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Messages - Nephandi

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Dungeon World / Re: Dungeon World on Google Hangouts. Anyone interested?
« on: September 12, 2012, 11:34:17 AM »
Thank you for the invitation, though I have my own group.  I actually have a related question.  What's your recommendation for GM aid programs, in particular something that allows everyone to share a map?

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Dungeon World / Re: prerelease comments / observations
« on: August 28, 2012, 03:31:59 AM »
The Defend move, p.54, has as one option the ability to deal damage equal to your level.  A high-level PC whose class damage is usually 1d4 or 1d6 would thereby deal considerably more damage than an average Hack and Slash or Volley.  This strikes me as an odd result, but YMMV.

The Aid or Interfere move, p.62, is rolled with "+bond."  Is this defined?  I take it as meaning that you roll with a modifier equal to the number of bonds you have currently with this person, plus the number of bonds you have resolved with this person.  Which provides another incentive to resolve bonds, although over time might make the modifier very high.

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Dungeon World / Re: prerelease comments / observations
« on: August 23, 2012, 11:59:31 PM »
"Stunned" refers to two distinct conditions, one described on p.21 and again as INT debility on p.23.  I'd want to rename INT debility as "addled" or something.

Starting on p.255 some monster stat blocks have "w" or "b" indicated in their damage.  Is this defined somewhere?

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Dungeon World / Re: Ad Hoc Monk
« on: August 19, 2012, 06:54:22 PM »
I love it!  You totally deserve the spotlight.

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Dungeon World / Ad Hoc Monk
« on: August 19, 2012, 01:41:08 PM »
Love fantasy kung fu?  Me too!  Here's how to get your dim mak pugilism in Dungeon World (from the pre-release)

Step 1: Be the Fighter!

Step 2: Take "Fists" as your Signature Weapon (warning: negotiate with your GM about what exactly this means.  Hopefully at the very least she will let you deal your full class damage with your unarmed attacks).

Step 3: When you reach 2nd level, take the Iron Hide move!

Step 4: When you reach 3rd level, take the Multiclass Dabbler move, and select the Cleric's Divine Protection!

Step 5: ???

Step 6: Profit!

What other flavors have you done up within existing classes?  Like, be a necromancer by taking the Wizard, and picking Human and Expanded Spellbook to get your favorite Cleric death spells?  Anyone got any suggestions for doing a pirate or ninja with the Thief?

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Dungeon World / Re: prerelease comments / observations
« on: August 19, 2012, 03:31:34 AM »
The Thief move Trap Expert, p.128, calls for a roll+DEX.  Which strikes me as odd, since the move allows you to perceive and determine more about the environment, which would usually call for +WIS or +INT.  I mean, I can kind of see how you could justify it as the Thief walking around and poking everything very dextrously to figure things out, but I wonder if that was intended.

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Dungeon World / Re: prerelease comments / observations
« on: August 18, 2012, 06:20:49 AM »
P.20 helpfully explains that unarmed PC's deal 1 damage.  How does this reconcile with the Fighter's option to make her signature weapon her "Fists" (p.105)?  Does the Fighter then just have a really nice set of benefits on that 1 damage?  Should this be "Gauntlets" instead of "Fists"?  Or perhaps if a Fighter takes Fists as her signature weapon, she is never actually "unarmed" and can deal full damage with her tattooed kung fu killing hands capital-F Fists.  I like that last interpretation.

The Paladin move "I am the Law," p.112, is unusual in that it succeeds on a roll of 6 or higher ("6+").  This is different from every other rolled move in the game, where marginal success requires at least a 7.  I'm thinking typo.

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Dungeon World / Re: prerelease comments / observations
« on: August 18, 2012, 05:46:04 AM »
On p.233 and p.331, instances of "who's" should be the possessive "whose."

In the description of the Lodestone Shield, p.326, it explains that to use the power of the shield you must spend hold, but does not describe how you gain hold to spend.

The effects of missing on the roll for The Ku'meh Maneuver and Other Strategems, p.325, is very unclear.  "The GM can 1 of your hold" does not make sense, and further it would seem that the consequences of failing the roll could be avoided by not giving out advice.

The Druid move Elemental Mastery, p.100, delights me.  But I want to understand it better.  What does it mean to pay "nature's price"?  If you select "retain control" but do not select "the effect you desire comes to pass," can you then simply control the spirit to cause the effect you desire?  I assume not, because if you didn't select "the effect you desire comes to pass"... it won't!  I also assume that the range of effects is limited to what elemental spirits can do, which is largely up to fiat.

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Dungeon World / Re: prerelease comments / observations
« on: August 16, 2012, 11:46:10 AM »
P.204, "it suffers loses" should be "it suffers losses."

Is it made clear in the Wizard class description that they can learn new spells in play, besides the ones they get by leveling up (and by buying the Expanded Spellbook move)?  P.214's treasure chart, entry 15 implies that they can.

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Dungeon World / Re: Share Your One Line Game Starters
« on: August 12, 2012, 11:35:23 PM »
Just one line, huh.

"Your friend went to her grandmother's house in the forest a week ago, and has not yet come back."

"As you are haggling over wine in the market one day, flaming arrows come raining out of the sky."

"A passing wisewoman mentions that you will die within the month if you do not find a way to escape your doom"

"Winter is coming, and your people have little food."

"Staggering up to you, a wounded monk hands you a signet ring and in his last breath begs you, "Please...."

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Dungeon World / Re: prerelease comments / observations
« on: August 12, 2012, 07:56:20 PM »
Thank you MrPrim, I like your interpretation of "It Goes to Eleven."  However, your definition of "takes" seems at odds with at least one other place in the rules, the "Penitent" and "Martyr" moves for the Cleric.  There, it is fairly clear that the Cleric must "take +1d4 damage," meaning that the Cleric actually suffers 1d4 hit points more damage than he would normally, not that he would deal 1d4 damage than he would normally.

Certainly the use of "ongoing" in the description of "It Goes to Eleven" makes your interpretation the sensible one.  But "take" appears to be inconsistently used.  Where in the text do you find the specific Dungeon World definition of "take"?

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Dungeon World / Re: prerelease comments / observations
« on: August 12, 2012, 06:30:28 PM »
I was convinced to join the kickstarter by the promotional efforts of The Bear Swarm and John Wick.  This prerelease is my first look at the rules.  I am loving it so far, though I am still only about halfway through.

I have noticed some unclear things and some errors, so I'll chime in...

P.65, first line, "...he knows he lives on borrowed him."

P.66, "It effects what moves you can make" where "affects" would be more appropriate.  Ditto on p. 139 "effected as usual".  p.144 "effects the illusory image", and "capable of sleeping are effected."

Some of the multiclass moves are unclear, particularly in the Druid's case ("Hunter's Brother" and "Stalker's Sister").  Is the Druid limited to the starting Ranger moves, or can the Druid select Advanced Ranger moves?  If the latter, does the Druid select from the Advanced Ranger moves as if he were one level lower than his actual level?

More an observation than a criticism, but the Ranger move "God Amidst the Wastes" and the Paladin's "Divine Favor" are explicitly weaker the later in the game they are chosen.  Contrast the description in the Fighter's "Multiclass Dabbler" move, when a Fighter picks wizardly or clerical spellcasting.

The Bard move "It Goes to Eleven" is hard to interpret.  The 10+ effect seems like it could be tactically useful to use on either allies or enemies.  However the written consequence for rolling a 7-9 "but then takes +1d4 damage ongoing as the music invigorates it" is extremely unclear.  Who is being invigorated, and taking more damage because of this invigoration?  If this means your enemies are taking more damage, why is rolling in the 7-9 range a more desirable outcome than rolling higher? 

I know nitpicks make me sound like I'm pissing on a hot fudge sundae, but honestly: holy damn do I want to run or play in this game.

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