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Messages - saintandsinner

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16
Dungeon World / Re: Number Appearing brainstorm
« on: June 21, 2012, 11:23:14 AM »
I just added you.  Thanks

17
Dungeon World / Re: Number Appearing brainstorm
« on: June 21, 2012, 11:11:45 AM »
I'd like to see it.  I've tried finding wightbred on G+ but I don't see you. 

18
Dungeon World / Re: Dungeon World Zen
« on: June 15, 2012, 10:24:50 PM »
I think these sort of explanations along with how to adjudicate common dungeon challenges as noted in the question about stealth would help make this game even more noob friendly.

I know its in there but making it very explicit even a bit redundant may help those people who haven't seen this sort of game before.

19
Dungeon World / Re: Gen Con Indy?
« on: June 14, 2012, 05:46:41 PM »
There should be Dungeon World at Games On Demand. 

20
Dungeon World / Re: Google+ Hangouts Dungeon World Game
« on: June 11, 2012, 08:46:21 AM »
I'm interested.  Let me check with my wife and see if there's time that evening.

21
Thank you! Just wondering that in this way multiclassing to get an animal companion does not gives crunchy benefits.

Now I'm thinking about 4th edition style multiclassing; having a 2-5 level move for each class that anyone can take and that gives the basic signature moves of that class, somewhat tweaked if they end up being too powerful, and a 6-10 level move to improve the existing moves to be almost on par with the actual class.

For example

2-5
Arcane Dabbler: you get spellbook, prepare spells and spellcasting as a wizard. Treat your wizard level for as half your actual level when preparing and casting spells.

6-10
Arcane Initiate: treat your wizard level as your actual level -1 when preparing and casting spells.

This is basically the way I've been running it.  It just seemed a bit too powerful the other way.

22
Dungeon World / Re: Beta 2.3 Questions / Feedback
« on: May 22, 2012, 11:43:23 PM »
Pg 23 is missing some of the alignments.

23
Dungeon World / Re: Can the Thief multiclass?
« on: May 15, 2012, 01:12:20 PM »
I meant keep it as an option but not integrated into individual classes.  That way GM and players could decide whether to use it or not.

24
Dungeon World / Re: Can the Thief multiclass?
« on: May 15, 2012, 07:57:14 AM »
Have you thought about removing the Multiclass option and adding it as a sidebar to the advancement text?  That way its an option but not directly proscribed.

25
Dungeon World / Re: Hard Moves for Spout Lore and Discern Realities
« on: March 03, 2012, 11:21:30 PM »
Please leave 'turn their move back on them' in the game.  I use it like Noofy described all the time.

26
Dungeon World / Re: The Party (and Beta 2 News)
« on: March 03, 2012, 11:15:21 PM »
I was thinking and talking with some friends about this today.  I think the party is an interesting D&D trope.  I agree it should be important enough that people know you by it so it has a reputation.  It should be able to do things together that you could not do apart so it should have moves.  And most importantly it should have a shared story.  So that even if characters leave or die there is a direction to its activities that is a pull for all its members. 

27
Dungeon World / Re: Last Breath
« on: February 20, 2012, 07:52:31 AM »
For more options with Death.  When you are about to die and are not ready for the afterlife offer something to Death (or whatever other forces you may have that influence this sort of thing).  This must be something valuable to you.  GM and other players are welcome to call BS if you offer something inconsequential. 

10+ Death accepts your offer, take +2 Forward on your Last Breath move
7-9  Death wants more and takes something else, make your Last Breath at +1

28
Dungeon World / Re: Removing the last unnecessary escalation?
« on: September 12, 2011, 01:46:54 PM »
This is really cool.  Any chance something like this gets into the final game.  Maybe after leveling HP for the first 5 levels you plateau this off and go with a system like this?

29
Dungeon World / Re: Which version?
« on: September 03, 2011, 12:05:21 PM »
Just ran this last weekend.  On a miss with spout lore I gave them some correct and incorrect information as a place holder.  I wrote down the information with a star in my notes.  When they came upon the situation the lore applied to started with a harder move based on the miss. 

30
Dungeon World / Re: Travel
« on: August 30, 2011, 07:29:14 PM »
That's what I was thinking.  I was so surprised it was missing I sort of sat there confused for way too long.  The on the spot move I made also fell sort of flat.  I'd love to see this cleaned up and put back in.

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