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Messages - Superdave

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Dungeon World / Re: New Class: The Battlemind
« on: July 14, 2012, 03:31:40 PM »
Ah, I see...so Focus becomes your ability mod. If you maintain your Focus you will have a high modifier, if you start to use (or lose) your Focus you will not be as effective. Very cool.

It's a bit different design approach to some of the begining classes. I noticed this when I first saw and played the Druid (which I love, btw).

I can see a BM with good con to Defend, or good dex to Volley with thrown items like chinese stars, or good int to Spout Lore that he learned in the monastery, or good cha to be sort of a diplomat with Parley. I wonder what sort of starting gear he has? Robes, a simple weapon of some kind, maybe bandages or poultices and herbs, maybe a bag of books or a Healing potion.

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Dungeon World / Re: New Class: The Battlemind
« on: July 14, 2012, 01:17:37 PM »
I've played every class in DW (even the Druid) to at least 3rd level so I'm really excited about the new Battlemind, though I kind of like the name "Monk".

A couple of questions, though:

How doeas Serpent's Coil work? What does it mean to use Focus to Hack n Slash? Do you use your wis for that move or do you spend a Focus to just do the move with no roll needed? Same thing for Dragon's Foresight.

Also, can you change stances in combat? Can you use one to HnS, then use a different one to Defy danger, then use another one to turtle up?

If so, I really like it because you can use wis to get into your stances when you need them. You may have to spend Focus to do so, which limits you as your Focus decrerases, until you can meditate again.

And all the moves, even the ones by (not that Adam) are very cool and flavorful. This reminds me of when I first saw DW and then when I first saw the Druid. It justs makes me want to play one right now!

Great work...now bring on the Barbarian!

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Dungeon World / Re: So, The Druid
« on: June 26, 2012, 02:22:35 PM »
Now you're talking, Skinnyghost! That's what I was trying to get at. I just couldn't think of too many useful reasons to actually become a rock or a tree or some other natural inanimate object. But with this new errata, it really opens up the possibilities. Thanks.

Another move that I took was Elemental Mastery. I've used it twice (because I'm scared I might lose control and endager innocent lives). One time I conjured a mini tornado to knock back a crazy mob of villagers that was threatening my companions. I managed to retain control but I was harmed and got thrown back by the force of the wind. The second time, I conjured a flame to light something on fire and again I rolled 7-9 and retained control but got burned. I am really dreading the 6 minus roll because I dont want to lose control some day. It makes for good tension.

But I have a suggestion. It seems that even if you roll 10+ you must pick the option that lets the effect come to pass. So on a 10+ you WILL either be hurt or lose control. I think it's a bit unfair. Maybe you can add one more option such as "you can use this move again today" so that on a hit your effect comes to pass but you still may be hurt, lose control, or not be able to use the move again. It just seems wierd that on a hit you have to actually pick that the effect happens. I think it should happen, and then you pick something esle.

Thoughts?

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Dungeon World / Re: So, The Druid
« on: June 24, 2012, 02:33:06 PM »
Thanks for the replies guys...I've got plentyof inspiration now. But, I was aslo wondering what are some uses for the move. I know you can use the move to talk to those kinds of things and turn into them but what would be some practical uses? What can you actually do once you are in that form? I'm trying to think of something clever and fun to do in game. I know it will all depend on the fiction, but any ideas on how to use the move for something a little different? In combat, in particular, what would be a good use of that move?

I was actually thinking of taking the move to cast cleric spells and reflavor them to be more like druid spells. I can think of plenty uses for these in a game but we already have a cleric in the game and I dont want to step on his toes, though he said he was cool with it. The Thing-Talker move is very cool and flavorful but I'm not sure how much mileage I'll get out of it in our game.

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Dungeon World / Re: So, The Druid
« on: June 23, 2012, 11:07:31 PM »
I'm playing a 3rd level elf druid from the Emerald Isles and am looking to take Thing-Talker as my next move. I already have Elemental Mastery. What sort of cool inanimate natural things can you guys think of? I know it would work for plants, trees and rocks...but what are a few other interesting uses for this move? Does anyone have any other suggestions for a cool druid move instead of this one?Thanks.

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Dungeon World / Re: So, The Druid
« on: June 16, 2012, 06:32:37 PM »
Yeah, that sounds cool. Plus there are a few things the druid can do to have a bit more teeth in combat. You could carry a wooden shield for +1 armor, take Barkskin for +1 more armor, take the move to up your damage to 1d8 while in animal form...and so on. But you're right...it's the cool animal moves that make the class fun.

I did have a question though. If you shift into an animal with claws like a tiger and the GM says one of your moves is to rend the flesh of your enemy, then would you need to make a Hack n Slash to damage it or just use your Hold from the Shapeshifting move to just do the move and apply your damage? The way the move is written, it seems to me that you spend the hold and just make the move, no Hack n Slash roll needed.

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Dungeon World / Re: So, The Druid
« on: June 16, 2012, 12:27:15 PM »
I played a Druid last night and it was very fun. I was a young neutral elf from the Emerald Island named Spring. He was given a vision by a Druid of the Green Circle about a great unnatural evil that was plauging the land and told to find the three others who were destined to help vanquish this evil. I met up with a bard, ranger and fighter.

I like the druid moves as they really evoke a child of nature. My Tell was my wise green eyes, and they actually helped me out when I shifted into an eel to fight an evil lamprey that was attacking us because without them the fighter would have had to Defy Danger to know which one was his enemy. I used Studied Essence to study someone and reveal that they were not natural (not the way the move is supposed to work but it was for flavor), I used Spirtit Tongue to find out why some evil lampreys were attacking us, I healed the bard with my Poultices and Herbs, I shifted into a jaguar to pounce on an ogre, shited into an eagle to try to snatch the scythe out of an undead monster's hand, and shifted into a large toad to jump to saftey and use my long toungue to rescue an ally! I really got a lot of use from that one move. And the GM gave me some cool moves for the animals I chose.

Combat was a bit tough with just a spear, 1 armor, 1d6 damage and 19 hp's, especially after I lost my spear to a 7-9 Defy Danger (hard bargain). He has a decent DEX so I figured he could get a bow and be a bit of a ranged attacker and then just shift into an appropriate animal when the time comes. I'll have to have a few more fights to see how it goes.

My 2nd level move will be to take Hunter's Brother to get a move from the Ranger's class list. I will choose God Amidst the Wastes to be able to cast Cleric spells. I think if I flavor the spells properly I can evoke a druid feel to them. Magic Weapon on  my spear, Bless from the spirits of nature, Cause Fear as a fierce growl, Hold Person as entangle...

Anyway, I loved the DW druid, whiuch has always been one of my favorite clases in any rpg. Good work!

Now let's see the Barbarian, Monk, and Sorcerer! J/K!

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Dungeon World / Re: Cleric Stuff
« on: April 26, 2012, 08:29:44 PM »
I agree, currently as written it says, "your deity smiles on the target in combat."  As the source of the spell seems to be the deity, I can see how a cleric, especially one whose precept is Petition: Personal Victory, would petition his deity for a blessing and thus become the target.

But the wording could be more clear.

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Dungeon World / Re: beta 2.1 questions
« on: April 26, 2012, 06:11:44 PM »
Well I've been playing rpg's since the late 70's so I guess I do know what you mean. I understand the reason behind it. And as Sage said, it really falls on the GM's now to seed appropriate treasure in their adventures so that players can actually afford to buy the things that are in the equipment section. I know my thief is looking to get some more poisons on the black market and my paladin is saving up to get plate mail.

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Dungeon World / Re: beta 2.1 questions
« on: April 26, 2012, 05:35:31 PM »
I agree with you that the price lists are a bit wonky. We usually prefer to abstract wealth in our games so it isnt that much of an issue but I had the same reaction you did. And it seems that the prices keep going up after every revision.


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Dungeon World / Re: Cleric Stuff
« on: April 26, 2012, 05:26:12 PM »
One other thing I always had a question about...

Can a cleric heal himself of the wounds he suffered while defending his allies? It seems to me that he should be able to do this as it is clearly a trope of clerics in fiction calling upon their diety to heal them of their wounds. But the wording of the curing spells says "ally".

Is there a reason that clerics can't heal themselves?

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Dungeon World / Re: What class moves have you had trouble with?
« on: April 26, 2012, 05:05:18 PM »
I agree that the Bard has a couple of moves that still need to be looked at (Port in the Storm, Bardic Lore). This may be just because of my personal view as to what the bard "should" look like. But I do love the bard's ability to multiclass.

I don't see why the clerics and wizards can't prepare multiple spells of the same name. If they roll a 7-9 and chose to forget that one use then they still may have another use of it. They still have to abide by the limit to how many spells they can cast, and that's really the main thing. With some wizard/cleric concepts (especially at higher levels when you can have many 1st level spells) it may not make sense for a spellcaster to have a summoning spell but instead has been playing up the fact that he is more of an evoker, so he prepares 2 magic misslle spells to make sure he can "do his thing'.

I also agree that the wizard human racial move is a bit weak as there is only one summoning spell between levels 1 and 4. So really a low level human wizard only gets his racial benefit on 1 spell, Contact Spirits. Instead, why not let the player decide what "school" of magic he can apply the bonus to? I would choose evokation as I like magic missle and fireball, but another wizard would choose illusion for his invisibilty and mirror image spells. This would go a long way to introducing a bit of difference in one player's wizard versus another.

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Dungeon World / Re: Cleric Stuff
« on: April 26, 2012, 04:42:10 PM »
You're right, it could be more clear.

Maybe it could say, "Your diety smiles on you or an ally in combat".

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Well...the move states that when you deal damage you are merciless...not all the time. In the fiction, my fighter is merciless when in combat to finish off his enemies quickly. But that doesn't mean that he can't show mercy in another situation.

I just don't want there to be a point in the game where the GM tells a player he can't do a certain thing or act a certain way because that player's character took a move that may be  interpreted differently.

For example, the thief move "Cautious" when used by a chaotic thief. My alignment says I look to "leap into danger without a plan". Just because I took that move doesn't mean that I am now always "cautious"...only when dealing with traps.

So...as always...everything will follow from the fiction.

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Dungeon World / Re: Cleric Stuff
« on: April 26, 2012, 04:16:20 PM »
I've played in a few games as a cleric and seen a few other players as clerics and the Bless spell seemed fine to us. It's seems pretty clear that clerics should be able to cast thier spells on themselves. We wouldn't want to nerf the cleric too much more since their damage went down. Plus, I don't think there is anything wrong with clerics casting spells on themselves to buff themselves up...it's a classic trope, especially with battle clerics.

Maybe just make the wording a bit more clear.


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