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Messages - Krokus.Kraken

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Dungeon World / Re: Multiclass Dabbler
« on: October 29, 2012, 10:03:43 PM »
eth0.n, the thing that you seem to forget is that if a fighter spent months or years studying magic, perhaps is feasible to say that something has changed in him, the trials and effort in that frame of time has finally proven useful and he now is able to feats of spellcasting WITHOUT taking a the multiclass dabler move. Most likely he won't be a truly acomplished mage, but he knows the basics and can go forward from them on. I'm not trying to say that your opinion on this matter is wrong, but to take into account that there is already something system-wise that let's everybody shape their characters whatever the move they may have.

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Dungeon World / Re: How does Spell Defense work?
« on: October 03, 2012, 10:11:03 PM »
I think the first one is the correct one, it's not about you casting a new spell or having a specific spell around but more of you withdraw the energy you keep pulsing into a spell to shield you from a single attack. And even something like invisibility is not infalible, there's smell, hearing and try sliming (?) an invisible character, i don't think that a gelatinous cube cares much about what's on it's path.

3
Interesting, i'm coming from a pathfinder background too so i'd like to see how you translate some peculiar things about the way classes can be portrayed in PF. Are there any odd-classes in your group? Oracle, Witch, Alchemist, etc?

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Dungeon World / Re: "Missing" race / class combos
« on: September 11, 2012, 09:29:37 PM »
Nice! Lots of neat stuff both in here and in the blog, keep it coming :)

5
Dungeon World / Re: 2d10·b damage
« on: September 11, 2012, 02:06:34 AM »
It stands for: roll twice, take best. Same applies for 2d10·w: roll twice, take worst.
(This is knowledge adquired through the forum, it must have slipped the pre-release)

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Dungeon World / Re: New Class: The Daredevil
« on: September 11, 2012, 02:04:39 AM »
I like it a lot. It seems well constructed and it seems it would be fun to be a Daredevil, although i don't like that much more moves improving damage or giving you extra dice and the fist choice doesn't fit that well (still i love me some monk-type fighter of gracious moves and unparalleled bravado).
Nice effort :)

7
Dungeon World / Re: On gaining moves out of your class.
« on: September 05, 2012, 11:50:36 PM »
Indeed and i love that option, it leaves a world of choices for your character (mechanically speaking) that will drive who he is into new horizons :)

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Dungeon World / Re: On gaining moves out of your class.
« on: September 05, 2012, 06:32:22 AM »
Thanks! I knew i read it somewhere and it was driving me crazy forgetting where the concept came from. I think it speaks in behalf of my memory...

9
Dungeon World / On gaining moves out of your class.
« on: September 05, 2012, 01:27:48 AM »
I have the faint idea that somewhere i read that you could gain moves outside of your class. I.E.: a PC has been constantly researching arcane lore and grimoires and has made some quest in favor of a School of Magi or perhaps has been graced with the blessings of a god of magic and through it's efforts gains access to Cast a Spell and some rotes (without leveling up and learning it).
I know i can house rule it, but i'm just interested to know if anybody read something like it in earlier threads or blogs or something on those lines and could direct me to the relevant posts.

Side note: what do you think of the idea?

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