1
Dungeon World / Re: More playable races! (Gnoll, Half-Orc, Lizardfolk)
« on: February 15, 2013, 11:25:52 AM »
Hi,
This is obviously not a playtest but my reactions and thoughts. In general, I think moves that are 99% always done aren't very interesting. It's the choice and decision that makes things interesting...
I feel that the Gnoll's Bard's talent is too good especially compared to the Human/Elf talents. I think Gnoll bards would primarily end up using that move for every battle.
I like the Gnoll Druid's talent. I wonder if it'd be better to have it be a roll though so it can have some interesting side-effects/complications. Otherwise, I imagine a Gnoll druid would chew the marrow of every fallen foe hoping hoping for a clue or hint of treasure.
Just out of curiosity, why the half-orc and not just Orc?
I think the Half Orc's Bardic talent may also be a touch overbalanced? But then again, Bards only hit for 1d6? Am I correct that the +1d4 just applies for his next attack and not the whole encounter?
The Lizardsfolk Fighter's armour; does it stack w/ regular armor?
The Lizardfolk wizard has too much leeway w/ the spout lore talent. I'd set a limit on it as once per session otherwise you may as well treat every 7-9 as 10+.
The talents I found most interesting were the Gnoll Druid, Half Orc Cleric, and Lizardfolk Paladin.
Thanks for posting this.
This is obviously not a playtest but my reactions and thoughts. In general, I think moves that are 99% always done aren't very interesting. It's the choice and decision that makes things interesting...
I feel that the Gnoll's Bard's talent is too good especially compared to the Human/Elf talents. I think Gnoll bards would primarily end up using that move for every battle.
I like the Gnoll Druid's talent. I wonder if it'd be better to have it be a roll though so it can have some interesting side-effects/complications. Otherwise, I imagine a Gnoll druid would chew the marrow of every fallen foe hoping hoping for a clue or hint of treasure.
Just out of curiosity, why the half-orc and not just Orc?
I think the Half Orc's Bardic talent may also be a touch overbalanced? But then again, Bards only hit for 1d6? Am I correct that the +1d4 just applies for his next attack and not the whole encounter?
The Lizardsfolk Fighter's armour; does it stack w/ regular armor?
The Lizardfolk wizard has too much leeway w/ the spout lore talent. I'd set a limit on it as once per session otherwise you may as well treat every 7-9 as 10+.
The talents I found most interesting were the Gnoll Druid, Half Orc Cleric, and Lizardfolk Paladin.
Thanks for posting this.