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Topics - rudy

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Dungeon World / New Rules For Having Two Classes: Input Desired.
« on: September 08, 2013, 10:57:32 PM »
So, I'm interested in increasing the class flexibility for players for an upcoming game, and am messing around with rules for combining two classes.  I'd love any input on the following, such as factors I've forgetten to consider, balance issues, comprehensibility, and the like.  I'm grateful for any input.


EDIT:  See Version 2.0 in post 4


ROLEPLAYING LIMITATIONS & REQUIREMENTS:

The addition of a second class must be roleplayed within the fiction; you do not simply wake up a wizard.  Build up is required.  If you add "wizard" as your second class, your character should have been reading about/experimenting with arcane magics for a while first.

If you gain a new move that grants you something physical, such as a fighter's signature weapon, a ranger's animal companion, or a wizard's spellbook, then the GM is perfectly justified in requiring that you aquire that thing it in the fiction, through a subquest, spending of coin, or anything else appropriate.

Certain combinations may be infeasible.  For example, *maybe* you can be a thief/paladin, but you won't have access to the Flexible Morals, Backstab or Poisoner moves, so probably not the best combination regardless.  Up to GM, so clear it beforehand.

GAINING A SECOND CLASS

Once you have reached level 5 in your first class, you may during the "make camp" move lose 10 accumulated experience points to gain a second class.  For example, a level 5 cleric may spend 10 accumulated experience points to gain the "wizard" class as well, and becomes a level 5 cleric / level 1 wizard.  You may never have more than two classes.

When you first spend the 10 experience points to gain the second class, you do not gain any advanced moves.  Instead, you gain only one of the basic moves of your new class, gaining additional ones as you add more levels in that class (which moves are gained is detailed in the final section of this document).  You do not gain any racial moves for your new class, even if your race matches one of the options for that class.  Your HP, damage, and carrying capacity remain unchanged.  You do not gain a new stat point at this time.

LEVELING WITH TWO CLASSES:

Your two classes level separately, in the sense that if I am a Cleric 5 / Wizard 1, I can either spend 12 experience to gain a level of cleric, or 8 experience to gain a level of wizard. 

For levels 2-5 in the second class added, you *must* pick one of the level 2-5 Advanced moves for that class; you cannot pick compendium class moves.  In addition, at these levels you may gain access to more of the basic moves from that class, as detailed in the final section.

Once you have mastered the second class, which occurs at level 5 (see below), any future levels in that class may be used to pick moves from the advanced move list of that class, or from compendium classes that you have access to.

Finally, you only gain a stat point when you level whichever class is currently your highest (either class if they are tied).  So, if I am a Cleric 5 / Wizard 3, and I gain a level of wizard, my stats do not increase.  If I gain a level of cleric, then they do.

MASTERING YOUR SECOND CLASS:

Once you reach level 5 in your second class, you are considered to have mastered it.  At this time, between your two classes, you may choose the best from each of hit points, damage, and carrying capacity.  If you happen to be a race that has racial moves for both classes, you may choose one or the other of them (but not both) at this time.  Once made, the choice is permanent.

ALIGNMENT WITH TWO CLASSES:

The two classes will have 6 alignment choices between them; some may have the same alignment, but different descriptions.  You must choose 1 of the 6, and may switch between them by the normal process of alignment change.  You gain experience by matching the description of the one that you choose; having the same alignment (such as "Good") appear for two classes does NOT grant two opportunities for experience.  You must choose the "Good" of one class or the other.

GAINING BASIC MOVES FROM A SECOND CLASS.

When you first gain a second class, you will only gain only one of the basic moves of that class, as detailed below.  As you add additional levels in that class, you gain additional basic moves as noted.  By the time you reach level 4 in your second class, you will have access to all of the basic moves.

Bard
1:  Choose one of Charming and Open, A Port in the Storm
2:  Choose one of Charming and Open, A Port in the Storm, Bardic Lore
3:  Choose one of Charming and Open, A Port in the Storm, Bardic Lore, Arcane Art
4:  Gain whichever basic move remains.

Cleric
1:  Gain Commune
2:  Gain Cast a Spell
3:  Choose one of: Divine Guidance, Turn Undead
4:  Gain whichever basic move remains.

Druid
1:  Gain Born of the Soil
2:  Gain Shapeshifter
3:  Choose one of: By Nature Sustained, Spirit Tongue, Studied Essence
4:  Gain whichever two basic moves remain.

Fighter
1:  Choose one of: Bend Bars Lift Gates, Armored
2:  Choose one of: Bend Bars Lift Gates, Armored
3:  Gain Signature Weapon
4:  (Nothing: Only three moves)

Paladin
1:  Choose one of: Armored, I Am the Law
2:  Choose one of: Armored, I Am the Law, Lay on Hands
3:  Choose one of: Armored, I Am the Law, Lay on Hands, Quest
4:  Gain whichever basic move remains.

Ranger
1:  Choose one of: Hunt and Track, Called Shot
2:  Choose one of: Hunt and Track, Called Shot, Animal Companion
3:  Choose one of: Hunt and Track, Called Shot, Animal Companion, Command
4:  Gain whichever basic move remains.

Thief
1:  Choose one of: Flexible Morals, Trap Expert, Poisoner
2:  Choose one of: Flexible Morals, Trap Expert, Poisoner
3:  Choose one of: Flexible Morals, Trap Expert, Tricks of the Trade, Backstab, Poisoner
4:  Gain whichever two basic moves remain.

Wizard
1:  Gain Spellbook
2:  Gain Prepare Spells & Cast a Spell
3:  Gain Spell Defense
4:  Gain Ritual

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