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Messages - Evenglare

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Dungeon World / Re: Players want a more Gameist Combat
« on: September 13, 2013, 10:41:01 PM »
The reason I want to add a turn system or speed is mainly the spells and spell like abilities of final fantasy, I made another topic on a couple of them with haste and slow, but there are so many more, such as stop, double cast, hastega, slowga, poison usually acts on a timer system, so do many things such as the shell and protect spells. In fact any sort of spell in most final fantasies act on a time based system. Instead of homebrewing a completely different system (3.5, 4th edition, etc etc) with final fantasy and the classes and delicate (or not so much) balance of those systems (which I have tried repeatedly), I think adding a component to Dungeon World and slightly modifying ...not necessarily the way of conversation that battle flows, but the frequency in which players can act seems much more achievable than creating and recreating a bajillion rules and balancing math I would have to accomplish with the other systems. Also, I plan to make this battle system completely optional. Moreso for my own amusement of mechanic creation honestly. The game is aimed to be completely playable as you would any other Dungeon World system (I do alter the nomenclature to be a bit more inline with final fantasy (VITality instead of CONstitution etc).

When you think about it final fantasy is pretty abstract in battle anyway (not counting the tactics games, which are amazing by the way). So we will see what happens, but my primary goal is to have an option that felt a bit like final fantasy ATB system. The key word being option.

Dungeon World / Re: Players want a more Gameist Combat
« on: September 13, 2013, 12:36:09 AM »
Man, I totally hear you on the other system stuff, but creating ANYTHING for other systems is far far far more complicated than creating stuff for Dungeon World, which is one big reason why I chose to use this system. Also, for the turn based idea mentioned above, I absolutely agree with you that players get less focused when it's not their turn, but this wouldn't be a turn based game in the sense of rolling initiative and proceeding in that order, it's more of a dungeon world battle system in smaller increments. Where everyone has so many actions they can perform, they don't necessarily have to perform them in any order, so it still plays like dungeon world. Of course this is like pre-alpha planning stages, i'm sure It'll get modified the more I research and refine it. Anyway good talks guys!

Dungeon World / Re: Players want a more Gameist Combat
« on: September 12, 2013, 03:57:29 AM »
This topic is interesting me as I am creating a homebrew Final Fantasy hack for DW. I would absolutely LOVE it if someone did a write up to allow tactical combat (more along the lines of 4th edition D&D than any other edition). I'm not saying that any other games are "bad"  at the tactical side, but 4th edition is so damn good at what it does in that respect. Of course I chose dungeon world for this project knowing full well how the game is played using fiction as the primary push for battles. As much as I would love it to see a tactical subsystem or "module" come about to be able to create a sort of Final Fantasy Tactics game, what I personally would like to employ would be a "turn based system" Again, I know the vast majority of TTRPGs out there use a turn based system and Dungeon World was focused on getting rid of that. That being said, if someone were to work on a turn based system I would LOVE it.

If no one does, after I get a bit of work done for my hack I might try to tackle this myself. As I am typing this off the top of my head I think a very very easy way to do this would be giving the classes a "speed" value.  In essence a turn would work like acting out a mini scene. In other words, everyone can play the game as normal, but characters can make as many moves in a round as their Speed value. So once everyone has used up their speed then a new turn begins and you simply repeat until the battle (or scene or whatever) is over. Hmmmm, I think that really could work for me, seeing as Final Fantasy games use (the old ones anyway) an "active time battle" system and I believe the speed trait would emulate this perfectly. This also could open up a wide varieties of moves and gear.

Yep, I better write this down......

Dungeon World / Re: How would you institute a "haste" or "slow" spell,
« on: September 11, 2013, 01:27:01 PM »
Thanks for the tips! You guys rock.

Dungeon World / How would you institute a "haste" or "slow" spell,
« on: September 10, 2013, 11:35:08 AM »
So I'm creating this final fantasy hack as you may have seen in my other thread, anyway, I want to put the time mage in but I'm not quite sure how I want to handle the time magic... rather how I can handle the time magic since there are no "turns". What do you think? I was toying around the idea of them gaining some kind of "haste" point and they can spend it at any point in combat to make a move or something....

Dungeon World / Sort of a random question.... about book size and margins...
« on: September 08, 2013, 05:54:35 AM »
So, I'm creating a sort of "hack" for dungeon world as dungeon world did for apocalypse world. In anycase it's called Crystal World and it focuses on emulating final fantasy in a tabletop game I know there have been several attempts over the years using other systems that did not go well. I am hopeful though about this system since battle is arbitrary and it has a very easy system to learn. ANYWAY that's not what this topic is about. I am planning on basically recreating dungeon world's design of the book, so my question is what are the sizes and margins for dungeon world?

On another note, I'm confused about multiclassing in dungeon world. It states that when you multiclass "you get to choose any move your level or lower" (pg 29). However on the same page in the margin it states that you choose a move from 1 level lower than your current class. This is also brought up on page 346 which states "is why the multiclass moves
act as one level lower, so that each class’s niche is somewhat protected"

Am I just completely missing something? It seems like the book is contradicting itself.
Preemptive- thanks for the response!

Dungeon World / Mage ? Just got the new classes.
« on: January 13, 2013, 02:27:42 AM »
Sorry if this has been answered, but since the Mage can cast spells does he use the Wizards's spell list, or what? Am I just over looking something?

I know you can reverse engineer etc etc. But really, it would do good to allow the GM into the meta game to allow him to make his own classes, or atleast give guidelines... or does something like this already exist and I am just blind?

Dungeon World / Re: So what happens if someone cant do something?
« on: November 27, 2012, 12:53:46 AM »
Thanks for the replys. I do play with a very simulationist group. It's simply what my characters like. I'm sure we are far from the normal group. And as a DM I enjoy creating worlds generating towns and npc's right down to the last detail. It's boring to most, but it's just something I enjoy. I'm an astrophysicist so I guess that's the reason i'm drawn to the mathematical mechanical side of RPGs. I love seeing how things interact. I figure if I ever run dungeon world it'll be online in a play by post game which it seems very much suited for compared to tactical combat.

I'm sure I will make some sort of strength check move , and failure would result in sound or something to alert the nearby guards. This would take care of getting gems to smashing doors. Again, thanks for all the help in this.

Dungeon World / Re: So what happens if someone cant do something?
« on: November 26, 2012, 02:22:19 AM »
Right, so basically it has nothing to do with how strong the character is numerically. If there's no trap the GM gets to decide, and the decision is irrelevant to the mechanics?  Is this correct?

Dungeon World / Re: So what happens if someone cant do something?
« on: November 25, 2012, 10:18:39 PM »
LMFAO. That's amazing!

Dungeon World / Re: So what happens if someone cant do something?
« on: November 25, 2012, 08:09:08 PM »
"Why put a gem in a room if it's not dangerous?"
I like to build my worlds with a lot of extra things, I dont thing -everything- needs to lead to danger. Somethings should just be there to make the world feel a bit more real. Sort of sandbox..y.

Dungeon World / Re: So what happens if someone cant do something?
« on: November 25, 2012, 07:20:49 PM »
What I'm really wondering is does the game cater to the little extra things. For instance the jewel in the eye socket example. In a normal d20 game the person would roll a str check , if they didnt meet the strength check then they didnt get the jewel, if they DID then they got a little extra treasure. How does Dungeon world handle these things ? These optional things that are there kind of as a bonus . Do you just always give them the jewel? I understand that a 6- is failure , a 7-9 is "yes, but..." , and a 10+ is success. But there seems to be no check for this. How do I know if they can take the jewel without consequences , take it but have to pay a price, or not be able to take it at all?

Should I just make up a move for it, assuming my party likes these kind of little extras?

Dungeon World / Re: Easy character sheet for the public !
« on: November 24, 2012, 11:16:17 PM »
No problem. For whatever you have to click "enable edit" then it will look correct. I don't know why the formatting is off before you click that button.

Dungeon World / So what happens if someone cant do something?
« on: November 24, 2012, 09:54:50 PM »
For example how would you deal with someone kicking down a door , or trying to steal something ? In a d20 game you would roll a skill check to see if something occurred but in this game there are no such things. I have read the beginners guide, and that actually provoked this line of thought. In that guide there is a part where the thief wants to get a jewel from a statue, the author says he can, but what if he can't? What do you do ? Just say no you can't or what?

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