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Topics - Ludanto

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Dungeon World / Failed Parley = Defy Danger?
« on: December 28, 2011, 02:42:33 PM »
I'm having a little trouble grasping "If they refuse, it's defying danger".

What does that mean?  They have to defy danger in order to refuse?  Or is it something else?  For that matter, what's the "danger" supposed to be in a typical PC on PC parley?  Is the "danger" that they agree to the terms anyway?

Any insight would be helpful.

Dungeon World / When you get ready to do it, do it...
« on: June 06, 2011, 12:33:10 PM »
Spout Lore is a little funny in its trigger.

"When you interact with an item, monster or location and reveal your knowledge about it, roll+Int."

But I can't reveal my knowledge about it until I ask, and I can't ask until I roll, but I can't roll until I reveal my knowledge, etc.  See?

So maybe that ought to be reworded?

Dungeon World / Defy Danger 7-9
« on: June 03, 2011, 10:18:32 AM »
I wonder if Defy Danger might use some clarification.

"On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice."

These are just words, I realize, but they could probably use some notes.

Worse outcome:
So, basically what they wanted, but not as good or with some complication?

Hard bargain:
I honestly don't really know what this means.  Anything I envision seems more like an "ugly choice".

Ugly choice:
I read this as "difficult choice" (so, the same as a "spot"?), but "ugly" might not mean the same to somebody else.

So, maybe somebody could explain "hard bargain" to me at least.

Dungeon World / Magically Informative Loot
« on: June 03, 2011, 10:09:28 AM »
How does Loot work, exactly?

They search the bodies, and the GM tells them what gold and gems the monster had.

Quickly and trouble-free.

"Something you find has useful information (or has magic about it)."
Strictly worded, if there's nothing to find, there's no information or magic.  Or if they just find 5 GP, then those coins have magic or information.

Is that the intent?  Assuming not, then maybe it ought to read "You find something that..."

As for that, information isn't that hard, but "has magic about it" is harder.  Some advice would be nice.  What does "has magic about it" mean?  And there's not a giant chart of potions and scrolls and minor magical trinkets, so what sorts of magical things might they find, especially if they choose that option often?

I suppose I can muddle through, but any insight would be appreciated.

Dungeon World / Errata
« on: May 31, 2011, 11:55:34 PM »
Should we be pointing these out?

Group damage example says:

"The gang deals its damage to the fighter, rolling 5 and adding their level for each step of difference (+2 total) for a total of 7 damage.

Dungeon World / Paladin Preview
« on: May 31, 2011, 11:25:33 PM »
Divine Favor refers to "Blessed", which I don't see as another move.

Also, "1 plus the levels you've gained since" starts out at 1, so that means the Paladin gets 1/2 of a spell?  Am I reading that right?

Dungeon World / GRAPPLING! NOOOO!
« on: May 30, 2011, 01:56:09 PM »
Ok, not that interesting.

Really, I wanted to know how "unarmed" attacks work.  As it stands, an unarmed Fighter is just as dangerous as a Fighter with a dagger (but with less Weight).

So, should PCs be able to damage foes with their fists at all?

If so, is it like, "Hand, -1 Damage"?

Or perhaps this is served well enough by assuming that punching is damaging enough, but trying to punch a guy with a knife leaves you in danger of getting cut on the way in?

Anyway, just something that will probably come up and probably ought to be addressed.

Dungeon World / Adventuring Gear
« on: May 20, 2011, 05:10:34 PM »
My players don't use it.

I mean, if they need a rope, they'll pull out a rope and if they need a torch,  they'll pull out a torch, but they never feel the need for that +1 (or maybe they forget), so nothing ever gets used up.

I guess that's fine, but kind of boring.

Is Adventuring Gear meant to be "descriptive and prescriptive"?

Like, if my player pulls out a rope to climb a wall, do I say, "Good idea.  Take +1 and mark off an Adventuring Gear", or does he have to "activate" the +1 for it to matter?

Dungeon World / Spellcasters and Soft Hits
« on: May 20, 2011, 04:40:38 PM »
Maybe somebody can offer me some advice here.

My spellcasters, the Paladin, Cleric, Wizard and Bard, all cast spells a lot.  Occasionally they miss.  Occasionally they hit.  Mostly, they roll 7-9.

I find myself hard pressed to provide them with unwelcome attention or a "spot" (which is the option they almost always choose).

If they're in combat, somebody starts targeting them, sure, but many times there's just nothing going on.

Recently, the unwelcome truth was revealed that the evil wizard had activated his army of bronze minotaurs.  A sudden, deep, metallic lowing echoed through the caverns.  The players reacted by casting Magic Weapon and Sanctuary.  They each hit with 7-9... but there was just nothing going on.  Nobody to pay them unwanted attention and no tough choices to make.

As it happens, I pulled something out of the air about the casting being difficult down here and it would either take a long time or they could force it (-1 spellcasting forward), but I'm quickly running out of ideas.

Dungeon World / Failed Moves
« on: May 18, 2011, 04:51:22 PM »
I remember a thing, maybe in a thread, maybe in an earlier draft saying something along the lines of "Damage is the consequence of a failed Hack and Slash, but it's still a failed Move, so you still get to make a Move in addition to the damage."

Is that true?  If my Fighter rolls 6- for Hack and Slash, does he take damage and attract reinforcements, or do I have to choose one or the other?

The current wording, at least, would suggest the latter, but I don't know the intent.

Dungeon World / Monster Moves
« on: May 18, 2011, 02:28:01 PM »
If this was 1985, I guess I'd just go with my gut ("well, it's obvious what this means!"), but the internet has made me weak and spoiled, so I'll ask.

The monster moves.  Those are just more GM moves, right?  A subset of "Use a Monster..."?  You would use them if the player flubbed a roll, or asked, "What does the monster do now" or just plain ignored the thing, right?

So there, I ask.  Conan would be so ashamed of me.

Dungeon World / Hirelings and NPCs
« on: May 16, 2011, 04:33:11 PM »
Ok, I understand how hirelings provide their skills.  That's right there in the rules.  But what about when they're just in a fight in the dungeon.  The Paladin tells his Protectors not, "defend the mage", but "kill those goblins".

How do I handle that?  I realize they're all NPCs so I can do whatever I want, but what's the "default"?  Trade harm as established, probably?

Oh, that brings up NPC damage.  It's class-based now.  Do hirelings have a "base" damage?  Half of the corresponding PC die type maybe?  Two to three times their level, like a monster?

Dungeon World / Weapon Lengths
« on: May 14, 2011, 07:04:43 PM »
Maybe I'm just overthinking it, but I'm not sure how best to use weapons' "range" tags.

Like, if you've got a dagger and that guy's got a sword, is it probably "Defy Danger" to get on the inside?  Is it Defying Danger to for him backpedal, or push me and my dagger back to close range?

If I do get my dagger in close, it's "tricky" for him to fight me, but what does that mean?  And what if he had a spear, instead?  Could he just use it like a staff ("tricky" up close)?

I'm trying to lead with the fiction here, but I'm not sure exactly how best to apply the rules to that fiction.

Dungeon World / Treasure Weight
« on: May 14, 2011, 05:37:23 PM »
So, how much Weight do Gold Pieces have?  Or should I just be handing out a lot more jade idols (W1, 30GP), jewel encrusted scepters (W2, 150GP) and masterful tapestries (W3, 350GP) instead?

Dungeon World / Adventuring Gear
« on: May 08, 2011, 12:41:27 PM »
Adventuring Gear puzzles me a bit.

Is it just an amorphous blob of "stuff", to be defined the moment it is used or does the player say (fiction and all, you know) "I'm buying torches, so that's one adventuring gear" or even "I buy some torches and a pole and some lock-picks, and that fills out my 3 expendables from my adventuring gear"?

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