Barf Forth Apocalyptica
powered by the apocalypse => Dungeon World => Topic started by: Max on March 23, 2013, 04:56:01 PM
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Does the game still award XP for failing?
I've heard it tends to make character improvement too rapid
Thanks
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Yes, you still get XP for failing but I've found the advancement to be just right. You could always increase the number of XP required to level if you thought things were going too fast...
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Thanks for the heads up
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Yeah marshall is right, the best dial to turn is the number of XP per level. Having XP on a miss is such a great feature of heroic adventure!
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You could also import the singleton rule from Monsterhearts, modified -- only one XP from a miss per scene. (But I wouldn't.)
You could also change the end of session move to give multiple experience for each question answered, along with extra experience from alignment, and that would make misses worth less comparatively. Then, just change how much experience per level you want. Just another possibility.
But again -- getting the majority of your experience from missing is, in my estimation, really cool.
Give it a shot once before totally dismissing it, I would posit.
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Too rapid for what? There aren't any level milestones in DW that you need to hit, or treasure / monsters / challenges to stat up for level-appropriateness.
I can't think of any reason why leveling quickly would cause a problem in DW.
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You hit level 11 and must resign your character. QQ
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yeah, at a 143 total. Pretty huge. But you can also just change class, keeping the most important moves of your character.
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Character retirement isn't a problem, it's an opportunity.
Unless you think you should play the same character forever. But who thinks that? Probably the same people who think character death is a disaster.
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*holds head in hands in agony* 'but. there. is. just. too. many. moves. Arrrrrrgh! :)
Seriously, character development is wondrous and the unique mesh of group story, narrative tags and personalisation of what the moves actually are to each player make each advance after telling stories around the camp/tavern/guild fireplace, heck each XP is worth exploring fictionally and creating canon for your group's Dungeon World.
'So, what did you learn from that, and what does it mean now?'. Gold.
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Well, if you like high-powered play, you could keep leveling up 'til you hit 20th level.
After all, each class has 20 advanced moves to choose from, so why stop at 10th level, if roleplaying demi-god PCs is your thing ? ;-)
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I don't think a 20th level DW character could ever be classified as a demigod. Or maybe it can?
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Character retirement isn't a problem, it's an opportunity.
Unless you think you should play the same character forever. But who thinks that? Probably the same people who think character death is a disaster.
There's a world of difference between playing the same character forever and not having had time to really get into your character because he's improving too fast.
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There are loads of things to do with a topped out level 10 character, though. Just because they aren't going to be getting any more moves from experience doesn't mean they're done. Just means you have to work through different, descriptive avenues to gain potency. Your level 10 fighter wants to gain her some spell castin'? I might just know a demigod of magic that can help with that, for a price. And I know a mad artificer who, rumour has it, can graft demon parts to you, and those demon bits have all sorts of power left in 'em, and almost nobody talks about dark urges or evil voices in their heads afterward.
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There are loads of things to do with a topped out level 10 character, though. Just because they aren't going to be getting any more moves from experience doesn't mean they're done. Just means you have to work through different, descriptive avenues to gain potency. Your level 10 fighter wants to gain her some spell castin'? I might just know a demigod of magic that can help with that, for a price. And I know a mad artificer who, rumour has it, can graft demon parts to you, and those demon bits have all sorts of power left in 'em, and almost nobody talks about dark urges or evil voices in their heads afterward.
True, good examples
I thought you could still gain Moves after 10th level?
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Don't forget there is a whole wealth of custom moves potential in the 13+ result... Each new advance or 'level' could unlock say 1, 2 or 3? existing moves at this superheroic level.
Use the AW advanced fuckery chapter and knock yourself out. This could apply to both basic and playbook moves.
For instance:
Hack 'n Slash: When you attack an enemy in melee, roll+Str. On a 13+ you deal your damage +1D6 to the enemy and avoid their attack. On your option you can deliver your maximum possible damage to your opponent but expose yourself to the enemy's attack. On a 10-12 you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.