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Messages - Convict

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1
Dungeon World / Re: GM Cheat Sheets?
« on: July 30, 2012, 06:28:52 PM »
I like that one, great stuff!

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Dungeon World / Re: GM Cheat Sheets?
« on: July 29, 2012, 10:09:58 PM »
This is my very simple & rough one. What else needs to be on it?

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Dungeon World / Re: AP: First time running the game
« on: July 26, 2012, 09:10:54 PM »
Cheers, appreciate it.

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Dungeon World / Re: AP: First time running the game
« on: July 26, 2012, 08:10:27 PM »
More quick questions:

Volley: On a 10+, do you mark off ammo? Or is that only when you choose to on a 7-9?

Experience: How much XP should a player roughly expect to get after a 2-hour play session. My group last night were nuts lucky with rolls and even after end-of-session XP thingers they have only 2-3 points each.

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Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 24, 2012, 05:17:33 PM »
This is great feedback, thanks.

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The bonus from embracing the source is better for men than women

Yeah, this is me trying to be consistent with the books. They are explicit in saying that men are stronger natural channellers than women.

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The initiate bonus might be a bit too much.

This was intentional. In the books, I can't find an example of a healthy etc 'initiate' who cannot Embrace the Source at will. 'Wilders' (ie, the self-taught) almost always have a 'block', some emotional barrier making Embracing the Source Difficult. I wanted to somehow replicate that.

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There is no real conception of "free action" in DW.

Yeah, I'll reword it. It will now be "you may now treat this move as if you'd just got a 10+ on Cast a Weave

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It might be easiest to handle the headaches as giving a debility until rest

Done!

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> The physical toll should probably be random damage. This makes it a bit more of a gamble or risky.

Hmm. Would 1d4 be too much?

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The weaves themselves are all cool and pretty balanced. Grenade probably shouldn't ignore armor, and I'd like more fictional details on harden air.

Grenade, done.

Harden Air is now replaced with: Shield of Air. Ongoing. You weave an invisible barrier (about the size of a regular door) that can sit anywhere within a stone's throw. It will stop most things from passing through, but will not prevent (for example) a charging knight.

I know from experience that my players are tricky SoB's when it comes to the various Air weaves (which are mostly about invisibly holding things in place/moving things about). Like, harden air in the d20 version at level 0 means they can basically freeze a ~1ft square space. Que months of charging trollocs being tripped over & backstabbed, enemies having swords frozen in their scabbards, enemies having their cloaks pulled up over their heads and so on. I don't mind being creative, but when a ~3rd level character could disarm 10 enemies in ~6 seconds it gets a little out of hand!

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Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 24, 2012, 07:47:24 AM »
Ok, here is my first major update. Let me know what you think.

Channeller classes
There are two classes, and differences for men & women, but I’ve decided to mash them altogether in one post because of reasons.

Initiates use INT to cast weaves, have a bonus to Embrace the Source, can cast weaves from more affinities.
Wilders use WIS to cast weaves, have a cover profession they can draw from.
Men: when starting pick their two affinities from fire, earth & spirit. When they have embraced the source, they take +1 to Hack & Slash, Volley & Discern Realities.
Women: pick starting affinities from water, air & spirit. When they have embraced the source, take +1 to Discern Realities.

Affinities:
Pick two affinities (ie earth, fire, air, water, spirit). You may cast weaves outside of your affinities, but at a penalty. Initiates take -1, Wilders -2.

Cover Profession:
Wilders may choose one move from another class. Treat your level as one lower for choosing the move.

Embrace the Source:
Roll + WIS/INT (Initiates get +2 to this move)
On a 10+, you successfully embrace the source. You may then Cast a Weave as a free action.
On a 7-9, you embrace the source, but you choose one:
•   You suffer splitting headaches. Take -1 to all INT/WIS checks till you get a decent rest.
•   It takes a frustratingly long time to do so.
•   The effort takes a physical toll. Take 2 points of damage.

Cast a Wave:
10+ the weave is cast. Flame on.
7-9 the weave is cast, but choose one:
•   If it is an ongoing effect, you cannot tie it off. You must either maintain it (take -1 ongoing) or dissolve it.
•   It has only half the strength/effect it usually would
•   Immediately make a Defy Danger (Madness/Overchanelling) move

Maintaining/Tying Off Weaves:
Some weaves are ongoing. While you maintain them, you take -1 to Cast a Weave. However, you can tie them off as a free action. If you do so, beware that they will unravel at some point, and are more susceptible to being forcibly unravelled by other channellers.

Defy Danger (Madness/Overchannelling)
Roll + WIS/INT.
7+ nothing happens. Carry on.
<=6 Oh shit. GM chooses.
•   Take -1 permanent to relevant statistic
•   Suffer prolonged bout of madness (male)/inability to channel (female)

Level Zero Weaves:
Anyone can cast these as a free action while the have Embraced the Source.

Dry (push water out of clothes/fur)
Light (fist-sized globe of light)
Keeping (preserve food etc)
Finder (tracking bug on small object/keepsake)

Level One Weaves:

Air: Harden Air. Ongoing. You weave an invisible shield of air. It can block arrows, and stop a regular person from walking through it. Would not stop a charging knight on horseback.
Water: Raise Fog. Ongoing. You summon a thick, obscuring fog.
Earth: Grenade. You imbue a small rock (up to fist-sized) with the One Power. On contact the rock explodes, dealing 2d4 damage (ignores armour).
Fire: Flame Weapon. Ongoing. You either create a flaming sword out of nothing, or imbue a regular weapon with flame. +1d4 damage.
Spirit: Heal Minor Wounds. Heal one ally of 1d8 dmg on touch. They need to hold still while you do this.

7
here's a link to the sheet I'm using in my current game. It's ugly as, but does the trick. My ideal is to have all the information so you can see it on one screen, without the need to scroll about. I love how you have all the available moves though. I'll add in the modifier for each move too, at some point.

8
ah awesome. I made up some myself for my group, but these look much nicer.

One thing I did was add a 'party overview' page, which automatically updated with character name, player name, current HP and so on on one screen for me (the GM).

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Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 19, 2012, 02:15:48 PM »
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I wish I knew more about it so I could offer more useful advice!

At this point people who understand the maths & mechanics of DW are just as useful to me as people familiar with the IP of WoT. A large concern I have is that the two magic-using classes are not too overpowered. They should be slightly more powerful than vanilla wizards & clerics (there are a lot of story-imposed restrictions on the use of magic in a WoT campaign, so a power bump needs to happen to balance that), but not so powerful that they become the best at everything.

So yeah, as I expand the list of Weaves (spells), let me know if you see any pitfalls.

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Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 18, 2012, 09:03:53 PM »
Ok, here is my list (so far) of Zero (ie, rotes / cantrips) and First Level Weaves. Let me know if any are OP or I'm missing anything iconic. Brackets contain the particular powers used to make the weave. Users will need affinity with at least one of these to cast the weave.

Zero Level Weaves

Light [air, fire] (Common) (Light) – you weave a fist-sized ball that glows with channelled light, about as bright as a torch. You have complete control over the colour of the light, and it lasts as long as you can see the weave.

Purify [air, spirit, water] (Common) (Sanctify) – food or water you hold in your hands is swept free of impurities and spoilage.

Prestidigitation [air, spirit, fire, earth, water] (Common) (Prestidigitation) – You can use the One Power to perform minor tricks. You can touch an item to clean/soil it, you can create very minor illusions and so on.

Sense Shadowspawn [spirit] (Common) – When you cast this weave you feel a strong discomfort if any Shadowspawn are nearby. You cannot determine the type, number or direction of the Shadowspawn though.

First Level Weaves

Heal Light Wounds [air, spirit, water] (Common) (Cure Light Wounds) – at your touch you Weave flesh back together. Heal an ally of 1d8 damage.

Mirror of Mists [air, fire, spirit] (Common) (Cause Fear) – Choose an intelligent target you can see and a nearby object or person (can be yourself). The target is afraid of the object so long as you maintain the weave. While you maintain the weave take -1

Blade of Fire [air, fire] (Common) (Magic Weapon) – with this weave, you can either create an otherwise normal handheld weapon (sword, axe etc) from flame, or you can imbue an ordinary weapon with a charge of fire sets the target alight. +1d4 damage, take -1 to Cast a Weave while maintaining it.

Alarm Ward [air, fire, spirit] (Common) (Sanctuary/Alarm) – You create a large dome-shaped weave around an area. You are alerted whenever a person or shadowspawn crosses the ward. Anyone who receives Healing within the ward recives +1d4 HP.

Walk the Dream [spirit] (Common) (Speak with the Dead) – you lightly enter Tel’aran’rhiod while sleeping. You can ask three questions of anyone you come across in the dream realm.

Arms of Air [air] (Common) – you can lift a single item or creature that weighs less than 50kg through the air. Or you can manipulate an object from afar as if with one hand.

(Detect Magic) – you can tell if an object was created with or uses the one power.

Dream Speak [spirit] (Common) (Telepathy) – you lightly enter Tel’aran’rhiod while sleeping and can speak with any another sleeping person.

Disguise [air, fire, spirit] (Common) (Charm Person) – you cast a complex weave around a person (including yourself), changing their appearance. If the subject draws too much attention to themselves the Disguise will fall away.

Folded Light [ air, fire] (Common) (Invisibility) – you fold light about a person or object, rendering them invisible. The weave persists until the subject attacks or otherwise draws attention to themselves. Can be cast over more than one person, as long as they do not move.

Grenade [earth, fire, air] (Common) (Magic Missile) – you imbue a small rock with the One Power, and use a weave to fling it towards an enemy. Does 2d4 damage (ignores Armour).

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Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 18, 2012, 07:09:38 PM »
Awesome, thanks for the feedback. Omnibus reply incoming!

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I worry you might be sacrificing detail for speed.

Argh, so do I, but we'll see. Channeling as described in the books is really difficult to accurately capture in a game while keeping it fun for non-channelers. Not only are there a ton of individual talents and weaves described, each of those weaves is quite flexible. I don't want to go the 3e D&D route and have 50% of the PHB taken up with one classes' options. In the books, non-channelers are still very powerful & useful, and I want to keep that in my game.

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Gleeman - has no actual magic.

True, but I think of HP as a more abstract thing. I could see an inspiring song, chant or poem rousing warriors and making the difference between them breaking and holding. I see the Band of the Red Hand singing Jack'o'the Shadows etc and Gleemen reciting The Great Hunt as making a real difference to the fighting efficacy of the hearers.

All that said, I think I'll make Gleeman a compendium class anyway.

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Female Channeler / Male Channeler - these are base classes.  Wilder, Aes Sedai, Asha'man are all Compendium classes

First up, thanks for pointing out Compendium Classes. I was unaware they existed in DW, and yes, a lot of my classes are better suited to be compendium ones.

Second, I see Wilder/Initiate as being the basic divide. Self-taught (using WIS as a base) vs taught by an institution (using INT). There is also the gender split, but mechanically, what is the difference between a man Healing you vs a woman? Sure, one feels hot, the other cold, but at the end of the weave you're topped up by X HP all the same. Same same fireballs, etc etc.

This is open to argument though of course. Male/Female could make as much sense, with different weaves being available at different levels (ie, Fireball being a 1st level weave for men, a 3rd for women, Arms of Air vice versa and etc).

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'channel power' that generates a per-element hold

I like this idea. I'll try to come up with something along those lines.

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Aiel and Ogier

I deliberately left them out, because they wouldn't make sense in my particular campaign. I guess I should just go on and include them anyway. Aiel would have some handy bonus to Hack & Slash (only while using spears/hands and while veiled), and Ogier would have a bonus to strength & HP?

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A big list of artifacts.

I have the d20 WoT RPG sourcebook, which has a list already and most don't need much conversion at all. I will rebadge some of the ones in the DW sourcebook though and post them.

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Something to handle Legends in the Dream and the real.

Agree. So much work!

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Your backgrounds are a good list, but mathematically problematic

Ah well spotted. Yeah, I'll rework them.

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Maybe this could be helpful.

Yes! Ty vm for this.

12
Dungeon World / Dungeon World / Wheel of Time Hack
« on: July 18, 2012, 03:35:32 AM »
This is a hack to use Dungeon World Rules in a Wheel of Time setting. Any comments would be much appreciated. Very much a work in progress. Can expand on any points if needed.

Classes:
Gleeman – Essentially same as vanilla Bard, Arcane Art rebadged to Gleeman’s Music.
Wilder – a heavily rebadged & somewhat modified Cleric. More on this later.
Armsman / Blademaster – Vanilla Fighter.
Warder / Oathman (ie Defender of the Stone, Queen’s Guard, Whitecloak etc) – Modified Paladin. Mostly similar, but replace Quest with Oath (basically a rebadge, an oath of fealty), replace the divine aspect of Lay on Hands with a rousing speech, same effects.
Woodsman / Wolfbrother – Basically vanilla Ranger. For story reasons would insist that the animal companion is a wolf, but I know that everyone who picks this class in my groups will do that anyway.
Wanderer – Vanilla Thief. I’ll need to rebadge the poisons.
Initiate – Heavily rebadged & somewhat modified Wizard. See below.
Noble/Commander – I’m going to grab Antisinecurist’s Noble from here and rebadge anything I need to.

Not sure if I’ve missed out on any iconic classes here. I think most of the characters from the books are covered? There is a lot of basically multiclassing described in the books, but I don’t want to delve into that too much because in my experience it just leads to headaches and min/maxing.


Backgrounds:
Replaces Races. For simplicity’s sake I’m making them independent of class choice. Let me know if any are particularly over or under powered.

Borderlander – Shadowspawn Hunter (+1 to hit & dmg vs Trollocs)
Cairhienin – Streetsmart (+2 to parley in urban setting)
Domani – Seductive (+2 to parley in seductive setting)
Ebou Dari – Duellist (+2 to hit when using dagger vs dagger-wielding human)
Illianer – Mercantile Background (+2 to Supply & Recruit rolls)
Midlander – Luck of Heroes (+1 to Defy Danger when risking self for others)
Tairen – Gambler (+2 to Carouse rolls)
Tar Valoner – Diplomat (+1 to parley with someone from another culture)
Taraboner – Educated (+1 to Spout Lore)

Channelling (Magic):

Ok, this is where I think the d20 WoT RPG really struggled. I like the way spells in DW are generally much more flexible than in D&D, so most spells I’m just going to simply rebadge as weaves (ie, Cure X Wounds becomes Healing, Cause Fear becomes Mirror of Mists etc).

Embrace the Source: A free action for Initiates, while Wilders basically have to do a Cast a Spell check to get over their block. This is the largest advantage for female initiates over female wilders.

Hidden Weaving: Basically I want Wilders to have some way of masking their weaving from regular people as something mundane (ie, how Nynaeve made people think she was mad good with herbs when she was in fact Healing). Perhaps where possible 7+ they successfully cover the weaving, 10+ they get +1 forward?

Cover Profession: again for wilders, I want them to be able to pull some benefit from their cover profession, ie Village Wisdom, soldier, whatever. Not sure how to handle it mechanically though.

Iconic Weaves:

I think most weaving can be handled by the Wizard’s ritual mechanic. Severing/Stilling, Bonding, large weather manipulation, major healing etc. Just handle it as required. But the following weaves are things that will come up I reckon:

Arms of Air – this is a major one, and I know from past games that players are way more inventive at using this weave than Robert Jordan. If it’s not designed well can be totally game-breaking.
Warding – rebadge the various cleric/wizard spells that do the same thing.
Lightning – 5th level?
Fireball – same as vanilla Wizard spell.
Earthquake/Riven Earth - 3rd level?
Shielding – really not sure how to handle this, and it’s really important.
Travelling – what level would this come in at? 5th?

Things I need to work on:

A Madness mechanic. I know I will have players who will want to be male channellers.

Balancing the weave list for Wilders & Initiates. Would it be a disaster if I just merged the two spellbooks?

I don’t really have any way of dealing with the Five Powers (air, fire, earth etc) and the various Talents (Cloud Dancing, Illusion, Earth Singing etc) as described in the books. I really don’t want to overcomplicate the channelling system, but…

Like I said, comments & criticism appreciated.

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Dungeon World / Re: AP: First time running the game
« on: June 26, 2012, 05:19:55 AM »
this is very helpful, thanks a lot.

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Dungeon World / AP: First time running the game
« on: June 25, 2012, 07:21:18 PM »
Ok, so I ran DW for the first time last night. It was with a new group of friends (one was an experienced roleplayer, the other 3 were new). We played over Google+ hangout, using Tabletop Forge & a Google Docs spreadsheet for the character sheets.

We started with Jason's Spider-Witch adventure, just to get a feel for things. In about 2 hours of play, we managed to roll up our characters and defeat the Goblins. We'll tackle Florimel herself next session I imagine.

The good:

Character creation was a breeze. The players picked up the 2d6 mechanic well, and the last breath move was a lot of fun. Overall, the players really enjoyed themselves, and are super keen for our next session monday. I was pleasantly surprised how well the game played out over video chat. Honestly, I can't think of many other systems where you could go from a completely fresh start to 1/2 through an adventure in 2 hours.

The bad:

As the GM, I'm not sure I get how combat is supposed to run and I'd appreciate help. I've only ever used strict turn-based systems before, where I will draw up a quick initiative grid and everyone gets one turn a round. But I understand DW isn't like that. I tried to follow  the system as best I could, and this is what happened:

1. Players enter room, Goblins square off on other side, getting ready to charge.

2. The Fighter says he will stand in front of the group, shield ready to protect the Wizard (Defend). The Thief wants to slink into the shadows to set up a backstab (Defy Danger dex?). The Cleric wants to cast Magic Weapon (or whatever it was), and the Wizard wants to cast Magic Missle at one of the goblins.

Now, the players want to do this all at once, and realistically they could. But I picked the fighter to resolve his first.

3. Fighter rolls an 8, gets 1 hold to defend the Wizard.

4. Thief is successful in his defy danger, is now hidden in shadows attempting to flank the goblins.

5. Cleric casts his buff on his warhammer.

6. Wizard casts MM, rolls a 7. Chooses to draw attention to himself. This is where is gets screwy (for me). In response, three of the goblins charge the wizard. One is knocked off his feet by the Fighter's defend move, the other two beat the wizard with their clubs. Was I supposed to roll anything here? Do the goblins just automatically hit, and automatically do X damage?

7. The Fighter and Cleric start hitting goblins, and the Wizard starts trying to cast invisibility on himself (was never succussful, ends up dying lol). I don't have turns as such for the goblins, they just get to hit the players whenever they roll <10 basically.

8. At this point, the thief has been sitting patiently, waiting for his 'turn'. I had to break up the flow of the combat with the other guys to deal with him.

This is my issue with how I was running the game. While most of the group daisy-chained their actions & reactions together very nicely, anyone who was away from the main group (even if they were only a few meters away in the shadows), seems to miss the train. I'm also unsure when I'm supposed to use any of the GM moves. When there's a lull? Cause with my group, someone is always wanting to try something.

Anyway, while the players had fun, I'm getting a strong 'you're doing it wrong' vibe from how I'm running combat in the game. Does anyone have any links to decent actual play video or podcasts? I think I need to see this actually play out.

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