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Messages - Lucacc

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Dungeon World / Re: My Magic Items 1.0
« on: May 02, 2013, 04:40:50 AM »
I generally find them a little boring; with the exception of e soulchain and the heartripper, they are basically an +1 item. I'm confident you have checked the magic items chapter and read the first paragraph: magic item are much more than a +1 (or b damage, or +x).
The soulchain is, imho, far too powerful and a little confusing in application: do you get an additional move (to be triggeres appropriately) or it works for any hack and slash move (using cha instead of str)?
Why providing a detailed 6- move? I expect to GM to do the most appropriate hard move on a failure; detailing it you are basically cutting the GM role.

Heartripper: i do not see the need of having a +1damage against helpless victims; you should be able to do wathever you like with them.
I like the third power and to some degree the first one. I do not like at all the second one; i would prefer a "when you deal the killing blow with this blade you have +1 (or 1d4 damage ) forward. Giving the bonus for one whole month seems a little excessive (and oblige you to keep track of days.

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Dungeon World / Re: Custom Move critique
« on: March 04, 2013, 05:25:28 AM »
I agree with -t-; DW is great for being simple, adding a move for something already covered by a basic move seems a poor choice.
You could instead create a Minotaur move linked to charcter defy danger.
E.g.  6- minotaur hold 3 + damage / 7-9 hold 1 / 10+ no hold.
Minotaur can:

1) impale: mechanics that remove pg from battle for some time
2) stun: pg has stunned
3,4, etc.) other status effects,

My DM made a similar choice for a demonic succubus: her hold choices were (reduce damage), (stun pg) and (another choice i do not remember). She expended the holds the during the fight whenever it was necessary.

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Dungeon World / Re: Shapeshifting animist is a poor substitute for Druid
« on: January 28, 2013, 03:55:34 PM »
I dislike too the morph-concept; if i were to change the druid class keeping the animal flavour I would create a move that allow the druid to acquire certain animal features but still linked to a human frame. Instead of morphing in an eagle, just keep his sight; a wolf has keen sense and is tireless...so the druid who enters in communion with the animal spirit.
Each animal could have 2-3 strenght like the ranger pets and the druid just acquire them for some time.

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Dungeon World / Re: Please critique my move
« on: December 18, 2012, 05:49:02 PM »
Mmmhhhh, my thoughts:

1) the "you are not eaten by a grue" does not lead to "what do you do?"  "I got digested is not a valid answer" :). It would be better "you feel the breath of a grue on your neck".
2) you will never be in total darkness till you have a charge of adventury gear.
3) I found the "6- as death penalty"...silly;
4) on 7-9 the "not get eaten" is obviously a must, so the move does not lead to anything interesting and i found it useless.
5) the move seems more linked to a Horror-game than an old-style-fantasy game.

All in all, imho, the move does not work...but i played less than 10 sessions, so do not trust my judgment. ;)

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Dungeon World / Re: Ranger - New Moves
« on: November 06, 2012, 06:17:51 AM »
Rino is a huge fan of Game of Throne :)

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Dungeon World / Ranger - New Moves
« on: November 05, 2012, 07:12:39 AM »
Hi all,
I and Rino have thought about the following new moves for the Ranger. I would be pleased to have feedback!

Level 2-5
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.


Level 6-10
Heart of the Wolf (the companion is a wolf in our game, so...)
The Ranger and its Wolf enter in total communion. Roll WIS.
6 or less: you gain all of your companion weaknesses till next rest
7-10: you gain 2 of your companion strenght and 1 weaknesses at DM choice (or 1 strenght+1 weakness?)
10+: you gain all of your companions strenghts (or 3 strenght and no weakness?)


Thanks for any advice :)


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Dungeon World / Re: Quick Questions
« on: October 25, 2012, 04:04:48 AM »
Still not clear how instinct works; could you provide a example?

For Companion, we (I and Rino) have actually agreed to follow this rule:
1) Wolf (a generic companion) can choose among: fight humanoids, hunt, search, f.monster, labor, Guard.

With fight humanoids or f.monster the ranger get (only) +ferocity in damage
With Hunt the ranger gets (only) + Cunning in hunt and track
With Search only + Cunning in discern reality
With Guard only + Armor when the ranger is attacked.

If you fight a monster and Wolf is trained in fight monster but untrained in Guard, you get only damage bonus.

It seemed to us that the rules as were stated were a little to helpful for the Ranger.
Any opinion about that?

From a fictional point of you, I see the relationship between Ranger and companion, similar to that between a Marat and its chala (for those who knows the Codex Alera books).

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He gave the hoplite an armour of 2; so i think it safe to assume that an hoplite armor is the standard set of bronze curiass and greaves or the linothorax.
Which one? You can just work this out with you friends.

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Ok, thanks

10
So your 2d10 means: roll 2 10-side dices and take the better result?

11
Mmmhh...the damage dice of the various champions seems a little too high; with a 2d10+something a PG could be killed with just on shot. Take the Elemental which is supposed to be a top level enemy. It just deal 1d10+5.
For stronger foes than the Elemental i expect that DM declare a defy danger even for attacking (thus implying a "you cannot fight it").

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Dungeon World / Re: Ranger - ammo and moves
« on: October 19, 2012, 11:39:54 AM »
Crystal Clear!
And right decision ;)

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Dungeon World / Re: Ranger - ammo and moves
« on: October 19, 2012, 06:23:00 AM »
Ok, between your explanations and the last session, now i've less doubts.
thanks a lot.

Two more questions
1) last night an enemy was fleeing giving us his back.
I made a called shot but only to deal damage; from what you have said i should only have dealt damage without using called shot move (ok, mechanically it was the same thing); if I wanted to knock him down or let him drop the gold, however I should have made a called shot, right?

2) a couple of villain in the woods; unaware of us. The first shot -to the back - is a called one (Ranger had camuflage): the man is dazed (CS to head) and the other one is engaged by the Palading from the opposite side of where the arrow came.
The ranger shot to the second man; GM and Player agreed that it was another called shot as he cannot see the Ranger and was engaged by the opposit side by the Paladin.
Was that right?

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Dungeon World / Re: Ranger - ammo and moves
« on: October 15, 2012, 04:38:15 AM »
I'm still confused; may be it will be clearer if I take and play it.

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Dungeon World / Ranger - ammo and moves
« on: October 14, 2012, 07:24:33 PM »
Hi all,
I'm playing a ranger and i'm not sure abount some issues:
1) AMMO
Example: the ranger has two boundle of ammo; does he get six volley each fight (not taking into account ammo recovered through a defy danger or lost for a weak hit)?
Does he recover them, at the end of a fight?
Weight: 2 or 1? We were using 1 but i saw a topic where it is said that elven arrowes a lighter than normalp ones.

2) WYLD EMPATHY
Aside being awesome, how can be used in normal play to be effective?
Could be used to avoid an hunt move asking the local animals where the pre.y went?
Could be used in the same way tò avoid a discern reality for understanding what happened in a certain area?
Using the move in this way, however would deprive the pga chance to miss and make experience.
If it cannot be used to have a mechanical advantage...for what can be uesed?

3) CAMUFLAGE
Same as above, uncleare what can be done or how can be used.


Thanks for any advice
L.



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