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Topics - Quizoid

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Dungeon World / Non-Cleric/Wizard Spellcasters
« on: March 07, 2012, 12:07:07 AM »
So, I noticed that players that don't take Wizard or Cleric levels early kinda get behind the curve quickly. Half-Elven Bards seem to always have to be at least one level behind their fellow Bards.

This kinda bothers me, as, a player that wasn't playing close attention can end up with a much weaker Advanced Move than someone who just got theirs in a different order. Also, because levels get further apart, a level 4 Paladin must be "stuck in their ways," because they only get a Cleric Spell level after 40 more XP, instead of a level 2 Paladin who would get a Cleric level after 20 more XP.

Also, Fighters don't have this restriction, but Bards share it.

I think I'll ignore this in my game, or just give people a catch-up mechanism, like, every 10 XP they get another Wizard/Cleric level until they come within one of their own level.

Dungeon World / Make Camp
« on: March 06, 2012, 11:58:55 PM »
How do you use Make Camp? When adventurers do it, do you make everyone roll, looking for "the weakest link," or do you just have one do it for the group (strongest link)?

Does everyone roll to aide everyone else (:

I suppose, if I "followed from the fiction," can someone make a camp for someone else? I suppose I wonder if the roll is just to make the camp (strongest link), or if the roll is to camp in such a way that bad things don't happen (weakest link).

Dungeon World / Hard Moves for Spout Lore and Discern Realities
« on: March 01, 2012, 12:41:20 AM »
I'm new to *W games. I've just run one session. I was wondering what some people out there are doing for 6- Hard Moves when PCs roll for Spout Lore and Discern Realities.

I understand that the hard moves should, "Follow from the fiction." Does that mean it should relate to the move, or are some people just throwing in other stuff?

Some things I did in my first game, or have thought of:

Discern Realities:
draw magical attention
those who you are looking for see you

Spout Lore:
you get improper information (-1 forward to something)

Any other ideas?

Dungeon World / Defy Danger / Hack & Slash Question
« on: February 29, 2012, 12:10:50 AM »
GM: The Goblin thrusts at you with his spear.
PC: I smack it to prevent me from getting hit!

Does the PC roll Defy Danger, Hack and Slash, or both?

Dungeon World / HPs on PCs
« on: February 29, 2012, 12:01:00 AM »
This was previously touched upon here:

So, we just played our first Dungeon World game. Yey! That was fun. I'm into it. We're doing the $5 version. However, HP is odd.

One player leveled up, so we're in that situation where one person has about double the HP of another. I can see that in the Beta, this is assuaged a bit by the fact that PCs start with more HPs. However, the gains will still be big.

I love the way Foe HP is done. It doesn't get much higher, but also PC damage doesn't go up either. This is great.

I wonder why the same philosophy isn't applied to PCs. It seems that it would make it easier to balance everything. Also, PCs of different levels could play together better. The breadth of the high level PCs would expand out, they could do lots of different cool stuff. But, a dragon's claw would hurt a similar amount.

Currently, as PCs get more HPs, I just need to throw more or bigger monsters at them and up the damage. This seems a strange hoop to jump through.

I would suggest HP being based on a formula like this: Constitution + Flat Class Amount + LV. HP still goes up, but just one per level (no rolling, or rolling decides between 0-2 HPs). "Flat Class Amount," would probably be something around the current class base times 2-4. Balance monster damage appropriately and voila, we have a more stable system that doesn't get too mathy as it goes up.

Thoughts? Are there advantages to the current system I'm missing?

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