Lemon Curdistan posted:No, fax! Don't tempt the Mikanimé! You'll doom us all! I would be all over this like you wouldn't even believe. Slayers is the best adventure.
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# ¿ Mar 28, 2013 11:18 |
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# ¿ Apr 28, 2024 08:01 |
Overemotional Robot posted:
Did one of your players actually play the Sorting Hat?
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# ¿ Apr 13, 2013 12:38 |
Rulebook Heavily posted:I'll second The Lost City, particularly for DW, and also suggest Isle of Dread. They've got factions, weird societies that are sketched thin enough to make things up about them, and fairly nice maps. Seconding Isle of Dread, especially if you can beg, borrow, or steal the updated Isle map they put in Dungeon a long time back, sometime in 3.5e.
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# ¿ Sep 5, 2013 22:47 |
PerniciousKnid posted:Does anyone have suggestions for movies/books/graphic novels to help me fill my head with ideas for future GMing? Labyrinth. Everything you need to know about an amazing dungeon crawl in a single movie.
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# ¿ Sep 19, 2013 11:34 |
PerniciousKnid posted:What's PbtA? Powered by the Apocalypse (games based on Apocalypse World)
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# ¿ Sep 29, 2013 21:06 |
RSIxidor posted:I would make the sword even simpler and take the inspiration from "The Book of Swords" series and just make it heal instead whenever it would do damage. This doesn't really capture the quirk of the blade, which was really half the point. Wayfinder Whenever you concentrate on what you seek, Wayfinder indicates the direction of the next step in getting to what you seek, and roll +WIS. *On a 10+, you're okay. On a 7-9, the GM makes a move. On a miss, the GM makes TWO moves. Like the song says, the sword of wisdom lightens loads, but adds unto their risk.
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# ¿ Sep 30, 2013 21:59 |
Thanks to Dagon, the Ninja is now a thing that is for sale.
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# ¿ Feb 3, 2014 11:16 |
The Ninja is up, so I'd appreciate it if the main post could get updated.
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# ¿ Feb 12, 2014 05:21 |
Trollhawke posted:So I finished the first draft of the Moneybag playbook after months of not bothering with it - it's in pretty rough shape at the moment, so could I possibly get some feedback to improve the class? I haven't had a lot of time to go over it, but my first impression is that "Shut your mouth and look at my wad" really ought to be named "Screw the Rules, I Have Money."
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# ¿ Apr 12, 2014 13:33 |
Evil Mastermind posted:Johnstone Metzger just released DW2: Island of Fire Mountain, and it comes with a new class: The Elementalist, who has a pretty freeform magic system. Finally, someone besides me thinks the Infinite Domains magic system is awesome and needs more use.
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# ¿ Apr 28, 2014 11:43 |
Lemon Curdistan posted:That's the default, yeah. I also like the players spouting facts more. We've definitely found that spout lore works best when it's the player spouting off, followed by a roll, and then the roll determines whether it's a good, literal, or evil genie interpreting the lore you just spouted. It's always true, it's just... maybe not true in the way that you thought or intended.
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# ¿ May 4, 2014 19:00 |
Xiahou Dun posted:I finally get to play instead of just running tomorrow, and I can not decide on a playbook. I'm my group's GM so this is probably my one chance to be a player and I want to make it count. Clock Mage is superior, but Winter Mage has the more awesome death move. Also, while you're grabbing new playbooks, don't forget The Ninja. You'll thank me every time you log someone.
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# ¿ May 17, 2014 15:03 |
I don't know who maintains the Slayer, but in the cat piss thread, someone suggested a death move for it, and the version I have, at least, doesn't have one, so I made a thing.Mr. Maltose posted:That needs to be a DW style deathmove for somebody. The Slayer should get as its death move: Dead Man's Trigger: In one last spiteful blow to your chosen enemy, your death triggers the widespread publishing of a comprehensive manual on precisely how to go about killing a monster species of your choice. It won't be immediate, but in the long run, the complete exposure of all their dirty secrets dooms them to death as a species.
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# ¿ May 22, 2014 00:17 |
Fenarisk posted:First, if you want a beefy magic user that can also stealth but do cool poo poo as well as aid the group and is well balanced just have him play The Lantern from Inverse World and take some of the shadow blade poo poo. Or the Ninja, which is basically wall to wall flipping out and killing people at range and in melee, from ahead, from behind, from above, and while walking calmly away from an explosion.
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# ¿ May 25, 2014 02:21 |
Babe Magnet posted:^^^ I like some of the options you've presented concerning expenditure of Combo Points, but you're right in that it's tough to add a variety of effects and not have the mechanic be overpowered. There's nothing whatsoever wrong with piling a bunch of options onto a single currency mechanic. Ninja, Time Mage, and Winter Mage all do exactly that, and are fun as hell and also not broken. (Mostly. Time manipulation is always pretty loving broke.)
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# ¿ May 25, 2014 15:57 |
Lemon Curdistan posted:I've finally figured out where I wanted to take the Peerless/Weaponmaster Fighter and it's mostly done (I just need to figure out something for the Soldier background): https://dl.dropboxusercontent.com/u/15337665/The%20Peerless%20Fighter.pdf Soldier: Field Repairs - When you make camp while your armor is damaged, repair X points of damage. Replace Deadly with Destructive: Reduce the target's armor by 1 until healed/repaired.
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# ¿ Jun 1, 2014 01:28 |
What was the playbook released a while back where you chose elements and what you could do with them off a list, and expanded the list as you leveled? I remember you could start with three total things, so one element and two things to do, or two elements and one thing to do, etc. Reminded me a lot of the old Infinite Domains magic system.
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# ¿ Jun 1, 2014 22:37 |
slydingdoor posted:Nah, it should be around his arm like megaman's gun. You're both wrong.
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# ¿ Nov 13, 2014 20:25 |
Astro Ambulance posted:What do you guys think of this magic item I came up with? Anything I should change? Made your thing more awesome. If they really want to spend half a dozen HP, let 'em. NinjaDebugger fucked around with this message at 15:28 on Dec 26, 2014 |
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# ¿ Dec 26, 2014 15:23 |
Handgun Phonics posted:I'll check with the DM on that one then, I'd always kind of assumed it meant... things that might normally bend, break, or fall when you stood on them, rather than things you can't actually stand on. for what it's worth, I used the same thing on the ninja playbook, and it's -definitely- intended to apply to both water and walls there. Running straight up walls, and even fighting on them, is completely awesome, and anybody who scoffs at it is actually a bad person.
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# ¿ Jun 21, 2015 22:43 |
Nemesis Of Moles posted:The Man-Made Arrow of Defiance
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# ¿ Aug 31, 2015 13:22 |
djw175 posted:Please don't play the Time Mage. Every game I've seen it in, it's done nothing but slow down play by a bunch. Dragon Mage is hella cool, though. Time Mage is fantastic as long as the player is quick and decisive. Unfortunately, that doesn't describe many gamers.
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# ¿ Jan 19, 2016 19:11 |
RandomPauI posted:I'm making a level three character. I have permission from the GM to call him a security consultant. He might get paid to tell people how to stay safe from criminals but that basically requires a lot of the same features and attributes as a criminal anyways. Replace it with the walker from Inverse World, maybe?
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# ¿ May 15, 2016 13:05 |
Brony Hunter posted:Starting a new game soon, and one of my players is requesting to play a melee class that uses illusions and trickery and "debuffs" rather than raw martial ability. Anyone got any ideas for playbooks? The only ones I know of are the Ninja and maybe the Walker or Assassin.
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# ¿ Nov 5, 2016 13:48 |
Nemesis Of Moles posted:Dungeon World's safety net for the party being stuck is actually very robust and powerful - Say that something interesting has happened, and ask the players "What Do You Do?". Don't worry about the particulars, just push the ball down the hill and let it roll This is literally a crystallizaton of the old rule of noir. Whenever you write yourself into a corner, have someone start shooting at the protagonist to get things moving again.
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# ¿ Apr 4, 2018 14:56 |
Nemesis Of Moles posted:That sheet has 5 (6?) starting moves which have stuff like "Possess the mind of another person with just a moments touch" and "Summon player-character powerful Thralls to fight for you". The spells are also wild for Level 1 stuff when you're usually at most dealing 2d4 damage as a spell caster, the warlock can summon an invincible, evil, super horse that outruns all over horses. I dunno he said he's got a Mage in the party, and that playbook is a WEE bit broke.
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# ¿ Jun 24, 2018 20:52 |
Pollyanna posted:4. megane and gnome7’s playbooks for Mage and Priest are cool and all, but they’re hard to reconcile with how I thought I’d be arbitrating the game. We have repeatedly tried to steer people away from those playbooks in this thread. Mage was later broken down into a bunch of superior and more focused playbooks like time mage and ice mage. Mage and Priest are massively broken in even slightly competent hands.
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# ¿ Jun 29, 2018 15:39 |
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# ¿ Apr 28, 2024 08:01 |
Lurdiak posted:Is that too many? One page, front and back, MAYBE two if it's got something like a spell list because dungeon world. Assuming standard business paper size.
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# ¿ Jul 5, 2019 00:05 |