin stood behind me with his shield to brace for impact and I went all kinds of :black101: on those boulders.
Dodging is for Clerics and Druids.

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
When i think of fighter, i dont necessarily think armor. Lots of classes have weapons and armor. When i think Fighter, i think Text Book "This is the definitive STR character".

For instance. Two of the best advanced moves to be added to the fighter ( seriously ) are Strength of Ten, and Strength of a Hundred. These along with BBLG and a few other moves, really help cement that the fighter is "STRONG GUY". Those two advanced moves are better narrative, and help better define the fighter than his armor.

Also the Near tag is amazing for a fighter who has a secondary stat as Dex.

My fighter, ( River ) in MSW's long running DW campaign, has a Boomerang Blade. His three best stats are STR, DEX and CON. The ability to add a near tag to this was absolutely phenomenal when i adapted him to be an Advanced Fighter.

The ability to pick up and throw things. Or people, is another thing in the last revision of Improved Fighter that made the class amazing fun.

These define to me what a fighter should be good at, better than his armor.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Lemon Curdistan posted:

e; incidentally, before this spins off into 20+ posts of me responding to other posts again: you can pretend that my Improved Fighter variant is called the "Armsmaster Fighter" or something. It is a deliberate effort to build a Fighter who is defined by his gear and what he does with it, not by his ability to smash doors really well. The question I have isn't whether or not you think BBLG is core to the Fighter's identity, it's whether or not the Armsmaster Fighter is too good at taking damage.

Well, it depends on how long you're out and how capable you are of mending your armor. As a core move I feel like it should make it a lot more clear how long it takes and what it takes to fix your armor. It may be heavily fictional as you're not rolling checks to see if your Craft roll is high enough to beat a DC, but an Armsmaster will probably be fixing their armor a ton so it should be at least fairly well defined.

After that, it kind of ends up with the issue the Fighter has in general. Being a giant meatsack with 3-5 armor makes you pretty hard to hit, but being able to pick and choose notably high damage rolls to negate means you can reliably eat through a ridiculous amount of punishment. It all depends on how the dice roll, how high the dice are of the enemies against the Fighter, and how long the Fighter's out doing things before they can pull a new shield out of their gear and mash out the dents in their armor, but the Fighter's already hard enough to beat up and throw down without Armor Mastery.

Having shields break on one Armor Mastery burn and not giving the Armsmaster plate to start out with helps, but whether it be be Armor Mastery or Bloody Aegis, being able to stuff those 9/10 damage rolls entirely makes you astoundingly survivable. Having it be a starting move suggests that the Armsmaster should be able to do this all the drat time because it's what they're all about, but it seems like it does too much for a thing so central to the class.

Fenarisk
Oct 27, 2005

Oh man someone released a free brawler before I did. Some of the ideas are cool and similar, I'll see if I can get mine into final PDF form tonight.

Fenarisk
Oct 27, 2005

CAN YA DIG IT!?

YEEAAHHH BUDDY!

(I feel I'm getting a better handle on making classes a little more distinct and moves a little more fun than just some +1 forwards, etc)

The Brute: An Ode to Hulk Hogan, Kool-Aid Man, and Ronnie Coleman. Also that big guy who likes rabbits and keeps a dead mouse in his pocket.


http://www.mediafire.com/view/?45p0pbgan2hxfyp (updated version post-comments)

Fenarisk fucked around with this message at 03:21 on May 13, 2013

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Muscle Mania is a strictly better H&S, or at least it is if you take the first 'On a hit' line. The two 'On a hit' lines conflict, and since a 7-9 is considered a hit you can choose to open yourself to their attack and take a benefit for free because you open yourself to attack anyways. I feel like a grapple-style move should be cool and manage to do crazy stuff without needing to include damage, kind of like the Initiate's Sublime Understanding.

Picking three on Snap Into It! is absolutely bonkers and is letting you do way too much with one success on a non-hold move. A 10+ should be good, but not "heal, temporarily ignore negatives against you, scare your enemies, and also make the party sandwiches" good.

Neither of the backgrounds grant a mechanical benefit. Ways you got where you are now are cool and all, but every other class in the game does that and gets something cool to do move-wise too.

Of Monsters and Oh Yeah! are pretty good, and I like how the former feels like a wrestling thing so it fits pretty well. If it weren't for that it'd be weird and stick out, but it's perfect if the class retains the wrestle-man feel.


Probably the fastest way to remove issues that need clarification is to only use 'on a hit' when you mean 7+ instead of 10+.

sentrygun fucked around with this message at 02:15 on May 13, 2013

Fenarisk
Oct 27, 2005

sentrygun posted:

Muscle Mania is a strictly better H&S, or at least it is if you take the first 'On a hit' line. The two 'On a hit' lines conflict, and since a 7-9 is considered a hit you can choose to open yourself to their attack and take a benefit for free because you open yourself to attack anyways. I feel like a grapple-style move should be cool and manage to do crazy stuff without needing to include damage, kind of like the Initiate's Sublime Understanding.

Changed to:
When you grapple or pummel an enemy using your immense strength or bulk, roll +STR. On 10+ choose 3. ON a 7-9 choose 2.
*Deal your class damage
*Grapple the enemy fiercely, keeping them pinned or restrained
*Use your might to toss, flip, or knock the enemy down
*Prevent the enemy from attacking back

quote:

Picking three on Snap Into It! is absolutely bonkers and is letting you do way too much with one success on a non-hold move. A 10+ should be good, but not "heal, temporarily ignore negatives against you, scare your enemies, and also make the party sandwiches" good.

Changed to:
When you dig deep to fight through the pain or forge ahead in times of terrible fortune roll +CON. On a 10+ pick 2, on a 7-9 pick 1.
-You shake off a debility or enchantment momentarily
-You heal 1d6 hit points
-You boost the morale of allies or hirelings nearby
-You terrify nearby enemies, shaking their resolve or their effectiveness

quote:

Neither of the backgrounds grant a mechanical benefit. Ways you got where you are now are cool and all, but every other class in the game does that and gets something cool to do move-wise too.

They're in this new version!

http://www.mediafire.com/view/?45p0pbgan2hxfyp

Fenarisk fucked around with this message at 03:21 on May 13, 2013

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Fenarisk posted:

Changed to:
When you grapple or pummel an enemy using your immense strength or bulk, roll +STR. On 10+ choose 3. ON a 7-9 choose 2.
*Deal your class damage
*Grapple the enemy fiercely, keeping them pinned or restrained
*Use your might to toss, flip, or knock the enemy down
*Prevent the enemy from attacking back

This still allows you to beat out H&S outright by choosing deal damage and no retaliation on a 7-9. Looks like the PDF version put it at 2 and 1 though so that's better. :toot:

Fenarisk
Oct 27, 2005

sentrygun posted:

This still allows you to beat out H&S outright by choosing deal damage and no retaliation on a 7-9. Looks like the PDF version put it at 2 and 1 though so that's better. :toot:

Yeah I decided 2 and 1 was a good happy medium. While it is a little better than Hack N' Slash, keep in mind it is one of the basic perks/moves of The Brute, and the class damage is only at a base of d8 to try and compensate.

As an aside, I've decided to compile all my past, current, and soon-future playbooks into a goon omnibus (reformatting all to have Drive+Background). Right now it has The Assassin, The Leader, The Brute, and three more I've yet to finish before just releasing it all free here:

The War Mage: A conversion of the thematic elements of Controller Wizards from 4e D&D
The Devoted: A conversion of the thematic elements of a Laser Cleric/War Cleric from 4e D&D (Depending on Advanced Moves taken)
The Guardian: A conversion of the thematic elements of a Warden from 4e D&D

(I felt these were the classes that were different enough from their Dungeon World equivalents and also had enough flavor and options for full playbooks)

Mimir
Nov 26, 2012
I just finished my second Dungeon World one-shot, and both times the "asking questions" method of worldbuilding led to a terrifying dystopian fantasy. I think it might just be me. I'll write up both more later, because they were awesome.

The first time: The fighter's last name was Shadowscale. From this, we extrapolated that she had had acquired that name by fighting shadowy ancestor spirits. These spirits were an army of the dead, led by a god and including an undead dragon, that were besieging the last living city on the planet. The players started doing things in a district of the city that had been abandoned as lost to the undead.

The second time: Over Skype, one of the players complained after taking a sip from a cup of water that had been left out for a while, and tasted wrong. Someone else had a weapon that had been taken from an Orc. I'm not sure how, but from this, I determined that Orcs were a blight across the land, and were mutated from normal people when they drink corrupted river water. Thanks to a "What's weird about them" question, these not-Orcs also had no mouths. Creepy. And since one of the other players was a gladiator, that of course meant an arena where they silently watched humans and demi-humans battle for their amusement.

Which, since drinking the river-water turns people into Orcs, and removes them from the gladiator pool, implied a source of clean drinking water. This came in the form of a 500-foot long mutated combination of a barnacle, a fish, and a Wyrm on the banks of the river. It ate the corruption and filtered the river water into drinkable form. They started play on the scaffolding that had been built to keep the Wyrm from collapsing under its own weight.

Lemon-Lime
Aug 6, 2009

sentrygun posted:

Well, it depends on how long you're out and how capable you are of mending your armor. As a core move I feel like it should make it a lot more clear how long it takes and what it takes to fix your armor. It may be heavily fictional as you're not rolling checks to see if your Craft roll is high enough to beat a DC, but an Armsmaster will probably be fixing their armor a ton so it should be at least fairly well defined.

Fair cop - I'll see about making it clearer. Would "until you take an hour to mend it" or something like that work?

sentrygun posted:

but it seems like it does too much for a thing so central to the class.

How so? Yeah, the idea is that it's core to the class and the Fighter should be able to use it all the time; it's pretty exciting to have the DM roll max damage on a big monster and just go "no, I take no damage from that." I'm not seeing how it does too much, though - it's a single move with a single effect. Or do you just mean it's too good?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Lemon Curdistan posted:

How so? Yeah, the idea is that it's core to the class and the Fighter should be able to use it all the time; it's pretty exciting to have the DM roll max damage on a big monster and just go "no, I take no damage from that." I'm not seeing how it does too much, though - it's a single move with a single effect. Or do you just mean it's too good?

More that it's just really strong. It won't turn out like this perfectly in practice, but it can turn your 25~28 HP pool into 50~70 effective health. That's a lot, especially for something core to a character. I feel like it's already pretty bonkers as a 2-5 move, really. You should totally be able to do it all the time because having starting moves that you can't use often is lame, but it's a bit too effective as written for something you're encouraged and allowed to use all the time. Bloody Aegis is a decent comparison, but in its case that's also plaguing you with a more notable detriment in negatives to your rolls, so you're suffering a bit more for your batshit insane 90 effective HP.

As for trigger, spending about an hour to mend seems fine to let you do it often enough without it being always on or zero-risk.

Fenarisk
Oct 27, 2005

Lemon Curdistan posted:

How so? Yeah, the idea is that it's core to the class and the Fighter should be able to use it all the time; it's pretty exciting to have the DM roll max damage on a big monster and just go "no, I take no damage from that." I'm not seeing how it does too much, though - it's a single move with a single effect. Or do you just mean it's too good?

Add me to the "too strong" bandwagon, at least in my opinion. I'd almost make it that if it's a shield it's broke and gone, or armor will take "a significant amount of time to repair by a skilled blacksmith". That way if the player uses it more often for little creatures who lower the AC you can say a day or so, if it takes the brunt of an ogre boss's pulverizing smash it could take multiple days. Plus you're limited by what the GM considers "skilled" given the fiction of what happened to the armor.

Lemon-Lime
Aug 6, 2009

Fenarisk posted:

Add me to the "too strong" bandwagon, at least in my opinion. I'd almost make it that if it's a shield it's broke and gone, or armor will take "a significant amount of time to repair by a skilled blacksmith". That way if the player uses it more often for little creatures who lower the AC you can say a day or so, if it takes the brunt of an ogre boss's pulverizing smash it could take multiple days. Plus you're limited by what the GM considers "skilled" given the fiction of what happened to the armor.

If it's a shield it already is; the shield is reduced to 0 armour and irreparably damaged.

I specifically do not want to make the armour require a skilled blacksmith to repair because then you run in to the problem that was mentioned a few posts ago where spending armour significantly hampers the Fighter's ability to do their job. Spells aren't a finite resource that takes days of skilled labour and tens of coins to recharge, so why should the Fighter's armour?

Also, it makes very little sense for the Fighter to not know how to make basic repairs to his gear, and would take away from the "master of weapons and armour" concept.

I'm going to give some thought to how else Armor Mastery could work, but it'd be great if someone actually got a chance to use the Armsmaster Fighter in a game and let me know how it goes.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Fenarisk posted:

Oh man someone released a free brawler before I did. Some of the ideas are cool and similar, I'll see if I can get mine into final PDF form tonight.

Would you mind changing the name of yours back to brawler? I'd quite like to keep using Brute as a title and it'd avoid confusion, plus yours fits the crazy wrestler vibe much more.

Currently making a new weird class: the Afflicted (or something along those lines: pestilent, horseman, etc.), might end up folding it in to my freaky Witch Doctor. Main move:

quote:

Blessed Pox
When you pray to the dark gods to fill your body with fresh disease, name it and roll +Con. On a 10+ choose a boon and a symptom, 7-9 take a boon and two symptoms:
Boons: minor regeneration, lizard skin, permanent adrenaline, acid spit, bulging muscles
Symptoms: Weeping sores, hallucinations, blindness, spores, maggots
Do the boons need specific mechanical uses? E.g. scaly skin: +1 armour? Thinking about making a tag system (like the weapons/ equipment tags) for diseases and potions etc, which would combine well with the witch doctor/ alchemist aspect.
Alternatively, I've been thinking about combining boons and symptoms. Something like spores (sprouting from the afflicted's back) could potentially be a freaky weapon.

I'd quite like the basis of the Afflicted to be this odd move about gaining new diseases with plenty of varied (and highly visible) symptoms, as I reckon the class could go quite cool directions: with moves based on
* using the diseases as weapons (potent toxins)
* infecting/ poisoning enemies with an in-body brewed cocktail of plagues
* hiding the awful symptoms while dealing with respectable people
* ignoring damage; this character is already a walking rotten corpse, a sword to the guts is only going to release more disease!

The Supreme Court fucked around with this message at 00:05 on May 14, 2013

Adbot
ADBOT LOVES YOU

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.

The Supreme Court posted:

Would you mind changing the name of yours back to brawler? I'd quite like to keep using Brute as a title and it'd avoid confusion, plus yours fits the crazy wrestler vibe much more.

Currently making a new weird class: the Afflicted (or something along those lines: pestilent, horseman, etc.), might end up folding it in to my freaky Witch Doctor. Main move:

Do the boons need specific mechanical uses? E.g. scaly skin: +1 armour? Thinking about making a tag system (like the weapons/ equipment tags) for diseases and potions etc, which would combine well with the witch doctor/ alchemist aspect.
Alternatively, I've been thinking about combining boons and symptoms. Something like spores (sprouting from the afflicted's back) could potentially be a freaky weapon.

I'd quite like the basis of the Afflicted to be this odd move about gaining new diseases with plenty of varied (and highly visible) symptoms, as I reckon the class could go quite cool directions: with moves based on
* using the diseases as weapons (potent toxins)
* infecting/ poisoning enemies with an in-body brewed cocktail of plagues
* hiding the awful symptoms while dealing with respectable people
* ignoring damage; this character is already a walking rotten corpse, a sword to the guts is only going to release more disease!

You don't HAVE to have a mechanical benefit, but the tag thing would work well, I think.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply