Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Glitch

Pages: [1] 2 3 ... 6
1
Dungeon World / Campaign maps?
« on: May 13, 2012, 10:35:46 AM »
I haven't played yet since the awesome new rules for developing the world map in game, but was wondering if anyone cared to share images of their maps?  It would be interesting to see how these rules have manifested during games.

2
Dungeon World / Re: AP + Comments: Back for More!
« on: May 13, 2012, 10:31:54 AM »
I had the same reservation about Defend.  Doing your Level in damage seems to make it too easy to abuse.  I considered house ruling that to half damage next time we play.

3
Dungeon World / Re: Undertake Perilous Journey - Clunky
« on: May 04, 2012, 05:55:36 PM »
I wonder if this was inspired by the Reckless Dice podcast (WFRP3) "Buried but not Forgotten" campaign.  The GM there used a similar system of assigning roles for each traveller, and in the context of that AP it worked brilliantly, and I remember being very impressed by it.  I believe the podcasters mentioned this was the GM's own invention, not something from the core WFRP3 mechanics.

4
Dungeon World / Re: Question about Outstanding Warrants
« on: April 27, 2012, 12:39:05 PM »
This one has always left me scratching my head too.  If "everyone recognizes you" then surely that includes the authorities who would surely want to enforce those warrants.

5
I always thought that the fictional trigger of the Move is described below the Name of the move.  Bend/Bars/Lift Gates for example.  The Name of the Move is evocative of old school D&D, but the fictional trigger is clearly described below the Name.

For Merciless, the fictional trigger is simply stated as "When you deal damage".  It doesn't say, "when you mercilessly deal damage".

I would have never though to include the Move's name in it's fictional trigger, until now :)

6
Dungeon World / Re: fictional positioning
« on: March 11, 2012, 05:01:52 PM »
As for pinning the goblins with arrow fire, I would use Volley.  Instead of dealing damage on a hit, I'd rule that the arrow fire was successful in preventing the goblins from advancing on the fallen character.

For swinging on a rope to knock someone off the bridge, I would use Defy Danger DX to execute the swing.  Upon success I'd have them roll Hack & Slash, success indicating that they knock them off.  This gives a good chance for the target to get an attack off against the swinging hero too.

The moves are pretty flexible and there are several feasible solutions for different situations.

7
Dungeon World / Re: Make Camp
« on: March 08, 2012, 11:46:21 AM »
I've always played it as written, no confusion.  But I did find it odd that you needed to be in a dangerous area.  Although, in a Points of Light style game you could argue that any area outside a settlement is dangerous :)

8
Dungeon World / Re: Constitution overpowered?
« on: March 01, 2012, 10:52:38 AM »
That still leaves the issue of starting HP being based mostly on CON.  Even in OD&D this wasn't the case, the "Fighting Man"'s hit dice were greater than the other classes'.

9
Dungeon World / Constitution overpowered?
« on: March 01, 2012, 09:19:46 AM »
In the thread on PC HP we came to an analogy of HP representing the level of mistakes a character can make and still survive.  I don't think this gels with the new rule establishing starting HP as Constitution score + base.  This rule implies that HP (at least at the beginning) is more representative of how physically tough you are.  I think it really should corrolate with class more, the Fighter should always have more starting HP than the Wizard, regardless of Constitution.

I'm also worried that any player with an ounce of min/maxing in them will always slot their 17 in Constitution now.  I think this is a shame, because the prior starting HP system didn't lead to this stat imbalance.

To preserve the concept of what sage communicated about what HP represents, while still retaining the desire to give starting PCs a bump to increase their survivability, I propose the following:

Your starting HP is equal to twice your class' base, plus your CON (modifier).

Here are some quick comparisons of the systems.

Beta 1.1:
Wizard (8 CON), HP=12
Fighter (8 CON), HP=15
Wizard (17 CON), HP=21
Fighter (17 CON), HP=24

Proposed revision:
Wizard (8 CON), HP=7
Fighter (8 CON), HP=13
Wizard (17 CON), HP=10
Fighter (17 CON), HP=16

In the second scheme, the Fighter always has more HP than the Wizard, reflecting the nature of what HP should represent.  It also restores CON to a more balanced stat among the others.

Thoughts?

10
Dungeon World / Re: HPs on PCs
« on: February 29, 2012, 05:40:24 PM »
>>I was talking about character HP too. Well ALL HP actually. It isn't an isolated component of the game. What exactly are HP for (mechanically) in DW? How do we manage that resource and why?How potent / overriding / important is that concept VS the narrative power of moves / attacks / GM's principles?<<

I think they are very important to many players, otherwise we wouldn't have such lively discussions about them here :)  They represent the mechanics of the game that determine when PCs roll Last Breath and when Monsters are killed.

Imagine playing a DW game without HP and damage.  The PCs and Monsters still have their cool moves, and the game(?) still proceeds along as a shared narrative, but quite a bit of the actual "game" is not there any more.

>>But for my two cents? When you level, Con bonus only increase to HP.<<

Hmmm ... CON bonus might be zero or negative ... a PC might lose HP when they gain a level.  I guess that would reflect the character's declining health as they age and get stressed out from too many crazy experiences in the dungeons :)

So, since HP and damage numbers really are important, we care about their values in the game system.  There's alot of good feedback on this thread, one of the great points was that a "weak" monster should be able to get whacked by a single hit even from the wizard.  Although I think the numbers and levels are better now, I'd be happy seeing an overall compression in the range, such that creatures at the low and high end of the spectrum are closer in terms of their numbers, rather than spread so far apart.


11
Dungeon World / Re: Defy Danger / Hack & Slash Question
« on: February 29, 2012, 10:32:29 AM »
Agree with ifryt, the players response is somewhat ambiguous and I'd ask for clarification, is he smacking the goblin or the spear.  The GM was just showing a sign of doom.  Failure to react means the spear stabs you.

12
Dungeon World / Re: HPs on PCs
« on: February 29, 2012, 08:51:42 AM »
We were talking about PC HP here, and I share the feeling that they climb at too steep a rate as characters level.  Even in D&D you have to roll your hit points and you might wind up gaining 1 hp at 2nd level. In DW you still roll, but you're guaranteed to gain "base" hp.

13
Dungeon World / Re: Dungeon World is...
« on: February 25, 2012, 02:55:14 PM »
To get a great insight into the designers' vision, listen to their interview on the Walking Eye podcast.

14
Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 25, 2012, 09:26:53 AM »
This is only the first step down the path of evil my friend ...

I'm dying to know what you rolled for :)

15
Dungeon World / Re: "The Enemy Makes An Attack Against You"
« on: February 24, 2012, 09:56:24 PM »
That was a tough spot for you as GM.  I like your instinct to put the pressure on the Thief and ask them "what do YOU do, with a slavering Ghoul descending on you with its foul breath and rotted pointed teeth?"  Rather than Hack & Slash again, the Thief might have tried to roll and slip out of the Ghoul's clutches (Defy Danger with DEX) or simply extend his arms and hold the Ghoul as far away as he could (Defy Danger with STR).  On these rolls, a 7-9 doesn't automatically cause the Ghoul to make an attack.  And it might have given the Thief some time for the Cleric or anyone in to move in and help.

I hear what you're saying about the feeling of being bullied with the Damage move.  It sucks when a Fighter rolls a 1 or 2 for damage a few times, and is consistently hit back by a walloping 8 from the Ghoul.  I think many players coming from D&D style games will find this pretty unfair, but it's easy enough to house rule having the GM roll for the monster damage.  Although this breaks the Cardinal Commandment of *W games ("The GM shalt not roll dice") it might make the players feel like there's more fair game mechanics behind the narration.

Pages: [1] 2 3 ... 6