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InfiniteJesters
Jan 26, 2012
Regarding Bend Bars Lift Gates, I do think it has a genuine shortcoming and that is if you tweak your Fighter to be a dexterity monkey and use a Precise weapon, you possibly don't have Strength as your highest priority and thus Bend Bars Lift Gates is less useful.

This is a problem with it as a starting move because it means you're basically given a move that is sub-par for your build if you're a dodgemeister with a fencing sword.

InfiniteJesters fucked around with this message at 02:47 on May 14, 2013

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Fenarisk
Oct 27, 2005

Yeah I can do brawler for you dawg.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

For those of you who haven't already backed Inverse World, this showed up in my email a little while ago:

quote:

And we start off our second week with 10k broken! With this, we have now unlocked Sean Dunstan’s Instant Island Guide. This is amazing. Thank you everyone for your support. We’re working on our most exciting stretch goal to date, and once we confirm the details we’ll have an announcement.

One thing we can announce: Game designer and author Greg Stolze (Reign, Unknown Armies, Better Angels) is writing fiction for Inverse World. I can’t say enough how excited we are about this.

Today, we're going to talk about some setting bits with Inverse World, and our approach to handling setting in Dungeon World in general. One of the neat, but difficult parts of writing for Dungeon World is keeping in mind the system is more like a conversation than a flowchart - players don't choose to use mechanics explicitly, they narrate and in doing so trigger mechanics. There's some leeway, the GM and players work together to find the best fit. Setting construction is a conversation too. There aren't really big campaign secrets or master plans. Players are as likely to set objective campaign truths as the GM.

We have to keep these in mind at all times. We’re a third party entering this conversation, more of a moderator really, and we have to make sure we don't talk over everyone else. Our job is to set a topic, establish some guidelines, and then let the important people have at it.

Inverse World has some big truths, sure, but we've made sure to leave plenty of room for players and GMs to adjust the setting to their own tastes. This is the difficult part. We have to provide enough information and adventuring space that it's worth using Inverse World, but not so much that we smother the Dungeon World experience.

Adventuring in Inverse World is about the geography, the unique scenery, the politics of nations that rarely contact others. Dungeon World provides the mechanical framework we need to provide that kind of support, but there aren't many concrete dangers outside of monsters so far. The monster framework is still an excellent tool for creating dangers. We've modified it to create Hazards, too.

Hazards are things like terrain, weather, magical phenomena, social situations, anything difficult and dangerous players can adventure through. Here are a few examples:

Unstable Cavern Stone, Enclosed

Cave In (d8 damage)

Up on the Worldcrust, there are some nutters who wanna live in the sky. Diggin' up in the rock like some kinda fools. Sky’s no place to make a home. All it’ll take is one good uprain or the gods to shake things up and them caves are fallin' down to Sola. No less what weird things you might find up there. Instinct: To bury

* Wall the entrance with an inconvenient avalanche

* Branch off to yet another tunnel

* Rumble menacingly

* Rock slide!!


Uprain Intelligent, Deity, Horde

Fervent Travel (d4 damage)

The clouds are ever seeking to redeem their parent. They send their raindrop children up to the stone sky, where the rain petitions the gods on Sola’s behalf. To break free from Sola’s embrace, the rain must travel with high speed and great force. Please avoid travel during periods of heavy uprain. Instinct: to reach the sky

* Knock someone out of the sky

* Blind anyone on the Underside

* Whisper a message while passing by someone’s ear


Gravity Twist Magical

Slam (d6 damage)

Sola pulls us in, wants to keep us in its embrace. But sometimes Sola gets real upset, real angry at itself, and it pushes us away just as hard. That’s when the islands get out of orbit for a while. That’s when the clouds struggle to stay by their parent’s side. That’s when we fall up to the sky, and come slamming back down. Instinct: To push away

* Knock the islands out of orbit, just long enough to miss the jump

* Toss a person just in reach of something to grab onto

* Reverse, slamming everything to the ground

Tendales
Mar 9, 2012

InfiniteJesters posted:

Regarding Bend Bars Lift Gates, I do think it has a genuine shortcoming and that is if you tweak your Fighter to be a dexterity monkey and use a Precise weapon, you possibly don't have Strength as your highest priority and thus Bend Bars Lift Gates is less useful.

This is a problem with it as a starting move because it means you're basically given a move that is sub-par for your build if you're a dodgemeister with a fencing sword.

On the other hand, there might be enough unique design space to give The Swashbuckler his own playbook. Hmmmm.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Tendales posted:

On the other hand, there might be enough unique design space to give The Swashbuckler his own playbook. Hmmmm.

There definitely is!

Granted it's not like you can't make your own swashbuckling class.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
I at one point heard that Dungeon World was going to be sold through Amazon.com, is this still a thing that will happen? IPR is out of hardcopies and even if they had one, $11 for shipping is outrageous.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Dungeon World's custom class bloat is like 3.5's custom class bloat except every new class is somehow cooler than the last.

I find that I absolutely have to trim down on the available classes for first-time players now. I set twenty-two classes in front of my last group and they just stared at me. "How can you ask us to make a choice," they asked, "when all the choices are correct?"

God I need to get back to my Beguiler, starting with a better name and going from there.

madadric
May 18, 2008

Such a BK.

EscortMission posted:

Dungeon World's custom class bloat is like 3.5's custom class bloat except every new class is somehow cooler than the last.

I find that I absolutely have to trim down on the available classes for first-time players now. I set twenty-two classes in front of my last group and they just stared at me. "How can you ask us to make a choice," they asked, "when all the choices are correct?"

God I need to get back to my Beguiler, starting with a better name and going from there.

The big benifit of a DW custom class is that it all fist on between 2 to 4 pages. You don't have to go delving through esoteric volums for a particular feat or skill tree. You don't need a 3rd party app to munchkin the optimal build in order to keep up with the other players and the power bloat of the GM having to ramp up the modifiers.

I'm also thinking of doing a +CC game at some stage, where players choose their basic class, and then a compendium class to start with. I think it my be an answer to wanting to make "X, but with Y" characters and still leaving some nieche protection.

Other future plans after The Fool is finished, is taking a page from Lemon Curdistan's book and adding CC versions to each of my already released playbooks, and maybe a list of famous curses or wishes to inspire Fae players.

speaking of The Fool, it's getting there slowly, I need about 10 more moves.

Golden Bee
Dec 24, 2009

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

EscortMission posted:

Dungeon World's custom class bloat is like 3.5's custom class bloat except every new class is somehow cooler than the last.

I find that I absolutely have to trim down on the available classes for first-time players now. I set twenty-two classes in front of my last group and they just stared at me. "How can you ask us to make a choice," they asked, "when all the choices are correct?"

God I need to get back to my Beguiler, starting with a better name and going from there.

I agree in theory; there are way too many custom classes for things that should be moves or origin stories. But don't give your players all of them; print Players+2 sheets and give a brief summary.

Tonight had a new player and she choose from the Fighter, the Barbarian, and the Medic (which she played as a morally ambivalent half-orc necromaster).

Kaja Rainbow
Oct 17, 2012

~Adorable horror~
I'm considering revisiting my own Impostor class to see if it could use any tweaks--some of its mechanics did feel a little chunky to me. At the least I'd revise it to use Drive+Background; I was just forcing it for the racial moves and I'd be happy to just exchange them for Backgrounds.

Also, regarding the custom class bloat, there're a lot of them, yeah. Some of them probably could go to compedium classes and the like (and I considered either revising my Impostor to one or creating a CC variant). That said, for pretty much anything people're excited about and actively creating content for, there'll be a lot of content. If more people were creating compedium classes, we'd be seeing a compedium class bloat. It's just the nature of the beast.

I mostly made the Impostor because I wanted there to be a doppleganger style class (and I'm happy that someone's working on a Beguiler--my changeling beguiler was my favorite D&D character I ever played). If I ever produce further Dungeon World content, it'll be other stuff. Compendium classes and the like. However, I'm working on a different *World related project altogether so it's not top priority for me.

As for how I handled providing custom classes to players, I pretty much asked my late-joining player what kind of character they wanted to play. They said gunslinger. So now I've got a kobold Spellslinger in my game. The rest of my players joined before all this custom class bloom and just played main book classes. Overall I'd recommend either picking a pre-chosen selection of options or just asking them what kind of character they want to play and offering them an custom class appropriate to their concept.

Speaking of, I've been enjoying running my Dungeon World game. It's been far easier managing a system that takes most of the math out of my head and lets me just focus on what's going on. Plus, I've a fun party. A kobold serving a dragon she correlates with regularly by mail, a human thief serving a mysterious master obsessed with the ideal of beauty, a dwarf fighter from a culture that overthrew its monarchy to establish a theocracy ran by legal precedents and principles, and a gorgon mage that decided to see if non-gorgons really were as bad as her mother made them out to be.

There's this premise that mysterious dungeons've been appearing all over, and increasingly more of them're appearing, even replacing small trading outposts and other civilized constructions. I've been able to run with some unusual dungeon concepts like a dungeon made completely out of runes, a beautiful maze garden, a bleak and gloomy open area of darkness where the forsaken are doomed to dwell, and more. And the *World engine handles it all pretty effortlessly, just throw situations at the players and trigger moves.

Kaja Rainbow fucked around with this message at 13:12 on May 14, 2013

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?
With regards to the "custom class bloat" I don't feel it's an issue. I'm sure we'd all love our players to come to the table with their own perfect creation of a character outside of the "fighter, mage, thief" trope, but the truth is people need a spark. I give all my players all the names of the classes and a very short description beforehand and let them pick whatever they like the most or send me a message and work out a class + compendium class combo that fits what they want. I did a one shot with a Giant, an Inverse World Captain and Mechanic, a City Thief, a Fighter and a Shaman and it was an absolute blast. A couple of my players said they enjoyed it more than other RPGs because of the variety of classes on offer.

Of course there are overlaps where you could say this class is basically this but with that added on but that's the whole point. Players (and GMs!), like interesting things to happen and if you give someone the opportunity to play what they want but also be able to give them a framework then you are on to a winner.

RSIxidor
Jun 19, 2012

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

vulgey posted:

With regards to the "custom class bloat" I don't feel it's an issue. I'm sure we'd all love our players to come to the table with their own perfect creation of a character outside of the "fighter, mage, thief" trope, but the truth is people need a spark. I give all my players all the names of the classes and a very short description beforehand and let them pick whatever they like the most or send me a message and work out a class + compendium class combo that fits what they want. I did a one shot with a Giant, an Inverse World Captain and Mechanic, a City Thief, a Fighter and a Shaman and it was an absolute blast. A couple of my players said they enjoyed it more than other RPGs because of the variety of classes on offer.

Of course there are overlaps where you could say this class is basically this but with that added on but that's the whole point. Players (and GMs!), like interesting things to happen and if you give someone the opportunity to play what they want but also be able to give them a framework then you are on to a winner.

Honestly, where I'm at now is mostly thinking my ideas are better for compendium classes. I'm thinking I'll be submitting some to Grim Portents for Vol 3.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Oh no, no no no no, what I meant was that it's like the exact opposite of 3.5 class bloat. Instead of a new class being a vaguely new variant on something that already exists, I have been absolutely thrilled at the idea to play as almost every single new Dungeon World class. Even fairly similar seeming classes (Walker vs Assassin vs Thief, Fighter vs Improved Fighter vs Barbarian vs Gladiator, Wizard vs Mage) play out in drastically different fashions because there's so much design space available.

The problem with having "too many classes" isn't that there are too many, it's that there are so many cool ones that it's hard to make an immediate decision.

I can live with that problem.

EscortMission fucked around with this message at 17:06 on May 14, 2013

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
I have a growing list of characters waiting to be played in Dungeon World. We are getting close to the end of the DW campaign MSW has been running since January, and as much as I adore my character in that campaign, and all the stuff the other PC's do, I cant wait to dive into something new.

This forum has been an absolutely amazing resource for what i think are undoubtedly the coolest stuff for DW.

Seriously Amazing work all around, to everyone. Please Keep it pouring in.

Elmo Oxygen
Jun 11, 2007

Kazuo Misaki Superfan #3

Don't make me lift my knee, young man.
Anybody have any recommendations for some 3rd party spell lists?

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Fenarisk posted:

Yeah I can do brawler for you dawg.

That's awesome, thanks!

I'll have a bit of spare time over the next couple of weeks and want to test out my brute/ necromancer, thinking about running a one-shot PBP adventure. Anyone else wanting classes tested? I know LC wanted the armormaster, right?

Boing
Jul 12, 2005

trapped in custom title factory, send help

Elmo Oxygen posted:

Anybody have any recommendations for some 3rd party spell lists?

Spell Lists are a D&D sacred cow that are nowhere near as fun as making up your spells a la The Mage :colbert:

EscortMission
Mar 4, 2009

Come with me
if you want to live.
So, after a little extra tuning, I think that Beguiler might be ready for some critique.

Beguiler posted:

THE BEGUILER
a Dungeon World class

Damage Die: d6
Hit Points: 6+CON

--Starting Moves--

Daggers Behind Smiles - When you meet people who have no reason to believe you might betray them, they find you unusually trustworthy and charming.

Thoughtsend - You may communicate wordlessly and securely via telepathy with anyone you have a Bond with.

Hypnotic Suggestion - When you use enchantment to ensnare the mind of an enemy, roll +CHA.
10+ - You make a command of two words or less, and your opponent involuntarily follows it as best as he can. He will not harm himself directly.
7-9 - As 10+, but your command is a single word.

Beguiler's Cloak - When you weave an illusion to conceal your identity, roll +CHA.
10+ - Your disguise and poise is flawless and will not be noticed until it's too late.
7-9 - Something seems off about your disguise. While it will stand up to casual observation, it will fall apart under scrutiny.


-- Level 2-5 Advanced Moves--

How Clumsy Of You
When you use Hypnotic Suggestion, you may cause your enemy to ignore self preservation and/or harm himself directly. If he would do damage directly to himself, roll your damage die.

One With Shadows
You may choose a move from any class. Unless this move makes you more stealthy or better at clouding the minds of men, you are treated as being one level lower when you use this move.

Clearly Trustworthy
You may roll +Cha instead of +Bond with anyone you have a Bond with.

Little Voices
You may use Thoughtsend on any intelligent creature within your vision.

Hypnotic Decree
You may add an additional word to your commands with Hypnotic Suggestion, for a total of 3 on 10+ and 2
on 7-9.

Sift Through Secrets
When you read the mind of someone who trusts you in order to find their secrets, roll +CHA.
10+ - The secrets you uncover are deeply hidden, perhaps even forgotten by the person who holds them.
7-9 - The secrets you uncover are useful, but letting on that you know them will break their trust in you.
6- - The secrets you uncover are useless, petty, or boring at best.

Cloak of Invisibility
When you use Beguiler's Cloak, you may instead use your illusions to render yourself incapable of being seen. When you take violent action, you are revealed.

Charm Person
When you weave enchantment to persuade someone who trusts you into becoming more pliable and helpful, roll +CHA.
10+ - They trust you implicitly, and will treat you as an old friend. They suspect nothing.
7-9 - Your magic holds, but only temporarily. You must work fast to get what you need from them or they will become suspect.


--Level 6-10 Advanced Moves--

Gaslight
Instead of making a command with Hypnotic Suggestion, you may force them to forget a recent memory. Describe what they actually remember instead.

One With Night
You may choose a move from any class. Unless this move makes you more stealthy or better at clouding the minds of men, you are treated as being one level lower when you use this move.

Regal Bearing
Your hirelings' trust is eerily implicit. Their loyalty is +1 and you may substitute "the praise and approval of their employer" for their Cost.

Cloak of Mists (Requires Cloak of Invisibility)
When you use Beguilers Cloak, you may instead become a shadowy mist. You cannot be touched, and you may pass through even the tiniest hole or crack. When you take violent action, you become solid once more.

Dominate Monster (Requires Charm Person)
You can use Charm Person on any creature of at least animal intelligence.

Iron Hypnotic Decree (Requires Hypnotic Decree)
You may add an additional word to your commands with Hypnotic Suggestion, for a total of 4 on 10+ and 3 on 7-9.

Tabula Rasa (Requires Gaslight and Sift Through Secrets)
When you roll 12+ on Hypnotic Suggestion, you may instead rewrite your target’s memories entirely. It will take them days to regain a semblance of their previous self.

--Drive--
Take advantage of others for personal gain.

????

Third Thing


--Background--

Conman -

Secret Society -

Changeling - The changes you make with Beguiler's Cloak are physical and real, you take +1 to Beguiler's Cloak rolls.

Fourth thing???


--Gear--
You carry a dagger (hand, 1 weight, precise), and dungeon rations.
Choose two:
[] Black leather armor (Armor 1)
[] Adventuring gear and dungeon rations.
[] Impressive silk robes, and a snake staff with jeweled eyes (close, reach)
[] A collection of passports and forged letters of recommendation.
[] An inassuming blank sheet of paper that says exactly what you want it to say, when you want it to say it.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

EscortMission posted:

Dungeon World's custom class bloat is like 3.5's custom class bloat except every new class is somehow cooler than the last.

I find that I absolutely have to trim down on the available classes for first-time players now. I set twenty-two classes in front of my last group and they just stared at me. "How can you ask us to make a choice," they asked, "when all the choices are correct?"

God I need to get back to my Beguiler, starting with a better name and going from there.

I haven't actually tried this yet but I was planning to start a game by asking each player what one thing they want to be able to do and then letting them chose from playbooks that do that thing really well.
You want to hit things? Here's the fighter, the improved fighter, the giant and the...
You want to cast spells? Here's the wizard, the mage, the warlock and the...

ritorix
Jul 22, 2007

Vancian Roulette

Bucnasti posted:

I haven't actually tried this yet but I was planning to start a game by asking each player what one thing they want to be able to do and then letting them chose from playbooks that do that thing really well.
You want to hit things? Here's the fighter, the improved fighter, the giant and the...
You want to cast spells? Here's the wizard, the mage, the warlock and the...

Yeah I'm planning to run some DW at a convention and wondering which playbooks to bring. I might narrow it down to twelve or so, enough for a group of 6 to have a bit of choice. So many good options that I wonder if I should even include some of the base classes like Wizard.

Kobold
Jan 22, 2008

Centuries of knowledge ingrained into my brain,
and this STILL makes no sense.
I've been following this thread for a bit now and all the awesome additional classes and has gotten me inspired to try and do the same thing. This was originally going to be a full class... but I couldn't think of enough stuff to really pad it out, so I went with a Compendium Class instead.

I'm rather prone to jumping in on ideas without really thinking a lot of the parts through, so please let me know if this idea is at all interesting and/or salvageable.

quote:


THE MASQUERADE
A Dungeon World compendium class

When you use a mask to overcome a problem, you may take this move at next level up:

Man of a Thousand Faces

When you or an ally need to avoid detection, you always have a mask or two for the job. If there are any Outstanding Warrants out for a character wearing one of your masks, they are not recognized as long as they wear one of your masks. Any other affects of an Outstanding Warrant occur as normal.

Once you have taken Man of a Thousand Faces, the following moves may be taken in place of an advance:

He Could Be You! He Could Be Me!

With time to study and prepare, you can create a mask of a particular person. Roll+DEX, and spend any amount of Preparation on the roll. On a 10+, the mask is nearly flawless and will not compromise the wearer's disguise. On a 7-9, the mask has one of the following flaws:

* The mask is damaged and might break at an inopportune moment.
* A particular detail of the mask is off, and might give the wearer away.
* The mask is ill-fitting and requires frequent attention to avoid slipping.

V for Visage

When you use your mask to motivate or inspire, roll+CHA. On a 10+, it inspires others who take up copies of the mask. They can serve as Recruits and as aids/informants in the current location. On a 7-9, the same occurs with one of the following complications:

* Your followers are misguided and do something that hampers your plans, your DM will tell you how.
* You didn't inspire as many people as you hoped, either take a Recruit OR have an aid/informant in the local area.
* The movement becomes wildly popular and/or out of control, leading to the negative attentions of a major NPC.

The Mask

If a normal mask isn't enough, you can obtain a mask with magical powers to help. Roll +INT. On a 10+, you can obtain the mask with little or no difficulty - perhaps you already had it... or it found you. On a 7-9, choose one of the following complications. On a 6-, choose two.

* The mask or a part needed for the mask is in a dangerous location.
* The mask is cursed, and will cause problems along with aid.
* The mask's energy is completely drained, and will need to be recharged to be useful.

You Shouldn't Have Done That...

You have gained a supernatural control over your masks. If someone takes one of your masks without permission, roll+CHA. On a 7-9, choose one. On a 10+, choose two.

* You know the location of the mask.
* You know the thief's name.
* The thief takes a -1 forward on all rolls until the mask is returned.
* The thief cannot wear the mask, feeling uneasy when they do so.
* The mask cannot be removed once worn except by your hands.

unzealous
Mar 24, 2009

Die, Die, DIE!
Well, I finished writing up a DW class, the Metamorph.
The main idea behind it being something that focuses on shape shifting and adaptibility, taking cues from the conflux in the OP and things like prototype and maybe a nicer version of the resident evil tyrants. If you could give it a lookover and tell me if there's anything that could be improved, clarified, removed or otherwise I'd appreciate it.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Kobold posted:

The Masquerade

Looks fine, honestly. The only real problem move is You Shouldn't Have Done That, because as the Masquerade masks are kind of your thing. If you're losing masks and having them turned on you often, either it's a cool 'Turn their move back on them/Show a downside to their class' move being made in response to a poor roll or you're really trying to make it happen. In the former case, the move becomes a weird insurance to roll after screwing up a roll (you should be encouraged to embrace failures and weave them into your adventure, not take every mechanical opportunity to blot them out), and in the latter case you should already have a plan in mind that works when someone uses the mask. It seems kind of pointless as a move, all things considered.

Otherwise, I feel like some kind of clarification for how convincing the masks look up close is needed. Do you have to use He Could Be You to make a mask that doesn't make you look like you're wearing a mask, or does Man of a Thousand Faces do that for you too?


unzealous posted:

Well, I finished writing up a DW class, the Metamorph.

Morphology's limit is extremely high at a 10 minimum, and being able to regenerate all of that just by eating means all you have to do to turn yourself into a constant battery is bring a bunch of food with you. Being able to do your cool thing all the time is fine, but it makes me wonder why there's a pool like this in the first place.

Altering Organs should have a more significant downside on a 6-. Being flashy means nothing if you're not sneaking and having something take on a similar function just means you look goofy but can ultimately do what you wanted without any real problems. Instead of being a minor inconvenience unless you were trying to be stealthy, a non-focus of the class, you should instead change into something terrible or have something really screw up. The 'flashy' choice makes 7-9's a non-factor most of the time, and really should just be gutted for something more significant.

Enhanced Stamina is a laughable bonus. Considering I use CON for rolls, my Constitution will probably be 16-18. If I find a way to spend 20 morph before I can eat again, there's probably a pacing problem.

Eyes All Over Your Head grants an interesting fictional trigger, albeit one that you should just be spending Morph on. Not only should it not really need a mechanical booster on top of that, it absolutely should not be a +2 always-on bonus. At best it should be a +1 if your amazing sight can be applied to the situation at hand, because seeing really well won't always help you Discern Realities.

Viscera Shift is just too strong with the current Morph pool given how often you can do it and probably still not scrape the bottom of your Morph pool. Assuming you meant to make Morph CON+2 instead, I suppose this is more fair. Seems strange that you'd spend the only resource you have to do your cool thing for something as plain as damage mitigation, though.

Extra Armed and Dangerous doesn't give us tags to use. Does this mean I can make up tags? How much damage or piercing am I allowed in one tag? Can I make it distracting or flaming?

Harder, Better is weird, and I'd like you to compare it to the Druid's Formcrafter. This allows you to do something similar, but only while you're shapeshifted (being morphed would be a parallel here) and it forces you to acknowledge a downside to your form by way of the GM choosing a stat. This is cool because you can make yourself better at something you expect to happen soon, but there's a tradeoff that might make you fail something else and allow you to talk about how your downside caught up to you. In comparison, 'Harder, Better' just seems like a boring, always-on bonus.

Omniphage breaks the entire class. Suddenly I can just tear a rock out of the wall or pick up some dirt and spend a moment to shove it in my mouth to regenerate all of my Morph. Regardless of how big the Morph pool actually is, it doesn't matter anymore. Now you have to solidify a really weird, exact reading of how a Metamorph has to eat in order to actually regain Morph or I can just abuse the poo poo out of this and only run out of Morph in really dire circumstances.

I'm having a hard time seeing what I can do with Absolute Fluidity that I couldn't have done by just turning my skeleton into jelly and squeezing through improbable cracks like an octopus. Short of dripping through a filter I don't know why I can't just do this at level 1.

Enduring Change changes the 1-hour trigger, which was easier to justify as "a decent amount of time, might wear off at a bad time" to the weird concept of a 'day', which pretty much just means you can sit around eating before an adventure and make a bunch of morphs that will last the whole session. Bonus points if you're an Omniphage and can just eat grass instead of rations. Short of making sure your wings don't fall apart mid-flight (which would lead to cool poo poo happening!), this just feels kind of lame more than anything. It takes the excitement and unreliability out of being the strange and constantly morphing creature, which seems to be a pretty cool downside of the class.


There's some cool things here and all of the stuff definitely feels like I'm a strange creature, but I really feel like the Morph pool should be a hold system of some sort instead of forcing me to take a rest. Make interesting and strange things happen when you roll low, forcing you to adapt in significant ways instead of just dealing with a minor change that ultimately lets you do exactly what you planned to do anyways. Forcing the Metamorph to make the party wait around while he regenerates his class feature is odd when the only other case of that is Spells, which can easily be kept throughout an entire session in exchange for a different penalty.

Kobold
Jan 22, 2008

Centuries of knowledge ingrained into my brain,
and this STILL makes no sense.

sentrygun posted:

Looks fine, honestly. The only real problem move is You Shouldn't Have Done That, because as the Masquerade masks are kind of your thing. If you're losing masks and having them turned on you often, either it's a cool 'Turn their move back on them/Show a downside to their class' move being made in response to a poor roll or you're really trying to make it happen. In the former case, the move becomes a weird insurance to roll after screwing up a roll (you should be encouraged to embrace failures and weave them into your adventure, not take every mechanical opportunity to blot them out), and in the latter case you should already have a plan in mind that works when someone uses the mask. It seems kind of pointless as a move, all things considered.

Otherwise, I feel like some kind of clarification for how convincing the masks look up close is needed. Do you have to use He Could Be You to make a mask that doesn't make you look like you're wearing a mask, or does Man of a Thousand Faces do that for you too?
Hm. Those are some good points. I mainly thought of You Shouldn't as a potential plot thing for if someone made off with one of your masks... but it IS pretty vague in retrospect. There's nothing keeping you from putting a curse or something on, say, a guard who took your mask from you after you were arrested. What if I changed it to someone taking and then trying to USE said mask without your consent? Other options could include less penalties to the new owner of the mask and more... stuff the Masquerade could do with it?

Such as replacing the penalty with "With a bit of concentration, you can see through the eyes of your missing mask" or "You can speak through the mask's mouth." Flavorful things to play with. Of course, then there's also the idea of changing it so you can do that with any of your masks, no matter the circumstance... which could also be interesting. Hm.

As for the second point, I was thinking Man of a Thousand Faces would cover just trying to blend in and not be noticed. He Could Be You was more for if you were trying to create a mask to imitate a specific person. I could technically put in a straight roll+CHA for Thousand Faces with similar negative choices as in He Could Be You, though, to detail how well-made the masks are if that sort of clarification was needed. I was going to leave the general collection of masks to include actual mask-masks and more realistic masks that don't really look like anyone and/or are relatively obvious under close scrutiny.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Kobold posted:

What if I changed it to someone taking and then trying to USE said mask without your consent? Other options could include less penalties to the new owner of the mask and more... stuff the Masquerade could do with it?

I feel like it'd be cooler if it was just a move about doing things to your masks remotely. Making them talk, seeing/hearing through them, making their eyes light up, and so on. This way you could use the move in more circumstances while still being able to use it when they get stolen or used without your permission. Makes the move more interesting overall and doesn't even compromise your original idea.

Kobold
Jan 22, 2008

Centuries of knowledge ingrained into my brain,
and this STILL makes no sense.
Sure thing, how about something like this?

quote:

Veneer, Far, Wherever You Are...

You have gained a supernatural control over your masks to the extent you can use them even if you're not wearing them. If someone else is wearing one of your masks, roll+CHA. On a 7-9, choose one. On a 10+, choose two.

* You can see through the mask's eyes.
* You can speak through the mask.
* You can mentally speak with the wearer of the mask.
* You can affect the mask's look, such as changing its expression or making its eyes glow.
* ...

Pun title is a placeholder until I can think of something better, and ellipsis for any other additional fun things that should be added for remote mask use. Also, with that sort of thing, maybe I should bump it to 2 on 7-9, 3 on 10+? Or is it pretty balanced as is?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
I was thinking more along the lines of the mask being anywhere. Say your rich target finds a neat mask of yours and hangs it on their wall, now you have a magic camera installed in their manor!

It also doesn't seem like a thing you should make X choices on either. Either it's just a thing you can do since ultimately your mask can't take any real action, or it's a roll to see if you can make a proper connection with the mask from a distance. Choosing X is weird when you might just want to do one thing with it, or check it regularly.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Made a new weapon tag that I'm using quite a lot to describe stuff for my Brute class:

Blunt: It can break or smash bones and armour, or leave victims with internal injuries.

I think it's different enough from messy and forceful to be useful.

sentrygun posted:

I was thinking more along the lines of the mask being anywhere. Say your rich target finds a neat mask of yours and hangs it on their wall, now you have a magic camera installed in their manor!

It also doesn't seem like a thing you should make X choices on either. Either it's just a thing you can do since ultimately your mask can't take any real action, or it's a roll to see if you can make a proper connection with the mask from a distance. Choosing X is weird when you might just want to do one thing with it, or check it regularly.

I agree, rolling to see if you get a decent connection is definitely better than limited options.

EscortMission posted:

So, after a little extra tuning, I think that Beguiler might be ready for some critique.
I really like this class! I'll have critique up tomorrow, but it's looking mechanically sound already.

Kobold
Jan 22, 2008

Centuries of knowledge ingrained into my brain,
and this STILL makes no sense.
Simple enough. Changed to being usable whenever the mask isn't in your possession, and the rolls affect connection with 7-9 being "there is something off with your connection, your DM will tell you how." The list has also been identified as a list of things you are able to do with the mask once connection has been established, rather than choices to have to pick from.

I also adjusted the wording on Man of a Thousand Faces:

"You have amassed a number of masks ranging from party masks to semi-realistic masks of generic individuals, and can make use of them to help avoid detection. If there are any Outstanding Warrants out for a character wearing one of your masks, they are not recognized as long as they wear one of your masks. Any other affects of an Outstanding Warrant occur as normal."

Hopefully the clarification on the types of masks helps answer some of the questions you had, sentry?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
Semi-realistic alone is probably fine for clarifying that the masks won't really pass for a proper face unless viewed from a distance, so mentioning generic individuals is probably unneeded. It definitely clears up the confusion though, so I think you're good to go!

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



I recently bought the hardcopy+pdf combo from Indie Press, and I received the hardcopy maybe a day or two ago, but I'm not sure where or how to obtain the PDF version. Does anyone know where to get them, or should I contact IPR themselves?

Kai Tave
Jul 2, 2012
Fallen Rib
So I've got a question for gnome and/or Mikan, maybe it was answered earlier so I apologize if it was. In the Inverse World playbooks that you opened up to Kickstarter backers I noticed that the Mechanic has only six 6-10 advanced moves while all the rest are 2-5 moves. I know there isn't really any hard and fast rule to how many of each "block" of moves you make (except "you have to have a minimum of five" I suppose) but all the other playbooks have a more even distribution of advanced moves and I'm wondering why you opted to skew that for the Mechanic.

unzealous
Mar 24, 2009

Die, Die, DIE!

I see, I appreciate the insight, let me continue working on it and see what I can come up with.

To the first part it's meant to read constitution bonus+2, a significantly smaller pool, but definitely a huge oversight on my part. I see how that would absolutely screw up the rest of the class resource wise.

unzealous fucked around with this message at 03:17 on May 16, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Kai Tave posted:

So I've got a question for gnome and/or Mikan, maybe it was answered earlier so I apologize if it was. In the Inverse World playbooks that you opened up to Kickstarter backers I noticed that the Mechanic has only six 6-10 advanced moves while all the rest are 2-5 moves. I know there isn't really any hard and fast rule to how many of each "block" of moves you make (except "you have to have a minimum of five" I suppose) but all the other playbooks have a more even distribution of advanced moves and I'm wondering why you opted to skew that for the Mechanic.

Primarily, that's because half of the Mechanic's 2-5 moves are "add these to the list and then choose a new thing for your mech." A lot of advances were taken up in just improving the mech, and I don't think it would make the class more interesting to move some of them to 6-10 moves. I'd rather have all the customization available at any time. Taking those out of the picture, the split becomes something like 10/6, which is still skewed towards the bottom, but I liked all the 2-5 moves I had so.

Basically the answer is "because that's what I ended up with."

gnome7 fucked around with this message at 00:11 on May 17, 2013

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Now that a lot of people are replacing Race with Drive, I think there's room for reviving an old tradition of D&D: The Racial Class.

So basically what I'm saying is, I'm gonna write Elf, Dwarf and Halfling playbooks. Any requests?

Swim Good
Nov 9, 2012

Rulebook Heavily posted:

Now that a lot of people are replacing Race with Drive, I think there's room for reviving an old tradition of D&D: The Racial Class.

So basically what I'm saying is, I'm gonna write Elf, Dwarf and Halfling playbooks. Any requests?

If you're looking to do something a bit different, I'd like to see an Ogre Magi, Githyanki, or Ithilid playbook. They're the three custom race-classes I use for my b/x setting.

Kai Tave
Jul 2, 2012
Fallen Rib
Gith could be fun, I'll toss out another vote for that.

Also Warforged.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Earth elementals. I was thinking of ways to have an earth elemental character, and just a single race move wouldn't cut it.

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Fertile ground, then. With the Giant stuff lately, I figured DW would be open to this sort of thing. Exploration of fantasy races is one of those sadly lacking topics in fantasy gaming, usually limited to templates or a couple of +2 bonuses when there's so much potential to emphasize culture and characteristics.

I'll do those core three first and then do whatever, but maybe someone else will be inspired to do Gith or Giff or so on in the meantime. In fact, have a Mounted Combat preview for you D&D-In-Space folks.

quote:

Space Jammer

This vessel sails the invisible currents of space in order to explore distant worlds. Space Jammer can look like anything from strang sailing ships to the hollowed-out carcasses of massive insects. Welcome to the Space Jammer.

Huge, Aquatic, Flying, Space, Vehicle, Special Control, 20+ Passengers

Sailing Vessel
The ship only sails on top of water, not under it. It has sails and oars, comes with plenty of nautical-related equipment and rope, and can carry far more cargo than a beast of its size could.

Space Vessel
The Space Jammer comes with its own life support which can support its crew near indefinetly so long as it makes frequent stops in atmospheres the crew can breathe in. It has subjective gravity: Down is only down because the vessel says so, and anything tossed overboard will orbit the vessel and come up on the other side if one is not careful.

Space Jammer Throne (Pilot Move)
The Space Jammer must be piloted by a special pilot (called the Jammer) who provides the ship with direction and will. The Space Jammer’s Control stat is equal to the Jammer’s WIS or INT modifier, whichever is lower, but will never go below zero. While in the throne, the Jammer can observe everything around the vessel and feel it as if it were their own body (and thus Discern Realities as normal), and they may converse freely with anyone aboard the vessel wherever they are. (The jammer cannot actually intrude on the privacy of the cabins, or so they claim.) The Jammer may use the higher of WIS or INT rather than lower by pushing their minds and bodies to the limit, always taking at least 1d4 damage which ignores armor whenever they do something under the strain and possibly suffering other effects.

Ships, Ho! (Pilot Move)
When you Defy Danger to outsail or outmaneuver an enemy vessel, add this ship’s Control stat to your Defy Danger roll.

Get them, Lads! (Passenger Move)
When you swing on the ship’s Solar rigging to board an opposing vehicle and hack and slash up close and personal, add the ship’s Control rating to your damage roll. On a miss, in addition to the usual effects, you drop into the luminiferous æther and orbit the combat-locked vessels.

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madadric
May 18, 2008

Such a BK.

gnome7 posted:

Primarily, that's because half of the Mechanic's 2-5 moves are "add these to the list and then choose a new thing for your mech." A lot of advances were taken up in just improving the mech, and I don't think it would make the class more interesting to move some of them to 6-10 moves. I'd rather have all the customization available at any times. Taking those out of the picture, the split becomes something like 10-6, which is still skewed towards the bottom, but I liked all the 2-5 moves I had so.

Basically the answer is "because that's what I ended up with."

This really makes a lot of sense, especially since you can always go back and pick a 2-5 move if none of the 6-10 ones suit your tastes. Really, the main benifit from having the 6-10 option at all is to either more easily separate upgrade moves from their origin move, or to lock away more powerful moves behind an advancement gate (Which is a more dubious benifit). I'm not sure what would happen if you removed the distinction between 2-5 moves and 6-10 moves entirely, it might work just fine, or it could all collapse in a burning, screaming mess.

I'm always more likely to put the more fun or interesting moves into the 2-5 section though, since that's where most games start and I don't see why all the exciting stuff should be locked away as 'end-game content' Front-load the class with all the cool toys that make you want to play it, and tuck the mechanical upgrades to those cool toys up in the back.

Speaking of flaming, screaming messes, The Fool is getting closer to completion. Another move or two, Gear and other sundries, (Gear is always the last thing I write for some reason) and I'll be ready to turn it into a playbook.

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