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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.
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.