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Messages - P2

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The Regiment / Re: The Regiment // Enemy Unknown
« on: December 03, 2014, 11:12:23 AM »
Very cool, man!

Dungeon World / Re: [Draft] New Class: The Noble
« on: July 13, 2012, 01:30:11 PM »
Man, it's very good!

Your class is very evocative =)

Other class I'd love to see is the Warlord (maybe mixing something for the fighter, the paladin and the noble).

Dungeon World / Re: [Draft] New Class: The Noble
« on: July 13, 2012, 09:02:19 AM »
I liked your class, but I think it step in some bard's toes (with great ideas)...

So, don't you mind if I take some of it to bard?

Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 27, 2012, 08:49:53 AM »

I've sent you a private message with my e-mail.

Also I'm a kickstarter backer (did it today, early morning), if it's required.


Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 27, 2012, 08:32:23 AM »
Hi guys,

Where can I find this Number Appearing .pdf to play?

Dungeon World / Re: [Kickstarter] Now Live!
« on: June 04, 2012, 05:59:16 PM »
I wanna support the kickstarter, but someone cloned my credit card and I had to block it and request a new one.

The new one will take one week to arrive... =/

Dungeon World / Using Dice - Best and Worst - Question
« on: June 04, 2012, 08:47:47 AM »
Hi guys,

I got a question about the "Best and Worst" thing in using the dice (page 8).

"If there's a "·b" at the end instead of adding them together you take the best one ('b' for 'best'), so 2d6·b+1 means "roll two six-sided dice and take the best one and add one to it." A "·w" at the end means you take the worst result, so 2d6·w means "roll two six-sided dice and take the worst one."

I understood the mechanics (DnD next is using something close in advantage and disvantage rules), and I liked it, but I didn't see this much in the moves rules. What happened? Are you still implementing it or changing something we don't see yet to add this rules?

Maybe it'll be great for certain Class moves... "hey i'm __ class, I'm good at doing ___, so when I roll for ___ I get the best dice."

Or, using DnD next as an example, tweak this rule a little bit to something like. When you have an advantage roll 3d6 and choice the best two.
When you have a disvantage roll 3d6 and choice the worst two.

So, lets say, bards are good at deceiving people (the silver tongue bard custom move I use to replace charming and open). When you try to deceive other you got advantage in defy danger. Roll 3d6 and choice the best two dices.

Dungeon World / Re: My Custom Fighter Moves
« on: June 04, 2012, 08:30:43 AM »
Question: There is other "Disarm" move in the game? Or is just some kind of Defy Danger?

Dungeon World / Re: Undertake Perilous Journey - Clunky
« on: June 04, 2012, 08:28:59 AM »
How I see this move:

Travelling in wilderness is dangerous (monsters, terrain dangers...). So you must roll to see if you'll get in trouble.

If you get 10+ you suceed to bypass this dangers (or not engaging then at all). It means you spend the "right" time to your destination and consume the "right" number of rations, and no danger/monster get you off guard. So, you're not lost, not starved or damaged, and it's a great thing for a 10+

If you get 7-9 you face the danger and overcome it, but by doing it you get late, have to eat more or use your adventure gear (expend your resources), or is ambushed by some enemy or fail to notice a danger.

If you get -6 things go very wrong, maybe all the 3 options above or something harder.

The only thing about this move is the writting. It's too big and a little odd, but the mechanics are fine for me. Maybe tweaking a little bit the write up is the only thing to do.

Dungeon World / Re: My Custom Fighter Moves
« on: June 03, 2012, 09:21:50 AM »
I like them, specially War Tactics and War Cry!

They kind remember me of dnd's Warlord and Diablo's Barbarian.

Very good! I'll put them in my compilation of custom moves.

Dungeon World / Re: Custom Moves Compendium
« on: June 01, 2012, 08:05:13 AM »
Hi Guys,

I'm talking about every kind of custom move or house rules.

It can be basic, special, steading, character, GM, World moves...

I have compiled some interesting moves and ideas from various authors that I found browsing the forum, like these:

1- Hack and Slash: When you engage a foe in melee, roll +STR. On a 10+, pick one. Or pick two and let the GM pick one from the 7-9 list.
- you deal your damage (invoking your weapon's tags, if any)
- you drive your opponent back or draw them in
- you knock down, disarm, or overpower your enemy
- you improve your position or situation

On a 7-9, pick one from the 10+ list but the GM will also pick one:
- your enemy connects with an attack (dealing damage)
- your enemy uses one of it's moves or tags
- your weapon gets stuck or slips from your hand
- you lose something: your bearings, your footing, an advantage
- you cause collateral damage
- you trigger a new Danger

Bonus fighter move:
Masterful Warrior: when you hack & slash, on a 12+, pick two from the 10+ list.

2- Cavalry Advanced Moves
- When you are mounted on a warhorse and ride them down, roll+DEX. On a 10+, you trample them under hoof (deal 1d8 Damage) or choose 2. On a 7-9, choose 1:
-Make them retreat;
-Scatter a group of them;
-Break their line;
-Knock them to the ground;
- When you take damage while mounted, defy danger to stay astride it.

3- Silver Tongue Move for Bards
Silver Tongue
When you use falsehood, bluster, or trickery to avoid suspicion or get out of trouble, roll +Cha. On 10+, hold 3. On 7-9, hold 1. Spend your hold 1 for 1 to:
•   Move about or manuever unchallenged
•   Withstand direct scrutiny or questioning
•   Direct suspicion or attention elsewhere
Any of those things you'd spend hold on, they'd be things you'd normally roll +Cha to Defy Danger, right? But the silver tongued bard, he gets to do that on a 7-9 with his 1 hold. And on a 10+, he's got the confidence to keep pushing it.
But on a miss? Yeah, things go south on him quick like.

Dungeon World / Custom Moves Compendium
« on: May 31, 2012, 10:43:35 AM »
Hi Guys,

Have you ever made some custom moves for your house games?

Wouldn't be cool for us to share ideas on custom moves on this thread? It makes easier then searching the hole forum (I've spend about 30 minutos right now searching for a cool custom move I've seem on another thread)

I haven't created any yet  (the ones I drafted weren't very good =/ )

Dungeon World / Re: Beta 2.3 Questions / Feedback
« on: May 22, 2012, 11:14:00 AM »
I was kidding about the shield thing.  A suit of chainmail should definitely be heavier and more expensive.  I'll submit a bug fix for it and make sure it gets into the next version.

Sorry if my post seemed a little harsh. English isn't my native tongue so I didn't realized you were kiddind =/

But thanks for appreciating my question =)

I tend to think of Weight in the DW context as more than just the number of lbs/kilos something is. It's also about bulk, unwieldiness, or care required to keep something from being smashed (as in potions or the like). A shield, because it ties up your arm would thus have equal or more "weight" as chainmail which is, for all intents, like wearing heavy clothes.

At least, that's how I justify any "inconsistencies." So far, that has worked in our games.

That's why I "justify" this with a clumsy tag. Warriors (fighters and paladins for game sake) train hard to use armor and shields effectively, and that's why they ignore the "clumsy" tag, but others don't. Maybe your wizard want to use a shield to get cover from arrows, the weight of the shield won't be the most significant thing, but the fact that he doesn't trained to use it, and, thus, will suffer the consequences (the weight will sacrifice his load and his moves in the battle).

Are you getting my point?

Dungeon World / Re: Beta 2.3 Questions / Feedback
« on: May 22, 2012, 10:36:36 AM »
Also, it totally makes sense that a shield weighs more and costs more than a suit of chain mail, right?  ;-)

No, at least for me. Historically A suit of chain mail is pricier and havier than a shield. Even in fantasy world this rule applies too. Maybe you can say that shield are clumsy, as you have to sacrifice the mobility of one arm to use it, but it isn't heavier.

Also, you don't specify if the shield is made of wood or steel, but, in both ways, they are cheaper and lightier than a chain mail.

In other hand,on Chapter 17, page 206, about making monsters, it's stated:
"What is its most important defense?
Leathers or think hide: 1 armor
Mail or scales: 2 armor"

Why mail and leather gives only 1 armor for players? Again, both history and fantasy portrays that chain mails gives you better protection than leather armor.

Speaking of which, any thoughts on the magic items we've added and the revisions we've done to the existing set?

I take a look in some ones... I'll take a better look about them =)

Dungeon World / Beta 2.3 Questions / Feedback
« on: May 22, 2012, 10:00:50 AM »
Hi guys,

I have some questions / feedback about beta 2.3 version (I won't repeat the previous questions / feedback I already made in other threads, even if I still think the Bard needs little tweaks in his moves):

1- Carouse: I see a problem about how much coin you have to spend to "throw a big party"... To me, 100 coin is too generic. It's very expensive for a lvl 1 character and too cheap for a lvl 10. Maybe, as a suggestion, you have to spend your level x 10 coins to throw a "big" party (so the "size" of the party could be "proportional" to some intern measurement, your level).

2- There's a bug in "Vicious Blast" (Bard's Advanced Move): The text says it replaces Vicious Cacophony. If it replaces, the bonus granted by the Move should be +2d4 damage, not +1d4 (by the rules on page 169).

3- I liked the changes in Cleric's Moves, but Apotheosys seens too loose and powerful to me.

4- The Cleric's Spell list had it's Tags removed, but "Speak with the dead" still has the Death Tag (on the book and character sheet).

5- I like the new rules about Ranger's Animal Companion Ferocity and Archery Moves. I've seen some other very cool Archery Moves on anoter thread too (but I don't remember the names of these moves right now).

6- Prices for bows, elven arrows, rapier and dueling rapier are way too expensive in comparison to other weapons.

7- Shields costs and weights more than a chainmail??? What's the logic about that? 

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