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 ... 3 4 [5] 6 7 ... 37
61
Dungeon World / Re: Ranger - ammo and moves
« on: October 18, 2012, 03:23:22 PM »
Ammo is somewhat abstract. If you go through a fight and don't end up marking off ammo that means that you were able to recover the vast majority of your shots. If you do mark off ammo (through your choice on a 7-9 or a GM move) then you've permanently lost out—some arrows broke, fell down a ravine, etc. As always, fiction first: if you're firing arrows into a fire elemental the fiction says you're not getting those back, so the GM can totally say "ranger, mark off one ammo at the end of the fight, everything that the fire elemental touched is toast."

Wild empathy and camouflage are huge benefits because they change what moves trigger. Camo, for example, leads into one of the simplest examples—when you attack an enemy who can't defend themselves you haven't triggered a basic move (you may have triggered Called Shot, but that's a very beneficial move) so we just follow through on the fictional effects: you deal your damage.

Wild empathy, likewise, can be huge. The bandits who stole your cache under the floorboards of the inn made sure no person saw where they went, sure, but you can talk to the sparrow who saw them pass by, the rabbit who's mate they killed, and the rest of the creatures to find where they went. No man has left the necromancer's lair alive to tell you what to expect, and it's shielded to magic, but the rats come and go freely—talk to them if you want to know what awaits you.

62
Dungeon World / Re: Weapon Reach
« on: October 18, 2012, 03:05:04 PM »
The tags are meant to help you describe the fiction. You're on that track! So the player says "I close in on the goblin and smack him with my halberd." He rolls a 7, so the monster gets a counter attack—but the weapon he's using is longer, fictionally the goblin isn't in a place to stab him. So the GM can't just say "the goblin stabs you" because that doesn't follow from the fiction. Instead the GM might say "you stab the goblin sure enough, but the goblin takes advantage of your long swing to get in close on you, closer than you can easily swing your halberd."

Now the player's in a spot, what do they do? (Actually, in this case, I might first turn to another player and ask them what they do about it, but let's ignore that for now and keep with one player.) They'll probably do something about the goblin—if they don't, the goblin stabs them and they take damage. If they do something about the goblin, it'll likely trigger defy danger, but that depends on the exact situation. For example, if the player has a word of recall active maybe they say the word and just disappear. Since that's instantaneous I'd say it doesn't trigger defy danger. On the other hand, maybe the player takes the direct route and says "I plant my foot in the goblin's chest and kick him back so he's right where I can halberd him." That seems fictionally sound—small goblin, human leg, getting kicked back is reasonable—so I'd have the player roll defy danger with Str. Then again, maybe the player goes on the defensive—"I hold my halberd crosswise, like a quarterstaff, and do everything I can to block the goblin's attacks." That sounds like defend to me (defending himself) so that move triggers.

The bottom line is, there's no specific way to handle it. Just keep looking at the fiction and what moves trigger. Defy danger is likely to come up, so keep it in mind, but not always.

63
Dungeon World / Re: Multiclass Dabbler
« on: October 18, 2012, 01:08:36 PM »
This got lots in the reorganization, it's back in now. It applies to all multiclass moves: any starting class moves that depend on each other count as one move for the purposes of multiclass moves. That means wizard spellbook, prepare, and cast a spell, cleric's commune and cast a spell, ranger's command and animal companion, etc.

64
Dungeon World / Re: Necromancer Class?
« on: October 18, 2012, 01:06:12 PM »
I'm a little (a lot) busy with other stuff, but I'll leave this idea here:

You get souls, which you must hold in your body, weakening you. Basically, trapped souls have Weight. The Necromancer could actually be a class all about managing your load.

Not sure if that's crazy…

65
Dungeon World / Re: Grabbing to immobilize
« on: September 04, 2012, 06:06:38 PM »
So in your mind it wasn't very likely that the thief could escape? Then it sounds like maybe the thing to do is clarify the fiction more.

Player: I slip out of their grasp by moving fast and sliding out. That's Dex, right?

Me: Wait a sec, I don't think it's that simple. These guys already have a grip on you, you're pretty locked down, I don't think moving fast helps you. How're you using your speed and reflexes to get free?

Player: Hmm, okay, can Gregor see me?

Me: I don't know, Gregor, are you hanging around?

Other Player: Sure, the guards aren't after me.

Player: Okay, great. I give Gregor a wink and give a little nod to the guards. Then I'm going to play dumb and go along with them so that Gregor can club them once we're out of the market square and there's fewer people to see.



Obviously that's just one way it could happen. Maybe the player has some smart ideas on how to use his speed to slip free. Maybe he can talk his way out of it (though remember Parley requires leverage). Maybe he's stuck!

Remember that moves are triggered by the fiction. Just like it's not Hack and Slash to attack someone who isn't aware and able to defend themselves, it's not Defying Danger when there's no way you can avoid it or get out of it. If the guards are holding the thief well enough that speed and reflexes isn't enough to get him out there's no roll.

66
Dungeon World / Re: Equipment Sheet?
« on: August 27, 2012, 07:57:30 PM »
We're likely to cut that. You used to have to buy equipment off the sheet to start, the starting equipment rules mean we shouldn't need that anymore.

67
Dungeon World / Re: Rangers Command
« on: August 27, 2012, 12:32:45 PM »
Yup, it should say "choose as many additional trainings" instead of "tricks" to be extra clear. Already caught that with the editor and you'll see it in the next release.

68
Dungeon World / Re: Lay on Hands
« on: August 25, 2012, 06:02:49 PM »
They can use it as often as they trigger the move. So any time they touch someone, skin to skin, and pray for their well-being the move is triggered.

69
Dungeon World / Re: New Class: The Battlemind
« on: July 14, 2012, 01:27:57 PM »
For Serpents Coild you use Focus, not Str, for the roll. So roll+Focus.

You can totally change stances in combat, so long as you do the fictional action that triggers the move (which is pretty simple).

70
Dungeon World / Re: New Class: The Battlemind
« on: July 13, 2012, 05:12:33 PM »
Yup, I agree. That may be a tough one to nail down—giving the class less armor when not in that stance makes it too much of a requirement. Making the stance stack lets the Battemind get the highest starting armor by a long shot, no problem.

71
Dungeon World / Re: [Draft] New Class: The Noble
« on: July 12, 2012, 11:19:00 AM »
What if your assistant could spend XP to level up like you (but never to your level or higher)? If the noble gets to mark XP for failures on the assistant's dice then he'll already be getting some more XP than everyone else, maybe the assistant is kind of an XP sink?

72
Dungeon World / Re: [Draft] New Class: The Noble
« on: July 12, 2012, 11:17:45 AM »
I really love this!

Master Assistant seems like a rather steep advance. If you take that as your level 10 move your assistant suddenly gains 8 moves/advances?

73
Dungeon World / Re: Question re: rations
« on: July 11, 2012, 04:56:44 PM »
For Perilous Journey in particular you may just not be able to make the move. If you've got close to enough rations then you can make it, but expect trouble from the GM.

Remember, the GM is there to portray the world realistically. If that means you get Sick(ly) from not eating, that's what happens. By "hard move" I'm really saying that you're asking for trouble, not from a person (the GM), but from the world basically. It's like setting out on a three day hike with only a granola bar. Good luck!

74
Dungeon World / Re: Question re: rations
« on: July 11, 2012, 04:44:45 PM »
The wording of Make Camp used to note that you don't heal unless you consume a ration. We need to add that back in.

In general, any time you'd consume a ration but don't have one, you're inviting hard moves from the GM. The Sick condition is a good place to start.

75
Dungeon World / Re: New Class: The Battlemind
« on: July 11, 2012, 11:35:19 AM »
Currently they don't stack—they're both n armor, not +n armor. n armor means "you get this much armor," +n armor means "add this much to your total armor."

Pages: 1 ... 3 4 [5] 6 7 ... 37