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Messages - sage

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496
Dungeon World / Re: Repetetive Tasks
« on: April 06, 2011, 04:05:57 PM »
Tony's spot on, I was just discussing a rewrite along these lines with Adam.

We're also looking at Make Camp. We' upgraded the healing to half you max HP, which seems pretty generous, but we're not quite sure how to determine who's rolling, and +what.

One idea is to have one roll for the camp, +nothing. This makes making camp pretty dangerous, there's a good chance it means the GM makes a move. Maybe that's the intention? It makes making camp a big reward (everyone heals a lot!), but more often than not a GM move.

The other option is to have it more fictionally tied: When you make a camp, everyone you make camp for (blah blah blah, heal, consume rations, etc.) You roll +Wis to setup the camp, on a 10+ choose (etc.). Now we know who makes the roll, and it's less dangerous than a straight roll.

The way it's currently written is designed to make making camp in dangerous territory a bigger deal, but that's probably best left to monster moves and custom GM moves. "When you make camp in a dragon's domain, you take -1 to the roll." "When you make camp while infected with the wasting plague, consume an extra ration or..."

497
Dungeon World / Re: Repetetive Tasks
« on: April 05, 2011, 04:56:07 PM »
I definitely get the concern about multiple Lay on Hands rolls getting repetitive. We're working to make Make Camp a clearer healing option, so that, if they have the time, thats an obviously better choice. Lay on Hands is designed to be kind of an emergency bandage, not a replacement for real healing. It's a tricky spot to hit, as we don't want the Paladin to be equal to the Cleric in healing (then why play a cleric?), but it also has to be useful with a single roll.

Thanks for sharing your experiences, its definitely on our radar to look at.

498
Dungeon World / Re: Repetetive Tasks
« on: April 05, 2011, 04:09:20 PM »
Picking 10 manacles? I think that could, reasonably, be one roll. It's like the difference between a group of enemies and a single enemy. If there's a group of enemies, you can Hack and Slash by saying "I smash the goblins mob with my hammer," I think 10 otherwise identical manacles can get the same treatment.

That said, maybe we need to reword the Thief ability a bit. Let me think on that.

The Paladin laying on hands is a more interesting case, since if it weren't giving him easy XP, I'd say it wasn't a problem. After all, every attempt to heal is another risk, so let him take that risk as often as he likes. Even with that, looking at the effects of doing that is a good idea, just don't be vindictive about it. The player characters are heroes, remember, they're supposed to use their abilities.

499
Dungeon World / Re: fighter signature weapon
« on: April 04, 2011, 02:13:24 PM »
That's a good point about the imbalance there. Those should definitely be the other way around.

As far as more options, that's something I've thought about, but I need to think of some good ones. I don't think there's too many more straight mechanical things we'll add, Armor is already too high most of the time, but there's potential for other bonuses.

500
Dungeon World / Re: one man army(fighter) and use device(thf)
« on: April 04, 2011, 02:07:04 PM »
The rules for groups (crowds, gangs, warbands, etc.) are written, I just need to get 'em into the PDF. It's pretty much like AW: you take more damage and deal less damage against a group that's bigger than you.

Use Device is for any item, magical or not. Which may be a little too powerful, we may scale it back some along with our New Improved rules for types of weapons/armor.

501
Dungeon World / Re: Exp and such
« on: April 03, 2011, 09:47:01 PM »
First off, thanks for playing and posting!

The exact pace of XP comes down to how you play, and how you play to your alignment. We figure 7-9 XP per session is pretty typical, with second level being in range in the first session. If everyone is tending to get more or less than that, no problem.

The vagueness is intentional, actually. Most of the alignments will prompt discussion, and that's fine. The wizard's Good alignment is probably a bit straightforward, and it's definitely something we'll look at. Off the top of my head, I might suggest "When you use magic to protect or defend an ally ..." There aren't many spells that directly do that directly, but there are many ways to indirectly do that via magic. I'll mark this alignment as one of the problem spots and hash it out with Adam, he's great at alignments.

502
Dungeon World / Re: What does Dodge do?
« on: April 03, 2011, 05:07:16 PM »
Dodge is, intentionally, a bit of a catch-all. If nothing else seems to apply, but it's obviously a roll, it's probably Dodge (we're changing the name as well, to make sure it's clear it's not just jumping out of the way of something).

If they Dodge, they Dodge. The player didn't say "I want to roll out" because they like rolling, they did it to get out of the way of the bite. Fictionally, the move says on a 10+ you do it, so on a 10+, he's rolled out of the way.

The one place I might be careful is about including "... and run away" in that. Even if he rolls out, the wolf's probably going to chase him, right? So I'd probably say something like "Well, outpacing a wolf might be tough on those short legs, halfling, so let's deal with getting out from under the wolf first and see where that goes. Sounds like a Dodge to me."

503
Dungeon World / Re: Defending with Hack n' Slash
« on: April 02, 2011, 03:15:39 PM »
Yeah, the forum setting would definitely make this harder. Defend is a tricky little move, since it kind of lets you step into the middle of another move.

There's at least two cases here:

There's the softer move of "show signs of doom," where you say something like "the orc skullcrusher starts charging toward you, building momentum to swing his huge hammer, what do you do?" If, fictionally, someone's nearby who might be able to attack him, they might be able to, it really comes down to the fiction. If this was, say, the first the players have seen of this orc, they were just exploring until now, they can probably try to bring him down before any damage occurs. Defend definitely gets in the way, but a Hack and Slash might be appropriate too.

There's also the harder "Deal damage according to the threats present" move, which Hack and Slash can't do anything about, but Defend can. This is where you say something like "the skullcrusher heaves the hammer over his head, swinging it straight down onto your arm..." Defend specifically lets you step into the middle of that move and interrupt it, Hack and Slash doesn't let you do that.

504
Dungeon World / Re: Thief Skills
« on: March 25, 2011, 01:27:11 PM »
The GM should make those options concrete in the situation. We should probably also reword that a bit - the optimal way is to have two options, both of which involve suspicion, danger, cost, or other downsides.

So, like, Niffin is picking a lock to get into the orcs' armory before the party storms their barracks. He gets an 8, so I think for a bit and say: "Just as the lock pops open, you hear an orc coming round the corner, you can smell his rancid breath from here. You've got a split-second before he's looking right at you, and it sounds like he's dragging one of those weird axes all the orcs have. Are you going to leave your tools and back off to hide (suspicion/cost) or try to take him out before he raises the alarm (danger)?"

Neither of these completely blocks him, it just puts another challenge between him and success. If he hides, the tools are probably gone, and the orcs are on guard. If he fights, well, that's dangerous, obviously. Either way, he got the lock open, there's just a complication.

Thanks for asking, by the way. Stuff like this goes right into the moves discussion section. :)

505
Dungeon World / Re: Treasure
« on: March 24, 2011, 01:26:24 PM »
Nice timing, Adam and I were just talking about treasure, equipment, and all that.

First of all, there are some obvious useful items we haven't included yet, scroll being an obvious one. Those will get added, which will give some higher cost options for all that gold.

Your conversion from original D&D modules sounds about right, and we'll eventually put together some guidelines. We don't want to be too prescriptive, but I also have the same problem - with this made up currency, is 100 gold really a good reward? We'll probably structure this like the Barter charts, "1 Gold is the going rate for..."

I'd suggest dangling one or two magic items per adventure as rewards, and then adding others as you see fit. If you're designing a dungeon, add an item or two that they may not get to, or have to do extra work for ("offer an opportunity, with cost"). Whenever possible, make magic items interesting - there are already a few examples, but we're working on better ones. A magic item should almost always have a move associated with it, flat bonuses are a little boring.

It's important to note that magic items aren't explicitly needed, like in some editions of D&D, but they are fun. Give them strange esoteric moves, give them sentience, just don't give them away because you feel you have to.



Might as well also offer a preview of what we're thinking for "encumbrance." (Quotes because saying that word brings to mind horrible charts and bad rules, but we want to make it awesome.)

There should be some suggestion of how much the players can carry, in particular since that plays into carrying ammo for the purposes of moves that may deplete it. We could just say "whatever makes sense," but I honestly have no idea what makes sense for a fantasy warrior to be able to carry while fighting.

So we're thinking each class will have Slots (bad name, I know, we'll come up with a better one) and items will have Weight. Weight defaults to 1, so if an item doesn't specify a Weight it's 1. Light things are 0, heavy things are 2, unwieldy things are 3, and so on. A dagger or wand is Weight 0, a short sword is Weight 1, long sword or axe is two, some huge hammer is 3.

A character can carry total weight up to their Slots (+Str?) no problem.

When you make a move with too much weight (over your Slots, under Slots + 2), you're hindered, you take a -1.

When you make a move with way too much weight (Slots + 2 or over) you have a choice: drop an item and make the move at -1, or automatically fail as if you had rolled a 6-.

The Wizard has 3 or 4 Slots, the Fighter and Paladin have 7 or 8, everyone else is somewhere in the middle.

You can't get too carried away with Weight 0 items. GM's call, but in general more than your Strength score (not mod) in Weight 0 items counts as Weight 1.

506
Dungeon World / Re: Ammunition
« on: March 23, 2011, 03:57:48 PM »
Ammunition is getting it's own entry, and will tie into a couple of moves.

The gear list as a whole will get expanded some, but yeah, I'd include those two in Adventuring Supplies.

507
Dungeon World / Re: Paladin Tank
« on: March 22, 2011, 03:26:14 PM »
Yes, I think so. I should probably, ya know, put that in the rules somewhere. :)

508
Dungeon World / Re: Paladin Tank
« on: March 22, 2011, 02:26:08 PM »
Expanding on my higher level monster comment, you can take an existing monster and, without adding more damage, make them higher level. This means that they now cause the Defy Danger move when they deal damage (even a point) which makes the Paladin's life tougher without taking away his ability to resist damage. There's also plenty of monsters that have attacks that bypass armor (as Jason mentioned) or which do things that aren't damage - tough choices, etc.

509
Dungeon World / Re: DW AP - Barrow of the Iron King
« on: March 21, 2011, 06:08:07 PM »
After mighty striving we have vanquished the Iron King by tricking his undead dragon into breathing its coldfire upon the seat of his power. I am released from the foul ghoul rot, but now I've gotten myself cursed from picking up the Iron King's foul blade. Oh well, at least we left with some gold in our pockets.
This may be the most Dungeon World paragraph ever written.

510
Dungeon World / Re: Paladin Tank
« on: March 21, 2011, 06:07:22 PM »
First of all: there's a possibility that we've allowed armor to get too high too fast. The hard part is, like noofy mentions: it may or may not be a problem. After all, a fight might not be about your ability to drop the Paladin. We're also re-balancing monsters, to work better with armor.

There's nothing that says you can't throw higher level threats at them. Higher lever creatures can cause the Paladin to Defy Danger when he takes damage, which is at least as dangerous.

I think the best approach though is to embrace it. If the paladin's made choices to make himself tough to hit, he wants to be tough to hit. Let him wade into combat with only a few little hits: that's his deal. But there's more ways to challenge him. His friends aren't so invulnerable, so he'll have to make rolls to protect them. Not taking damage doesn't slay the dragon, so he'll have to make moves to do that.

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