Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sage

Pages: 1 ... 33 34 [35] 36 37
511
blood & guts / Re: Stats : Moves ratios?
« on: March 15, 2011, 07:30:44 PM »
After Dungeon World originally had on basic move per stat (for 6 stats + Bond/Hx), I realized that the number really isn't important. Make every stat a distinct thing that characters can be (or not be). Make every move a clearly distinct thing that happens in the fiction, and which has a clear mechanical effect. The absolute numbers don't matter.

At least up to a point. If you have more moves than the players can keep track of, or stats that don't clearly do anything, that's a problem.

512
Dungeon World / Re: Handling Hirelings
« on: March 09, 2011, 01:01:39 PM »
So far we've been thinking of a morale move for groups, such that a group can split up when it's attacked too much. Hadn't really been looking at it for hirelings, since I ther Order moves covers that pretty well.

513
Dungeon World / Re: Death's Door
« on: March 03, 2011, 02:04:13 AM »
I think the great part about making it just a bargain, open to GM creativity, is that it supports all those. The bargain could still be a move, or a stat penalty, or something non-mechanical (a soul, love, etc.).

514
Dungeon World / The Adventurer's Guild
« on: March 03, 2011, 01:58:28 AM »
Hey DW-ers. I'm seeing some odd stuf with the Adventurer's Guild Google Group. If you think you should be part of the guild, but you haven't seen a Google Groups invite, please email gm@dungeon-world.com.

515
Dungeon World / Re: Death's Door
« on: March 03, 2011, 01:43:14 AM »
As usual, John's nailed it.

516
Dungeon World / Re: Death's Door
« on: February 28, 2011, 08:38:48 PM »
Okay, this thread inspired Adam and I to do some writing. It's not in the PDF yet, but here's the idea:

When you drop to 0 HP, you're dying. You can't go negative. Immediately make the dying move.

When you're dying, you catch a glimpse of what lies beyond the black gates of death, roll (just roll, +nothing). On a 10+ you're stable. On a 7-9 death offers you a choice, give Death one of your moves and live to see another day or pass beyond the black gates into whatever fate awaits you. If you give a move to Death, mark it off your character sheet, you can't regain that move unless you undertake a perilous quest to wrench it from Death's grasp. On a 6-, you're dead.


Someone who's stable at 0 can be healed normally.

Natural healing takes place whenever you Make Camp, or when the GM thinks you've had enough rest to heal up. You heal your Con modifier plus your level in HP.

517
Dungeon World / Re: Death's Door
« on: February 28, 2011, 04:39:32 PM »
There isn't one way to do it (yet). As a general guidline, 0 HP is unconscious, maybe even dead depending on how you like to play. -10 or so is Dead, no matter what. Using a move (like Tony's, above) for the space in between is a good idea.

518
Dungeon World / Re: Racial Moves
« on: February 28, 2011, 11:24:08 AM »
"Too much" is an odd beast in Dungeon World. The Cleric, in general, does less damage, so letting them start doing that damage at first level isn't game breaking, but it does weaken the Wizard's niche protection a bit. I think racial moves are probably allowed to break niches a little, after all if I decide to play a half-orc cleric we may not even have a Wizard (no niche to protect) or the Wizard can focus on other things.

519
Dungeon World / Re: Racial Moves
« on: February 23, 2011, 12:38:14 PM »
All the classes are exactly the same between Hack and Full. I'll probably post a minor update with this stuff this weekend.

520
Dungeon World / Re: Racial Moves
« on: February 22, 2011, 05:12:11 PM »
Some of these exact moves have been added to the text. We'll send out the update soon. The Thief in particular is getting a lot of love, there's one new move that I cannot say enough about. Adam and I worked out something really cool.

521
Dungeon World / Re: Where Do I Find The Latest Dungeon World?
« on: February 21, 2011, 06:33:19 PM »
www.latorra.org/dungeon-world/

(We have dungeon-world.com too, but there's nothing there yet)

522
Dungeon World / Re: Racial Moves
« on: February 21, 2011, 11:22:03 AM »
Inflict - Yeah, it should be. I've been rebalancing (for a pretty vague definition of "balance") damage, that got missed.

Halflings - Yup, same move, intentional, but only because I couldn't think of a better one. I had a hell of a time figuring out what a halfling does that makes them special that I can easily reflect in the rules. I need to come back to that some more, and suggestions would be great. The +1 Armor was written before Dodge existed, a bonus to Dodge seems like a good idea.

Humans - You're right, 5 gold is pretty lame. And now I'm looking at the starting Thief moves for inspiration for the human move, and I'm hating them. Blah. Rewrites coming.

Half-orcs - +1 Piercing makes sense. +1 damage isn't a big deal, but it does suck that they wouldn't see the bonus until second level at best. So maybe Half-orc clerics get Inquisitor for free, possibly +1 damage as well? There's also nothing that says you couldn't write your own dice rolling spells for those levels.

Lots of stuff for me to mull over here. Thanks for the suggestions.

523
Dungeon World / Re: Chatty DM's Front Model.
« on: February 17, 2011, 05:43:19 PM »
Yup, I've read Chatty's article, and we're actually on very much the same page. I actually thought about commenting on that post when it came out, but didn't want to be a snobby indie "already did that" gamer. At his point Chatty knows about DW - he's in the Guild, actually.

There's not a whole lot I can add, really. I should probably reread the entire post and the entire Fronts chapter again, but I'm pretty sure we say basically the same things. Chatty spends a little more time on actual physical dungeons, but we have the front types, which are some of the most inspiring RPG lists I've read for a fantasy game. Adam absolutely killed those.

524
Dungeon World / Re: Handling Hirelings
« on: February 17, 2011, 01:27:52 PM »
That's definitely some good stuff, Tony.

My thinking thus far is that only hirelings with Skill: Warrior add to damage. That NPC healer just isn't that useful in a fight. Maybe a few other Skills also add to damage to a lesser degree, like tracker.

What's in my head so far:
PC Class -> Hireling Skill
Bard - > ?
Cleric -> Priest/Healer
Fighter -> Warrior
Paladin - > Protector
Ranger -> Tracker
Thief -> Expert
Wizard -> Adept

Healer Skill adds healing to Make Camp, and/or speeds up natural healing (which isn't in the rules). Maybe also can provide combat healing, at a cost. Possibly something like "When you call for healing from a hireling in combat, take -2 forward as you try to get their attention. They heal you X."

Warrior adds damage to Hack and Slash, maybe also some bonus to positioning or something. Some variation on Bend Bars?

Protector at least allows you to redirect damage to them, maybe something more as well? Might even provide a Dodge bonus.

Tracker has Follow Trail in some form. I guess it could even be keyed off of Make Camp, like "When you Make Camp, choose one trail leaving your camp site, the tracker can follow it until a significant change."

Expert can pick locks and disarm traps. This one might have to include a roll. Something like "When an expert picks a lock or disarms a trap, roll. 10+ they do it quick, 7-9 long enough to cause some trouble." Tracking and disarming are hard to fit into this model.

Adept could add damage to Cast a Spell, or maybe have some kind of on-demand buff/damage along the lines of the healing, above.


Promotion and demotion should be pretty easy, assuming I can some up with something for Bard. Especially if some of these abilities scale with level, so having your friend's 5th level character as an NPC is better than some 1st level hireling.

525
Dungeon World / Re: Handling Hirelings
« on: February 16, 2011, 06:29:59 PM »
Cost: Intoxication just got added to my mental list, just for your dwarf, noofy.

Pages: 1 ... 33 34 [35] 36 37