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 - Rino

Pages: [1] 2
1
Dungeon World / Re: Quick Questions
« on: October 24, 2012, 10:06:07 AM »
The way it's supposed to work is that the animal is acting instinctively, and making it easier to mess with you.  It is supposed to add to the roll of the person Interfering with you.

FIXING IT.

Ok so your Companion's flaw will be shown only when someone wants to mess with you AND that person is a player?
Uhm.. I really don't like this feature, Cleric and Paladin have more bounds and the GM can put them in a spot with ease, while with this fix you cannot use the Ranger's Companion to do so.

2
Dungeon World / Re: Lay on Hands
« on: October 16, 2012, 04:04:26 AM »
So you are sayin that I should give +1s whenever I want (I don't like this) or that generally speaking every power needs some description in game?

Yeah, I wrote the Paladin's Sigil because I hate the "just take this HUGE power from this class" feature.

I'm also writing 2 new Ranger powers.
One is called "Broken Bran" (huge Game of Thrones fan) and allows you to... eh, what the heck, I'm writing it down.

Broken Bran
Whenever you focus on your pet, close your eyes and calmly breathe, you can meld your vision, taste, smell and hearing with your animal companion.
In this state you feel what it feels. If your animal companion finds a prey or some food, you can avoid spending a ration when required. Just ignore it.


The second power is an advanced one, and allows you and your animal companion to be unstoppable (via restriction with traps, ropes, nets, charm, sleep, hold person and whatnot) , swap instantly place with your animal companion and even meld into a single and brutal hybrid form, merging your spirit and body.

It's basically a Wis roll (Cos seems unfair) with some holds (3 on 10, 1 on 7-9).
Spend 2 to transform, 1 for neat tricks.

Is any of the authors interested in this silly silly stuff?
What are their nicknames? Can I have their emails?

Thanks a lot in any case.
-Andrew, from Janus Design

3
Dungeon World / Re: Lay on Hands
« on: October 15, 2012, 07:17:27 PM »
you are 100% right.
I'm just afraid, you know, because too many times the answers I get about powers and colour are "yeah, so do I get any +1 from this power or what?"


4
Dungeon World / Re: Lay on Hands
« on: October 15, 2012, 11:55:50 AM »
Wow.

So, what about this custom Rote I wrote for the paladin taking Divine Favor:

You don't get Cleric's rote.
Instead you get "Paladin's Sigil".
You can lay your own symbol on any solid surface, touching that surface and concentrating for a second.
Your symbol can glow with a pale light, you can consacrate food and water with that, and if you apply that on a dead body no ghost or zombie will rise from that body.
Applied to an undead, you will force the undead to reveal itself (maybe a zombie could be non clearly an undead, or a ghost could manifest itself as a proper human being).
Anyone praying your god near one of your symbols can make them glow (usefull for instance to mark a secret path in a forest or dungeon).


5
Dungeon World / Re: Lay on Hands
« on: October 15, 2012, 11:06:02 AM »
WOW.
Consuming resources is really a HARD move!

6
Dungeon World / Lay on Hands
« on: October 15, 2012, 10:26:39 AM »
Hi everybody, I need some clarifications about Paladin's moves.

First of all: if a Paladin fails his Lay on Hands, can he just retry a second later?
And what if he is an Hospitalier? Does he takes 1d8 additional damage as well? What if he heals and rolls 7-9 ?

Thanks

7
Dungeon World / Re: Ranger - ammo and moves
« on: October 14, 2012, 10:53:18 PM »
First of all, hi dear Ranger of our campaign! Glad you joined this nice forum!

1- I guess 1 weight, because a bundle of arrows could weight as much as a sword, not a lot more. I also think that the equipment list is more up to date.
But I still have to ask Sage La Torra for the new pdf, and I cannot get in touch with him...

2- You can hunt and track if you have something to follow.
You could ask local animals for a hidden thingy so your wolf can smell it, maybe there is a blood trail somewhere, but only an owl saw it!

and as in question #3, abilities like this do not avoid the dice roll (I mean, if you could avoid that roll you sometimes could avoid it even without this power up) but instead let you roll when it's normally impossible.

But again, it all depends on the fiction you create when you use them.

8
Dungeon World / Re: New Bonds
« on: October 10, 2012, 08:49:38 PM »
Wow, sorry if I'm not adding anything to the discussion.. But this game is amazing and fun, I can't wait for the final release!

9
Dungeon World / Re: New Bonds
« on: October 10, 2012, 06:43:05 AM »
I was actually thinking about personal quests that are aspects of the main front.
For instance someone could be interested in avenging the victims of a serial killer, while the main front could be stopping the killer himself.. so what could be "vengeance"? LET'S FIND OUT AND PLAY! :)


10
Dungeon World / Re: Highest starting stat at 16?
« on: October 09, 2012, 09:24:07 PM »
well, wow. I'll try to mail them tomorrow!

11
Dungeon World / Re: New Bonds
« on: October 09, 2012, 09:23:22 PM »
Well, I like the fact that you think this is cool.
I personally think that this method can lead to focused stories,
with strong drive. And this is cool, because PCs must always run from a front to another.

12
Dungeon World / Re: Highest starting stat at 16?
« on: October 09, 2012, 07:54:17 PM »
well, seems like today they released something for the backers, and I'm running a campaign but none donated in time.. How can I donate and receive some up to date stuff?

13
Dungeon World / New Bonds
« on: October 09, 2012, 07:41:47 PM »
So I was wondering...
What if every PC has got one or more quests, as "find the truth about X" or "defeat the Crow Tribe" and gets 1 exp whenever they close that quest?

Could that be something to move PCs as bonds do?

14
Dungeon World / Re: Highest starting stat at 16?
« on: October 09, 2012, 06:57:55 PM »
Sorry... where can I obtain the new character books?

15
Dungeon World / Re: Defy Danger + Anything Else
« on: October 08, 2012, 07:28:44 PM »
I would encourage you to read 'signature weapon' as 'signature weapon system.'  A two handed sword, rapier and main-gauche, short sword and buckler, and long sword and free hand are all distinct ways of fighting with pro's and con's.  If they want two swords as their signature weapon [system], it has everything to do with the fiction and nothing to do with the mechanics.  They're going to do their class damage+enhancements no matter what their signature weapon is.

Quoted for truth. Dual wielding totally has its uses in the fiction, and there are moves that might increase damage but otherwise it's just class damage (this comes up a lot).

I also wanna re-emphasize how vital it is to not make a catch-all rule about Discern in combat. Each situation is different and you should only call for additional moves if it makes sense for that particular instance. Case-by-case, always. It's good to remind players of this, especially if they're used to games where like "this is the rule for grappling and it always works this way."

This is very interesting.
I think that a friend of mine would love to understand the general rule, but this is not the game with those things :P

Pages: [1] 2