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Messages - Kordeth

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1
Apocalypse World / Re: Stat substitution and in-game effects
« on: September 24, 2012, 05:13:39 PM »
Sounds like a great leading question for the MC to ask in that first session!

"So, Crimson, you're ice cold, huh? What happened in your past that you can grease motherfuckers for not doing what you want and go home and sleep like a baby?"

"Hey, Suv, how is it that when the pressure's on, you always freak the fuck out but somehow come through it unscathed, you clever bastard?"

Etc.

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Dungeon World / Re: Advanced MovesL
« on: August 14, 2012, 05:48:36 PM »
From level 2-5, you get to choose an advanced move from the level 2-5 list. From level 6-10, you get to choose from the level 6-10 moves or the 2-5 moves, your call. See for example the Bard: In the pre-release pdf, the level 2-5 moves start at the top of p. 77, while the 6-10 moves start about midway through p. 78 (beginning with Healing Chorus).

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Dungeon World / Re: prerelease comments / observations
« on: August 12, 2012, 05:38:50 PM »
And that's why "match whole words only" is your friend when find/replacing. :) See also the infamous "1d6 dawizard per level" from the old Wizard's Spell Compendium.

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Dungeon World / Re: Within Your Reach!
« on: August 12, 2012, 01:56:13 PM »
Ahh, okay, gotcha. Yeah, I was a hardcover level DW backer, but missed the Kickstarter for WDR. Just worried there was a missing e-mail out there somewhere. Thanks!

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Dungeon World / Re: prerelease comments / observations
« on: August 12, 2012, 04:36:16 AM »
I may just be missing it, but on what page does it mention that your mark xp on a miss?

I think that rule went bye bye in the final version of the rules. You only mark XP when you resolve a bond, fulfill your alignment, and answer the questions in the end of session move.

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Dungeon World / Re: Share Your One Line Game Starters
« on: August 12, 2012, 02:50:45 AM »
"Yep. That's the Apocalypse Dragon. What do you do?"

... What? :-)

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Dungeon World / Re: Within Your Reach!
« on: August 12, 2012, 02:45:31 AM »
Any word on the pdf for backers yet? Really looking forward to checking this one out.

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Dungeon World / Re: Question on rotes
« on: August 11, 2012, 09:20:20 PM »
Rotes are spells just like any other, they just don't use up your "level + 1" spell slots.

Remember also that, rote or not, as long as the cleric never chooses the "lose the spell" option on a 7-9 hit and as long as the GM doesn't decide to have him lose the spell on a miss (use up their resources), the cleric can already go from person to person casting CLW after the fight.

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Dungeon World / Re: Human Wizard/Cleric and bonus spell
« on: July 07, 2012, 04:15:20 AM »
Related question: The cleric's First Aid moves say that Cure X Wounds spells "don't count against your limit of granted spells." (Or at least, that's what I saw on the GitHub site.) Shouldn't that be "is a rote for you?" Right now it sounds a lot like you could prepare as many Cure spells as you want.

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Dungeon World / Re: A couple of new fighter moves
« on: July 04, 2012, 05:24:15 PM »
I would say 6-10.

It sounds cool, but it's a sort of zero-sum move.  I mean, this move adds nothing to the game; instead, it just flats out what could make ad opponent different from the others.

Well, the idea was to strengthen the fighter's niche as the ultimate combat badass who can kill damn near anything you put in front of him and not reduce him to a support role when the party is fighting the Dread Spectral King or some such critter. Maybe it's just because I've been reading the D&D 5E playtest stuff and that's got me paranoid about situations where the fighter has to play babysitter while the wizard magics the monster to death because the fiction dictates that hitting it with a sword doesn't hurt it.

However, all that being said, I just found the mention in the equipment chapter that "the fighter's signature weapon is never considered mundane," so yeah, the move probably isn't actually necessary. Probably a good idea to mention that in the fighter section directly, since previously we'd been told that unless an item says otherwise, it's mundane.

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Dungeon World / A couple of new fighter moves
« on: July 04, 2012, 02:55:01 PM »
Just a couple minor things I was thinking of adding to the fighter. This first one I think would be a starting move; it's pretty minor, but I thinks helps to give the fighter a little character:

Walking Murder Machine
When you attack someone, armed or not, you always inflict your class damage die.

This next one would be an advanced move, still undecided whether it's 2-5 or 6-10:

When All You've Got's a Hammer...
... everything starts looking like a nail. As long as you've got your signature weapon, Hack & Slash is always a viable move for you. Intangible spirits, giant rock monsters, the Apocalypse Dragon its-goddamn-self; you can kill them all.

(Alternate name: "As God is my witness, I will suplex that dragon.")

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Dungeon World / Re: Newest Pdf
« on: July 02, 2012, 07:49:45 PM »
I'll send Sage an e-mail, unfortunately for the time being, my only feedback is "You shouldn't let players drink during Luke's erotically charged sexventures, maybe take that ability out of the final release."

Do that.

Then post the AP behind this story. I must know.

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Dungeon World / Re: Newest Pdf
« on: July 02, 2012, 07:46:09 PM »
I'm not in the guild, sadly (no group at the moment), but I don't see any of the Adventurer's Guild links on the downloads page.

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Dungeon World / Re: "Faith" quote on page 45
« on: July 01, 2012, 07:17:12 PM »
Nitpick: The attribution for your quote should be "Pulp Fiction," because that's not Ezekiel 25:17. Otherwise, seems appropriate.

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Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 30, 2012, 01:06:26 PM »
Great AP! One note I'd give on your feedback about Lucius being frustrated by not being able to do things like kick down doors because he doesn't have Bend Bars, Lift Gates: remember that while fiction flows from the moves, the moves also flow from the fiction.

Not having BBLG doesn't mean that somehow every bar and gate is mystically impervious to Lucius' attempts bend or lift them, it just means that he doesn't get to use that particular move to do it. Probably it's down to the GM's choice (keeping in mind your principles, of course), but maybe if it's really urgent it's a Str-based Defy Danger. On a 10+, yeah, the gate's open... but he doesn't get to pick whether it draws little attention or whether it can easily be put back or what have you. On a 7-9, sure, the gate's lifted, but... well, I'm sure you can come up with hard bargains and ugly choices for that.

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