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Messages - ATXrds3

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Dungeon World / Re: More playable races! (Gnoll, Half-Orc, Lizardfolk)
« on: February 15, 2013, 11:25:52 AM »
Hi,

  This is obviously not a playtest but my reactions and thoughts.  In general, I think moves that are 99% always done aren't very interesting.  It's the choice and decision that makes things interesting...

  I feel that the Gnoll's Bard's talent is too good especially compared to the Human/Elf talents.  I think Gnoll bards would primarily end up using that move for every battle.

  I like the Gnoll Druid's talent.  I wonder if it'd be better to have it be a roll though so it can have some interesting side-effects/complications.  Otherwise, I imagine a Gnoll druid would chew the marrow of every fallen foe hoping hoping for a clue or hint of treasure.

  Just out of curiosity, why the half-orc and not just Orc? 
I think the Half Orc's Bardic talent may also be a touch overbalanced?  But then again, Bards only hit for 1d6?  Am I correct that the +1d4 just applies for his next attack and not the whole encounter?

  The Lizardsfolk Fighter's armour; does it stack w/ regular armor? 
The Lizardfolk wizard has too much leeway w/ the spout lore talent.  I'd set a limit on it as once per session otherwise you may as well treat every 7-9 as 10+.

  The talents I found most interesting were the Gnoll Druid, Half Orc Cleric, and Lizardfolk Paladin. 

Thanks for posting this.


 

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Dungeon World / Re: Mage ? Just got the new classes.
« on: February 14, 2013, 09:45:44 PM »
Sorry if I discouraged you Option.  I like the idea of the Mage playbook; but want to see how more experienced players and MCs managed the role?  I could see a Mage outshining the Wizard and all other PCs or going the other route and feel stymied by the MC afraid to cast a spell b/c a miss means the Curled Demon claims his soul.

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Dungeon World / Re: Dungeon World has arrived!
« on: February 14, 2013, 07:33:33 PM »
YES!

Wow, I had thought about holding out for the physical book, but I'm happy w/ the PDFs now.  It's easier to read on computer or take it w/ me on iPad.


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Dungeon World / Re: Mage ? Just got the new classes.
« on: February 14, 2013, 07:30:42 PM »
Thanks for all the replies.  Let me know how your wife's session as a Mage goes.

I'm still a little confused though on managing the power level?  With the Wizard, Fireball takes more resources than Magic Missile and isn't available till lvl3, but it does more damage and is armor penetrating.  With the mage, both spells can be cast as first level w/ similar risk/cost? and for similar 1d8 damage?  Why would the mage ever cast a bolt of fire vs. an amor piercing bolt of fire?

I suppose a 1st level Fighter hits just as often as a 9th lvl fighter in Dungeon World so it's a matter of adjusting to that idea applying to a magic user...
I guess I'm interested in how people have played the mage?  How do you set expectations/boundaries for what can be done?  It reminds me of Mage the Ascension where, perhaps just our group, a lot of disputes occurred over what fell in scope.


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Dungeon World / Re: Mage ? Just got the new classes.
« on: February 14, 2013, 11:47:34 AM »
I'm looking at the Mage Playbook as well.  Do you have any experience running it?  It seems like a bit of work for the MC; even a 10+ has some sort of consequence to factor.  Not sure also how a 9th level Mage would cast a better spell than a 1st? 

I do like the creativity; but the focus benefit doesn't make sense?  When you cast a spell to which you have a focus, your benefit cannot be less than +1?  I assume most mages will have at least a +1 Int bonus. 

When you damage someone magically?  Do you just roll the d8 for the class? 

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Dungeon World / Re: HP w/ leveling up; goblin/mob rules
« on: February 10, 2013, 09:05:18 PM »
Thanks.  Just so I'm clear, if a Fighter is against 3 goblins and does 9pts. of damage, it just effects 1 goblin using rules as written? 

The reason I was asking was in the podcast by roosackgamers, they were battling a swarm of Goblins, and each time the PCs took one Goblin out, another filled in.  Do you have any advice on managing this situation without getting into a bunch of notes on each individual goblin?  My concern is that eventually w/ enough rolls, they'd hit 7-9s to whittle their HPs down.

I suppose it could be a hint for them to retreat?

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Dungeon World / Re: Several cure spells in a row
« on: February 10, 2013, 08:58:06 PM »
  Just my inclination, but I've found RPG healing to be more akin to video games.  It feels like the Cleric is dutifully recharging batteries after every skirmish.  In most fantasy fiction, the characters recover quickly from their scrapes and battles, but when they are healed by a cleric it is a miraculous thing. 

  I would honestly be in favour of allowing characters to recover nearly all lost HPs when they have a chance to breathe after a battle.  But when appropriate, give them busted ribs, wrenched joints, or a smashed ruin of a nose.  When the cleric calls upon his faith, it feels more significant. 

  From a rules standpoint, you free up the cleric from his healing duty.  You also free up the party from having to have a cleric.  This also allows the party to continue w/ fewer camps being made.  I suppose cure light wounds would then deal w/ sprains or minor tears.  cure moderate wounds could deal w/ broken bones, and cure serious wounds heal life threatening injuries like pneumothorax or a gangrenous limb.



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Dungeon World / HP w/ leveling up; goblin/mob rules
« on: February 08, 2013, 01:31:04 PM »
I don't know if I read this in an older version of the game or if I'm thinking of a forum post, but I can't find this in the Dungeon World PDF now.  If anyone can help me w/ page #s I'd appreciate it or if it's just no longer part of the game, let me know.

1) When going up a level, I thought you roll 2d6.  7-9 you gain 1hp + con modifier, 10-12 2hp+ con modifier.  Can't remember if there was a difference in classes also.  Can't remember if the 2d6 roll itself got a Con modifier bonus?

2) When fighting 3-4 goblins or similar, I thought there was a conversion or formula to turn it into one beastie as far as the stats go?  I saw the effect on damage (fighting vs. 4 goblins would mean d6+3 damage on a 7-9 hack slash), but can't find out what to do w/ HPs?


Thanks!

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