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Topics - Gediablo

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Aid?:
I have a hard time getting the Aid system to work fluently in my group. Especially in regards to Spout Lore and Discern Realities. For the more physical moves it usually seems more intuitive who is the main actor and who aids.

Example: Group enter room , room appears empty except for 3 doors and a statue of an epic looking warrior. Everyone in the group wants to look for traps (magic and/or physical traps) and/or try to figure out more about who the statue is supposed to look like - possibly someone wants to be and guard/scout duty at the same time figuring out how if someone can be heard behind the doors.

  • Lets say I tell everyone to roll Dicern Realities. Sure I can come up with multiple moves to account for all the failures, but basically their chances of figuring out every secret in the room is generally too good for my taste.
  • Lets say the statue actually has a magical trap - so I decide to tell the Wizard to roll Dicern Realities and he fails - now the party still have a good idea that there is magic involved here - why would I otherwise have asked the Wizard to roll and not the Thief?
  • What I try to do at the moment is just assigning 1 person to do the roll and all who want to make assist rolls. Since each assist roll failing also can trigger failures the players are more careful here, which is good.  But who gets to do the roll and who gets to assist? The players decide or DM decides? Aways highest stat rolls? First come, first served is what I have tried to go for, but it does leads to the more silent players idling more, and the most outspoken players to powerlevel faster.
  • Character stats not a factor in assisting. Let's take an example with a group of 4 players: WIS is +2, +2, +1 and -1. Assuming equal amounts of bonds the +2 WIS player assisting would be as good assisting as the -1 WIS player. Same for other tasks involving other stats. That seems very weird unintuitive to me, and the assisting +2 WIS player can easily feel like his stat priority in WIS are wasted in this case.

Aiding Failures: What happens if someone fails an Aid move? I have been playing it like any other move failing, but that does lower the amount of Aids a lot. I generally like this, but it can lead to players sometime acts less than their character would otherwise have done. Also, the effect on failed Aid is often quite easy to just turn the +1 Aid to -2 Interfere instead, but that is more on me than a general thing I guess.

Main Move Failures: A second issue is that the players always know if someone in the group potentially missed something. In other systems I have GM-rolled all the players "perception rolls", so that when I tell them "You find nothing suspicious" the players don't have more information than their character. What players do when they know they failed such a roll is very individual - some roleplay it well treating the roll as a success. Others metagame it and suddenly becomes more careful. And yet someone goes to the other extreme and become more reckless. However, GM-rolling here goes against the Dungeon World rules, and also isn't as fun for the players. I was considering each player doing the roll, but only showing it to the GM and the player himself (easily doable as we use Roll20). Still 1 person who can potentially meta-game it, but better than the entire group, right?

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Dungeon World / Cantrips and Rotes - failed rolls
« on: September 01, 2014, 05:57:42 AM »
Hi,

I was watching someone else play Dungeon World and they said that Cantrips and Rotes didn't require dice rolls. I looked in the rules but can't see officially them being different than other spells.

In my own campaign we originally treated them like all other spells, but our spellcasters were powerleveling much faster than other classes. We discussed keeping them as normal spells xp and DM-moves-wise, but the whole nature of the spells are that it is like every day small magic tricks, and noone really liked that they could trigger hard moves.

In my campaign now we say that they still require dice rolls, but they don't give xp on failures and can't trigger Hard Moves. Seems to work fine.

How do you handle Cantrips and Rotes?

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Dungeon World / God Amidst the Wastes
« on: July 01, 2014, 04:30:57 PM »
I got a few questions from one of my players regarding the ranger advanced move God Amidst the Wastes.

- If he picks it at first level up does that mean that as level 10, he will also be a level 9 cleric in regards to spells (pick spells of total level of 10). Where as if he picks it at level 10 he will only be a level 1 cleric in regards to spells (pick spells of a total level of of 2). So basically, if you want this you would be stupid not to take it as early as possible - and then, why would anyone not pick Ranger instead of a Cleric?

- Clerics can't pick Elves as a race - does that mean an elven ranger can't pick God Amidst the Wastes?

- Can a Fighter with Multiclass Dabbler become as good a cleric as a ranger picking God Amidst the Wastes? Or is it not possible to pick Starting moves like Commune with the Multiclass Dabbler?


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Dungeon World / Barbarian: Musclebound vs Smash
« on: May 21, 2014, 12:57:39 PM »
I don't understand the point of the barbarian advanced move called Smash when he has Musclebound as starting move. Can someone explain it to me?

From rulebook:
Starting Move Musclebound: While you wield a weapon it gains Forceful and Messy tags.
Advanced Move Smash!: When you hack and slah on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they loose it.
Weapon tag Messy: It does damage in a particular destructive way, ripping people and things apart.
Weapon tag Forceful: It can knock someone back a  pace, maybe even off their feet.


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So these are the options in the rules:
Quote
Choose a base:
•Ferocity +2, Cunning +1, 1 Armor, Instinct +1
•Ferocity +2, Cunning +2, 0 Armor, Instinct +1
•Ferocity +1, Cunning +2, 1 Armor, Instinct +1
•Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Who would not pick the last base option?

Let's say that a default pet has
•Ferocity +1, Cunning +1, 0 Armor, Instinct +1
Compare to that assuming all 4 pet stats are equally weighted the 4 options have the following amount of extra stats:
1st base: 2
2nd base: 2
3rd base: 2
4th base: 4
Can someone explain to me how these rules makes any sense?

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Dungeon World / Bloody Aegis - how to deal with it?
« on: May 19, 2014, 11:38:54 AM »
The paladin got a move called Bloody Aegis. It makes it possible for the paladin player to pick a debility of their own choice instead of taking damage. This seems completely broken - how do I deal with that as a GM. When the players figure out how much damage they can get away with for a -1 to all rolls for a stat of their choice up to 6 times I fear they are all going to take this as a dual class advanced move. Heck even the Paladin alone having this is a lot to deal with. GM "You fall off the dragon from 10.000 meters above the surface of the earth", Paladin: "Ok, I shout the name of my diety as I crash to the ground. I become stunned but don't take damage". GM: "OK, dragon picks you up and repeat the drop it 5 more times.". Paladin: "I just laugh at him".

Should I just forbid this? Or play really hard on people that have debilities? If they go from a +2 to a +1 due to a debility they are still better than a guy with 0 or worse so that doesn't really make sense to me either.

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