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Messages - Combathobo

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Dungeon World / Re: wizards mucking up the gears
« on: April 25, 2011, 03:09:46 PM »
There were a couple problems that came as a result of mystical puppet strings. Basically, it allows to ruin the excitement of an otherwise tense situation by allowing the player (more or less) anything he/she wants on a 10+. I know this can come at a cost, but honestly the cost in our situation was kind of forced into the mechanics to limit them.

Eventually we came to the conclusion that mystical puppet strings in this situation was too good, which led us to alter the rule slightly and make it only affect those of lower level, the problem came after that yet again, when we realized that I had still rolled a 10+ on the parley move which pretty much left the npc doing what I wanted.

One of the things we had trouble with was just how good to make parley in general. ben pretty much covered mystical puppet strings... it seems all around insanely good, and honestly if ANYTHING it shouldn't allow a parley roll to be 20 times more effective than the charm person spell. Essentially, the way it's worded, mystical puppet strings is a slightly less effective dominate spell, the difference is that it is a parley roll and 3 classes have easy access to the ability (multiclassing). While I can see a lvl 7 spell being this effect, it's hard to imagine a lvl 2 ability being the same.

My suggestion would be to get rid of mystical puppet strings and either change charm person to become a minor version of this, or just nix it all together. imo any ability that let's you pick the results of parley is entirely too good, however if you're sacrificing 3/4 of your spell book to do it, it's not so intensely good.


This leads us to the other questions about parley. How effective is parley at convincing others to do something? on a 10+ you're pretty much guaranteed to get what you want, which is ok for lower level encounters, but rolling a 10+, according to the rules, against a high dragon would take with it the same result. There's no real rules for opposing parley and, at lvl3 a character can be as good as he'll ever get at it. I don't really know how this is solveable or how other games are dealing with the parley skill, but it would be nice to get some feedback. 

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Dungeon World / Re: AP: a test-drive of the game
« on: April 21, 2011, 01:06:33 AM »
as far as fascinate goes, my last character in the game (a bard) utilized fascinate in a few fun ways that seemed both to help and hinder at the same time. To me the ability doesn't seem like it's meant to just captive your enemies so that your party can whack on them without rebuttal. On the contrary, it seems more of a pied piper type thing; follow the leader if you will. you might not necessarily let your party beat up on unsuspecting foes but you do accomplish a couple of things, one being that you draw everyone's attention toward yourself, which for anyone with an affinity for theatrics would be an amazing ability, the second is that you can potentially get yourself out of danger.

The 7-9 on fascinate is a bit vague (and while that's usually not a bad thing, in this situation I think it may be). I feel that fascinating your allies as well as your enemies is a big limitation of the move that both makes it interesting and restricts it from being entirely too effective. I LOVE the ability fascinate, but I only love it because of the fact that I fascinated my allies as well.

I think our scenario that we used is a good example of how its a help and hinderance, the scenario being that my bard used fascinate on a few creatures (of what type I don't know) that happened to be the only one's to notice it out of a group of 8 or so. This didn't give the other party members a chance to kill them (I think in our situation, if one of the party member's turned their attention to the creatures, they'd also have been caught fascinated) it did, however give me a chance to lure them away so the rest of the party was not overwhelmed. The downside came when I realised I could not fascinate them forever and at some point had to drop the song and run. When I did, the creatures attacked and killed my bard (I actually thought it was really fun, it took about 4 failed rolls for them to kill me and luring them away allowed the rest of my party the time to kill the other enemies).

long story short, in my opinion, fascinate is awesome because it is universal to player characters and npc's, the 7-9 result doesn't clarify this (whether that's intentional or unintentional) which results in the 7-9 potentially being better than a 10+. my suggestion would be to have some sort of roll (+wis?) for player characters to avoid fascination on a 7-9 (maybe even on the 10+ though I would surely say that attacking a creature should remove the fascination on them to remove chance of over powering the ability), this would make it useful or extremely dangerous if used in a fight, but almost always beneficial to the bard.

regardless, what I read so far of your sessions is very interesting. look forward to reading more in the future!


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Dungeon World / Re: thoughts after another session
« on: April 18, 2011, 05:11:52 PM »
as for the wizard ongoing -1. I think that option is amazing and extremely hindering at the same time. Truth be told, I think once you hit about lvl 3 or 4 it is a very awesome option, but before then it pretty much limits the wizard to the point where he is even less effective than he already is.

The main issue I saw with it is that at lvl 1 you basically have the option of being completely ineffective in future fights (forgetting a spell) potentially getting yourself killed (putting yourself in danger) or delaying both of those options (taking an ongoing -1). even at level 2 the selection can be fairly disastrous. at lvl 3 you get the stat increase, so the -1 is slightly less of a hinder.

Mainly what I saw in our game in regards to this is the combination of an ineffective wizard and an overly effect party combined with a lack of reward for camping. When the warrior is healing himself 10hp with health potions, not having cure light wounds isn't a big deal, when the fighter and the rogue both deal well over twice the damage that the wizard can do, damaging spells seem fairly ineffective (even fireball can be fairly ineffective depending on what you're fighting, though I didn't prove this theory yet). The combination of these things leads to a couple different scenarios; the first being that the entire party camps for the sole reason of regaining wizard spells (which, when the wizard only has 2 and neither one of them prove to be effective is really not so much an option to help the party as it is an option to give the wizards player a way of relieving boredom), the second is that the party presses on and leaves the wizard in a state of complete uselessness.

How it played out in our game was simple, I, as the wizard, chose to pretty much hide in every fight, or shoot my bow just so I could roll the dice (and gain xp) because with a -3 to my spell casting I was pretty much asking to be whacked by an enemy (which had a high percentage chance of putting me at 0 hp).

To me, until camping is more useful for everyone, the ongoing -1 is a bit harsh. I felt in our game that camping in almost any dungeon would prove to be far more risk than reward for the group in whole, being that the wizard, at the time being, is the only one to truly benefit from this. Given that, the ongoing -1 might be a better option once camping rules are revised, but for now it pretty well made my wizard useless in the party.

Also, I believe that health potions are a bit too powerful at the time being. 10hp is alot, even up to around lvl 5 it seems that health potions are the best way to heal. they heal more on average than cure light wounds and cure moderate wounds (if that is the 2d8 one can't remember). Not to say that they should be taken out of the game, just perhaps that they shouldn't be so available. Even with the sketchy encumbrance rules we're using, they are very very highly effective. Though, other opinions on this would be helpful.


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Dungeon World / Exp and such
« on: April 03, 2011, 06:36:46 PM »
I signed up for the forum specifically for this topic. It seems there's some oddities in terms of how one gets experience in this game. The big example came last session when I created a lvl 1 elf wizard.

One cleric spell gave me the ability to learn cure light wounds which turned out to be one of the most useful spells to use at this point in our campaign being that we have no healer for the group. After choosing the good alignment, we ran into a bit of a problem. It seemed that every battle I was getting anywhere from 5+ experience just because I cast cure light wounds every action. Not to say I was PGing for the exp, just that I had pretty much nothing else useful to do (having one spell memorized meant that I could either keep my party alive and be useful, or I could do other actions and let people die. obvious choice.).

The big issue is that I gained about 9 xp in a very short amount of time. Other class alignments have some amount of vagueness to what gives them exp; killing a defenseless enemy, harming an innocent person. What constitutes defenseless and what constitutes innocent. The mage's good alignement says "when you cast a spell that benefits someone else, mark xp".

Whether that is intended or not is the main issue. The main question here is how fast a character should be gaining xp from alignement/ marked stats. After that session, we kinda decided to nerf the amount of xp that I was gaining, simply because nobody else would be able to keep up and it seems a bit ridiculous for our game anyway, but I would very much appreciate some insight into how other groups are doing xp and such. Thanks!

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