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Question: Should players restock gear automatically restock their gear at the beginning of a play session, as long as there's a bit of downtime between adventures?
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# ¿ Mar 25, 2013 05:23 |
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# ¿ Apr 26, 2024 11:05 |
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My ranger went WILD over a set of armor that's equivalent to default, but is always fashionable. The thief stole something for (a necklace of become-a-minotaur) that ended up to creating a month long antagonist. What isn't cool they'll sell.
Golden Bee fucked around with this message at 08:21 on Mar 25, 2013 |
# ¿ Mar 25, 2013 08:14 |
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They're suggestions, absolutely. You can play a wizard with buzzcut hair and a swole body, or an archer with Hungry Eyes*. *Although they'd get Detect: Magic (between you and I).
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# ¿ Mar 26, 2013 01:01 |
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One thing that's different about Dungeon World is the lack of enemy's turn. Your enemies NEED to use dangerous tactics - poison, dogpiling, hostage taking - or they're a snack. Especially if your players can freeze or burn them.
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# ¿ Mar 26, 2013 20:48 |
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It's Lemon's class. If you want to give it Multiclass dabbler, that's fine, but this thread has been 30% "you didn't put a move in there, how dare you?" / "I didn't think it'd fit."
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# ¿ Mar 26, 2013 21:31 |
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For on-the-fly animal moves, I like: -What the player wants to do -Another cool thing -Something less useful, but thematic. Eagle: Swoop and squawk Eat Prey Regurgitate for young.
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# ¿ Mar 27, 2013 17:08 |
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I played an open-box, level 1 encounter with Pathfinder. The only thing I remember was my character had tons and tons of buckles on her outfit, and she wore the crown of the goblin king as a little tiara. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ¿ Mar 28, 2013 17:43 |
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Those moves are really cool! The orc paladin one seems the weakest, though. +1 Armor won't help you until you're hit...it should help you until you take damage. That way, if I go up to 4 armor and an archer hits me for 4 damage my power continues. That seems balanced. (Otherwise, the power is a single temp hitpoint).
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# ¿ Mar 31, 2013 15:41 |
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If the fighter's abusing Battle Instincts, then it's time to have him fight unworthy foes. Have him fight a dragon's fire storm or a muskateer's insults. And he can't just retrigger the move...it activates on your turn.
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# ¿ Apr 9, 2013 19:59 |
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For the Zealot, why are the weapons a fine bow and a rapier? It should be a cruel blade of some kind. Also, this isn't significantly different or better than a Paladin with a relevant quest. In fact, with the 1d10 hit die, it's worse. The first starting move only lets you get out of trouble that you create; unless you're creating an Inquisitional party in a civic campaign, you wouldn't get to use it very much. I'm also interested in the fact your class has an advance move making you immune to death. That'd be ridiculously overpowered. Why the zealot and not a cleric or a paladin?
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# ¿ Apr 9, 2013 22:18 |
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1. The "you kill your horse through exhaustion" mount move is a bit specific (and sets a campaign world where horses are routinely ridden to death.) Perhaps "your mount must recover, and can't be ridden for days?") 2. The adventures of Finnegan and Anagram are hilarious. They could go in the Best/Worst game experiences thread if you'd like, but they're utterly dungeon-worldly. I'm jealous, what a dungeon! They really got into trouble, and it snowballed terrifically.
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# ¿ Apr 12, 2013 23:47 |
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Tolly, your cc violates a rule...you have 10+ as a bad result, and 6- as a good one.
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# ¿ Apr 13, 2013 02:41 |
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Today, my players will be attending a huge festival (the new Duke they accidentally helped appoint is gung-ho for war). Can someone help me craft a move? I need to represent a foxhunt. The trick is, one person from each 'party' will be on foot, representing the wood-dwelling traitorous orcs.
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# ¿ Apr 14, 2013 19:03 |
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The Improved-Improved Fighter is loving fantastic. I'm gonna print it up and recommend it to my guest-star player on Saturday.
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# ¿ Apr 17, 2013 21:02 |
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Tollymain posted:Yo, can I get some feedback on my playbook I've been working on the past few days? Good, bad, utter poo poo? Things that need fixing, things that should be cut, things that simply Should Not Be? Gear: "Nondescript garb" is anathema. "Broken shackles" is visually arresting; you can see what this fella looks like. I see how it fits procedurely, but the alignment "avoid being imprisoned/captured" would be annoying for a DM. Either I add monsters who are slavers, or I create a "you're imprisoned!" slot that the player is hell bent on opposing. The tone is off; sentences like quote:or weird lobe-y deals on your head, or something. "You can always find leverage when parlaying with captors" is an odd duck of a move, as well. If my character doesn't want to negotiate with his captors (or only sees them every few sessions as the DM shifts the spotlight), that starting move does very little. Things like "take +1 forward when you're caught in the middle of the party and your keepers" is either not very useful, or immensely useful depending on how often it's triggered. Some sessions you could use it on 80% of rolls; some sessions, never. There's a good class in here, Tolly, but it might just be a Compendium one.
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# ¿ Apr 17, 2013 23:57 |
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You don't gain multiple actions in DW. (Otherwise, you'd increase your chance of loving up/exchanging damage, making a dual wielding person much quicker to die). If one of my players wanted to explicitly dual wield, I'd do something like this: *+1d2 damage, *Can't use free hand or shields. Then, you put'em in situations where an extra d2 damage will help them kill things, and other situations where holding a torch offhand would be super helpful.
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# ¿ Apr 18, 2013 19:41 |
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I love The Fae. I mean, shooting wasps? Awesome. But the Brownie race doesn't have any mechanical benefit, and it's unclear exactly what you can do with a curse. Also, Bacchanalia is a sucker's choice. If I choose 1 of 3, I'm guaranteeing that I either: *Spend a boon to gain no benefit, other than saving 100 coins; *I gain a benefit, but people are lost to the fae realm (and the party dislikes me). Why would I want to spend my 1 boon on other fae causing harmless pranks? If I wanted to, say, bewitch the Grand Marquis's banquet, having people lost to the other world may entice me, but I don't see a situation where harmless pranks would be particularly useful. And if they were, I'd just do them myself and gain 1-boon. Golden Bee fucked around with this message at 21:32 on Apr 18, 2013 |
# ¿ Apr 18, 2013 21:28 |
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Yeah. You should get the OPTION to lose people to the Fae Dimension. It's not a bug, it's a feature. This might as well be my catchphrase, but man, The Walker is a class I'm rarin' to play. If people want to playtest new classes tonight next week on IRC, I'll be glad to GM.
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# ¿ Apr 18, 2013 23:55 |
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For a full class Giant, here are a few archetypes to consider: *The rugged keeper of giant beasts *The thoughtful man outside of society *The oaf who's an evolutionary throwback *The legendary figure with a fearful appetite.
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# ¿ Apr 23, 2013 19:25 |
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Everything Counts posted:I'll be starting up a DW game this week for my group and I've been poking around the two threads here for ideas and help. I noticed Gnome7's "improved/alternate" base classes in the OP and was thinking about picking them up, but I was wondering if anyone could explain them to me. (Gnome7 would be the obvious choice but anyone's commentary would be welcome.) I'm just curious as to the reasons behind them--what was broken that they are fixing? With a group that's new to DW would it be best to stick with the playbooks as presented, or will these newer versions be better? Thanks! They usually give more utility. The fighter now controls combat better; the bard can be more knowledgeable and help shape the world. I'd recommend them; they're not overpowered, they're just more focused at what they're designed to do. Edit: I prefer the Mage to the Wizard (I find it annoying when people look through their spell lists instead of coming up with something), but a lot of the mage schools are difficult to adjudicate. Allowing someone access to the Time school in particular can get loving crazy. [My pet theory is that if a setting has time travel, it should be the ONLY main magic or super power. It's almost never incidental because it's literally control over casuality.]
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# ¿ Apr 23, 2013 21:08 |
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It should tie into the session. There's no point having a vow to defeat the Dread emperor Gorthax if you're spending an evening in the Cavern of Trials. Only make the quest irrelevant when you'd do that for other characters; putting a wizard in an anti-magic zone, or the bard in a harsh dread library.
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# ¿ Apr 24, 2013 00:30 |
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I love the weapon/armor brothers. It's a classic use of that kind of gag (which was done TRIPLY in Duck Soup, with two imposters and one real guy).
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# ¿ Apr 25, 2013 02:15 |
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Androc posted:Also, I hope you guys liked the Cursed Knight, because I sure did and I'm working on a new base class:
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# ¿ Apr 26, 2013 21:45 |
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I'm daydreaming of a class (or compendium) based on the foolish, out-of-their-element hero. Things I'd like under that auspice: *Pastoral solutions to problems *Bumbling luck *Being found important by Important People *Ingratiating Is this something someone would be interested in, and does it fill a niche? I feel like we've gotten to filling archetypes more than party roles, so this would be the opposite of the Dashing Hero, Artificer, and the Hardened Convict. Human Names: Earnest, Dave, Freddy, Barry, Fiona, Tim, Bo, Luke, Kenneth. The problem is, most of those characters evolve out of it.
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# ¿ Apr 27, 2013 01:51 |
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Anyone have a way to give the thief more options? My player mostly defies danger with dex and does earth shattering backstabs. He always comes up with social solutions, but it's hard to challenge him creatively in combat.
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# ¿ Apr 29, 2013 03:01 |
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It's the Aquaman conundrum, but much worse. When Aquaman isn't near water, he's still a buff superhuman telepath king. But stories with Aquaman ought to feature some amount of swimming and animal-handling, or he's less-than-optimal. When a Giant needs to be in a hut, he just can't get in that hut. His power is Big.
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# ¿ Apr 29, 2013 09:06 |
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What would the drawbacks be? Dungeon world is brutal; what if the fire elemental just isn't swayed by divine intervention?
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# ¿ May 4, 2013 09:19 |
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I always saw Dungeon World as a harsh place, so if your group is fine with a child-prodigy taking debilities and facing the black gates of death, then I'd do a move like this: When You Pray for Direct Intercession When you pray to your deity with a pure soul, roll +Grace. On a 10+, roll class damage; your deity has interfered directly. On a 7-9, use 1 grace, and roll class damage. The intercession is muddled and puts you in a spot. On a 6-, use 1 grace and your deity is testing you. You cannot Pray until you've shown you show you can survive without it. Gain 1 Grace: *When you give mercy against your best interest; *When you assume the best about a stranger *When you lecture someone much more experienced than you.
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# ¿ May 4, 2013 21:17 |
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The Chief is awesome. The Boss would work great, perhaps in my group, the masks variant, or Monster of the Week.
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# ¿ May 6, 2013 19:22 |
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KillerQueen posted:The moral of the story is that the Fighter could be a lot better. If only someone improved it.
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# ¿ May 6, 2013 20:10 |
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Lemon Curdistan posted:Logical is a really bad move, just as a reminder. It's a stat switch that essentially always triggers. Not in highly spiritual, magical, or just-plain-confusing places. Some things are just beyond comprehension.
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# ¿ May 9, 2013 23:27 |
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Not all enemies CAN be intimidated/use weapons, though! Consider: A dragon's flame, an ooze's protoplasm, A trap, A fear god who attacks your soul.
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# ¿ May 11, 2013 23:25 |
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Kurieg posted:You Wouldn't Like Me When I'm Angry The Improved Fighter can already use strength to parley, as a 2-5 move.
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# ¿ May 12, 2013 04:43 |
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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 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).
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# ¿ May 14, 2013 08:18 |
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Rulebook Heavily posted:Me and Lemon Curdistan argued a bunch about The Elf but it's totally ready now, just for you guys. 1. Morningwood? Really? 2. Elfshot in auto kill against most foes, since in Dungeon World you don't do damage against helpless foes (you kill them). The great majority of enemies this would work on would be dead, and it's a 2-5 move. 3. Combining this with Silent But Deadly (which is a term that means farts) means that most of the time, the party is a hindrance. With your elf-magic, you can be invisible until you attack again, as long as you'd like.
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# ¿ May 18, 2013 22:30 |
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I sometimes have a hard time coming up with questions for my players (after 12 sessions, I figure I've asked a minimum of 66!) If you want more, the Smallville Roleplaying Game has tons and tons of questions in its character generation system. Things like "Is there Anything that can stand in your way?" or "If your sister was being threatened by an ex-boyfriend, would you make him disappear?"
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# ¿ May 19, 2013 08:22 |
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MagnesiumB posted:Has anyone done a playbook for something like the Honor-Bound Warrior? I was thinking of something that would replicate characters like Samurai, Chivalrous Knights, etc. I saw wrl's Knight-in-progress but it seems to have a focus on the traditional European Knight with its mount and everything and I was kind of looking for something a bit more general in regards to the archetype. I've never made a playbook before but if this a niche that hasn't already been filled I might try my hand at it. It's the Paladin! Give them a mount move (perhaps in exchange for Lay on Hands) and you're all the way there.
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# ¿ May 19, 2013 21:16 |
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Letting the Ranger be the cleric worked for my group. Otherwise nobody wants to be the healer (and sometimes that's OK).
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# ¿ May 23, 2013 02:26 |
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I don't find the mage overpowered at all, because in Dungeon World, you can hit the mage. My party's mage is an astrologer elf who worships the stars and commands the weather. Even though she's level 6, she almost died last session when a dude in platemail grabbed her and gave her a solid headbutt. Mages in DW don't have wards, contingencies, miss percentages and summons. They have their wits, their books and their spells. (And if your players are like mine, they'll forget to use their books. If you're making an equipment page that has books, explain what they do or your players will use'em as monster bait).
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# ¿ May 29, 2013 09:03 |
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# ¿ Apr 26, 2024 11:05 |
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Those bonds are odd; you can't develop half of those without dying (and in DW, dying is serious business)
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# ¿ May 29, 2013 19:05 |