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Messages - wombatkombat

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Dungeon World / Re: Probabilities and Balance
« on: May 19, 2011, 03:44:37 AM »
All of that fiction is nice in theory but doing it every time for every attack every round every monster it's quite boring.  On top of that you are requiring everyone to be able to fancy stories behind every attack; regardless of the player's ability to think of something fancy that just means "i stab it."  I think this sort of thing is for exalted where you're rewarded for doing it, not limited to doing it to please the GM or be punished. 

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Dungeon World / Re: Probabilities and Balance
« on: May 18, 2011, 05:40:30 PM »
I want to point out that in our most recent set of combats I (the thief) was rendered useless via a series of follies and circumstances.  I'm not complaining at all but it was a way to reduce that party's effectiveness and still keep in the fiction.  Though, I nearly accidentally got out of the mummy's curse with a halfling snack unknowingly.  Even if I had I still would have been equally useless vs the big baddy since I had no inscribed weapon to fight with. 

We have no cleric and I was cursed (i guess) and I couldn't heal the damage it did to me.  Which was 20 of my 27hp.  So I had to wait until we got back to town to be healed up.  After this we had a huge battle with gnoll type men followed by the big scary bat lady.  This was all in a dream world where nothing was real.  While the other three were unaffected in they styles (for the most part) this knocked out 1/4 of the party.  Unless I wanted to risk dying on a flubbed roll trying to give someone a +1 on something.

There are ways around hurting the party and you've done them.

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Dungeon World / Re: Sleep in battle
« on: May 10, 2011, 06:12:25 PM »
the sleep spell can already sleep multiple people.

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Dungeon World / Re: use devide and human bards
« on: May 10, 2011, 02:25:37 PM »
but I wanted to eat hard tack :(

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Dungeon World / Re: Dual Wield with New Damage
« on: May 10, 2011, 02:24:40 PM »
while upping damage from d4 to d6 is nice it is boring.  I'd rather something magical happen beyond a higher die.  maybe a gorilla pops out angry at everyone.

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Dungeon World / Sleep in battle
« on: May 10, 2011, 01:12:25 PM »
How asleep is a "light sleep"?  If I stab a guy in the middle of combat w/ the sleep poison do they sleep instantly, and if so for how long? 

How does hitting a group with sleep work?  Or any poison for that matter. 

We also had some argument about Daze.  If done in battle how long would it last?  If it is a monster that is being attacked will Daze just not take effect?  I can see it being good for crowd control on a single monster, but it seems pointless (perhaps purposely so) to do it on the monster the warrior is in combat with.

-side note-  Rapiers are still weight 2 (more than a spear).  They're known for being dainty swords.

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Dungeon World / Re: Adventuring Gear
« on: May 08, 2011, 11:35:14 PM »
thief dont have to worry about that conflict.  they can't pull an item from anywhere but their pockets.

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Dungeon World / Re: Dagger-thief
« on: May 04, 2011, 04:09:38 PM »
i like to imagine a sumo jumping off a building holding a dagger out would cause a lot of trauma... though that's true whether or not you're the one being landed on.

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Dungeon World / Re: Dagger-thief
« on: May 03, 2011, 02:11:28 AM »
Keep in mind with this reply that I got out of D&D before Lud's comment made sense.

I am all for breaking people's expectations of what they feel "should be."  That being said if someone wants to use daggers let them know that they are in fact daggers.  You're going to have to slice really hard to bust a table in half compared to a great sword.  I'm not sure if it is the same but beyond giving an enemy a pin prick they can use aid to help the fighter beyond the backstab, if you get one.  For something like this I think allowing poison to be applied mid battle shouldn't be too hindering to the world.  If someone choses to use daggers they are saying "I don't want to deal damage," so why not let them be able to hinder mid fight with something  beyond aid.

I agree that loading up dex into a good stat for thieves can be rough, but keep in mind thieves are almost forced to have bad mental stats now if they are going to be meleeing.  If a thief goes for str instead of dex they lose defy danger but they dont lose anything by losing ranged attacks.  They sacrafice defy danger for being able to loot and search or being able to tell what something is or being able to charm someone.

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Dungeon World / Re: Thoughts on the Gamma
« on: May 03, 2011, 01:48:24 AM »
As it is Tricky seems to be, in most dire situations, common sense.  I personally know very little about poison, but I do know how to rub oil on something without getting messy or how to put salt on food (poisoning food).  To me having a move for thief worded in this way makes anyone who doesn't have the ability in these situations a spaz among idiots. Something like knowing your poison must be ingested, because you created it, so when you're alone and have time to think you rub said poison on a candle to make sure they eat it; assuming you didn't take this move.  This being said using poison in any regard without poisoner should be done at high risk.

I will say this.  A move titled Tricky has big implications that it is something that I want to get every time.  However, the move as it is now is borderline tricky at best.  I do agree that sneaking into somewhere and poisoning food (something I did already in our game) can be entertaining/effective but perhaps doesn't require it's own move.  Something called Tricky sounds fancy and should be clever.

I say this full aware that changes are still in the works and space cut a lot out, however, I want to give my perspective as the thief of the group.  I think rangers could do their "called shot" even if someone knew they were there, while thieves can only do it before the battle.  I think this is a big enough difference that you wouldn't take the shine off of rangers.  Rangers are more than bow fighters.  They can track, dual wield, hide, and a ton of emphasis on animal companions and favored enemies. 

Currently, from just what's there now, a thief can be a thug (Forcing high str, dex, and con so you can backstab, perhaps sneak around, and not die when you will fail) or a merchant type know their way around wares.  While i'm full aware that both of those archetypes can be thieves one is a dumb brute and the other something I don't want to deal with in real life (let alone fantasy).  If this is a thief in this game then perhaps thief isn't for me here. 

Last rule set a thief could also start getting better than anyone with magic items.  I only bring this up again because it fit my stats as I felt out the system and allowed me to find a niche in the group.  I wasn't the big damage dealer (1/4 - 1/5 the warrior and now 1/3 - 1/4) I couldn't heal, buff or cast spells.  I was comic relief and a passive safety net vs traps.  I felt I had to take poisoner because at the time only one of us could do damage; granted it was due to the choices of the players, but a fact none the less.  Getting into magic items was a good alternate route that allows for being mischievous yet still useful to the group and a whole lot less boring than "let me know when I step on a trap" as my main deal.

I just noticed that thieves couldn't hide, thought it was put under dex until I saw that rangers could so now thieves, the stealthy people who backstab, aren't good at hiding or are as subtle as a warrior. 

I would like to bring up a system related note I've seen for a while.  With Evasion.  I love it with the exception that I will never have dex marked as a thief so I remove one of my possible ways to gain xp.  I really think a thief needs this as to not become a smear on the wall, especially those poor folk who melee. 

Our campaign doesn't lend to it but I do want to note that the move heist is awesome.  Probably my favorite of all moves of any class because of what it allows the group to start doing.  I may never use it, but with the updated list of moves I'll probably end up with this one with the off chance i get to use it once ever.  Except perhaps escape route. 

My thoughts are a bit scattered, even when I write, and I tend to over exaggerate to make a point but I hope mine isn't lost in what's above.  I also tend to not post about what I think is good.  Take it in the vein that I like what I don't talk about.

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Dungeon World / Re: defensive roll
« on: May 02, 2011, 03:38:35 AM »
Along this vein I wasn't sure if there was anything for magic item creation.  I play a thief focused on magic item use and it'd be cool if I could make them instead of only the mages having this ability (as per most games).  I also don't mean I can make a wand of fireball (that'd be a wizard thing), but more like a magical boomerang that when thrown scoops off all hats in the room, or glasses that dont force me to 100% always have to have a torch saying "here i come every bad guy ever" and I could sneak while in dark areas.  Though once i get that we'll never see any underground only baddies ever again... I'd still want it.  The point being that perhaps the types of items a thief could create would be different of what a wizard can do (perhaps a scroll could get around it or team work) but alone magic items couldn't be made with spells attached.


Also, if it happens I'd be willing to share any magic items I create with the group to make sure they aren't OP/UP and if good could be used by more than just me.

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Dungeon World / defensive roll / magic item crafting
« on: May 02, 2011, 03:29:32 AM »
I want to apologize if this has been answered, since I only check on occasion because others are more proactive.  

Can you explain what defensive roll for thief means?  as I understand avoiding something means taking no damage, but I may be too tired to realize the important angle.  

Thanks

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