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Messages - wightbred

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166
Dungeon World / Re: Using more of 4e?
« on: February 03, 2011, 09:58:07 PM »
Planning to use some of this in the Goblin World hack I've just drafted (http://apocalypse-world.com/forums/index.php?PHPSESSID=04sdeolmpnlbo53053dndvgfg7p3eie2&topic=1119.0), but really keen to see what you are doing.

Plus a new version of Dungeon World would be awesome!

167
Goblin World / Re: Goblin World
« on: February 03, 2011, 09:42:53 PM »
Ran our first playtest last night, and as Epic Fail notes we were very happy with how it ran.

Note that we are using a slightly updated version that includes new goblinoid races (Hobgoblins and Bugbears) and new careers (the quick Skirmisher and the heavily armoured Armiger). Will try an post a revised version of this next week, but have added the key new moves you need to play at the bottom.

The PCs:
- Gerturde the Goblin Blackblade, played by Epic Fail
- Bugsy the Goblin Skirmisher, played by Jim
- Brooza the Hobgoblin Armiger, played by GT

The game (fiction):
- Ran around and did the list which worked great. It emerged from this that Gertrude was a male and Brooza was not a good judge of goblin gender.
- Started with Cave Leader Blerch (need a list of NPC names badly) ordering the PCs to bring back two sheep from a nearby farm for the feast. A round of successful Dominate (Brooza) and Cowering (Gertrude and Bugsy) resulted in Brooza being appointed mission leader, Bugsy being forced to take point and Bugsy knowing why the feast was happening (Sub-Chief coming to visit).
- The raid was interesting. Brooza sent the others down to scope the farm and they happily pursued their own looting options. Eventually Brooza grabbed a sheep and ran off and Gertrude rode out of the farm on another sheep. They were hotly persued by a dog who tore into Brooza before he and Bugsy could kill it. They ran off just before the farmers arrived.
- Meanwhile Gertrude lost his sheep into the briar patch trying to turn around and help them. When the others arrived he failed epically to cover this. They tried to scare out the sheep, but failed and Bugsy jumped up a tree rather than face the cat that emerged instead of the sheep. Brooza came around and ran around with the cat all over his head before the others could help him kill it.
(Aside: Why did I put cats in for special mention? Because in some additions of D&D a house cat could kill a goblin in one round with its claw/claw/bite+rake attack. The players took to this, and now apparently goblins hate cats and want to make hats out of them.)
- They tried to get the sheep out of the briars, but spotted some other humanoids (see kobolds later) and ran-off.
- They took the live sheep and dead dog and the cat back to the cave and after some shouting (Dominate) and some toadying (Cower) they convinced Blerch this was an acceptable result.
- Next day Sub-Chief Langi (need name sheet!) arrived and Bugsy impressed him with the wine he had stolen from the farm. But Langi was annoyed that the Kobolds across the valley were also eating mutton for dinner (the sheep in the briars above). Desperate to impress Blerch sent the players to show the kobolds who was in charge .
- Brooza had to find the reluctant Gertrude to take him, and they stumbled into the Shaman’s area of the cave in the hunt. They were seconded to the Shaman’s use once they returned. They successfully ambushed and killed four kobolds, and returned to further impress Langi.
- Gertrude wasn’t interested in the back-slapping so reported to the Shaman who showed him in a dirty scrying bowl that heroes were coming through the forest to the cave and ordered him to tell Blerch. Langi discovered an urgent appointment elsewhere and told Blerch to handle it. Gertrude cowered to Blerch and convinced him to send the players.
- Deducing that the sheep had caused this, they came up with an excellent plan of using the wool Bugsy had just mended his cloak with to lure the heroes to the kobold’s cave. This worked brilliantly, and the players used their success to entice some of their tribe over to the vacant cave and set Bugsy up as leader of the new cave.
- Bugsy found what was left of the Kobolds treasure (7cp), but before he could even turn around Gertrude had stolen it.
- 2d6 weeks later Brooza had 4 pups (whelps), so it really was a happy ending.

Notes:
- Really felt like they were playing goblins. Afterwards we though that two mechanics did this: Dominate / Cower and the Master combined with the Punish / Survive. Dominate and Cower were often used together by the players and on each other, which made everything they did feel like it was because they had been forced or tricked into doing it. The Master mechanic reminded everyone all the time to think about who was in charge.
- GT had a fake Olympic medal which he put on every time he was the Master which worked really well as a reminder for everyone. Will get more of these next time.
- Players did a great job with descriptions, but need to add “look” elements to make this easier.
- One player put an NPC on their list. This worked well so it is a thing now so might get everyone to describe another goblin in the tribe at the start to get this moving, and (although I didn’t let them in the game) I’m thinking I will also let them roll+List vs NPCs. Maybe could get them to describe the cave as well, using hold type descriptions. Also might add “I am going to have ____________’s pups” to the list.
- Careers worked great. Gertude (Blackblade) for example seemed to sneak almost everywhere which suits the career to a “T”.
- Races worked great. With their new racial power to get away after Survive the goblins felt appropriately slippery, and the Hobgoblin was bigger and tougher but only reasonably so.
- Combat was appropriately deadly.
- They leveled much, much too quickly. This was mostly because of all the use of Dominate and Cower against each other, but this fits the theme so perfectly I wouldn’t change it. We moved to 10 experience per level after they got to level 3. Will start at 10 next time and see how it goes.
- We tweaked a few rules as we went, but nothing major. We did discover a couple of needed basic moves which are below.
- Overall it was brilliant, and I can’t wait to play again.

Two additional Basic Moves:

Smash and Grab (Size)
When you smash something and/or try to take something, roll+Size. Getting the force just right is challenging, so 10+ is a worse result than 7-9. On 10+ choose 2, and on 7-9 choose 3:
- You are the Master
- You take something of any size
- It doesn’t take very long
- Nothing of value is damaged
- It doesn’t make a lot of noise

Picture a goblin on a raid kicking a door or smashing a chest and grabbing something or trying to snatch something from another goblin starting a tug-of-war that roams around the cave and you will see how the above move works. Note in the moves “take” means they know who’s done it and “steal” doesn’t. Might allow them to add you to the List immediately if you “take” something from them.

Do Something Tricky (Quick)
When you do something dangerous or clever that is not covered by another move, roll+Quick. On a 10+ you do it and you are the Master. On a 7-9 you flinch, hesitate, or stall: the MC can offer a worse outcome, a hard bargain, or an ugly choice.

This covers the missing general trickiness gap, pulling stunts and a lot of Do Something Under Fire (which it is almost exactly like).

One additional Basic Combat Move:

Seize the Initiative (Quick)
When two characters are fighting and both or neither are the Master, roll+Quick. If two PCs are rolling against each other, only the higher result occurs, ignore the other.
On 10+ you are the Master, they are not and you take +1 forward.
On 7-9 you are the Master and they are not.
On a miss they are the Master and you are not.

This move is needed to stop Size-based characters dominating combat. We were using Dominate to determine who is the Master, but this gives hold and uses the same stat (Size) as Punish so it wasn’t really working.

168
Goblin World / Re: Goblin World
« on: February 02, 2011, 08:36:25 PM »
Thanks John - very much appreciated. Yeah, I just started typing yesterday and it flowed.

I'm trying to get an artist I know to do some pictures, but happy for anyone to lay it out if they want.

Be warned that I'm still fine-tuning it and I haven't play-tested it yet. For example I'm thinking about pulling in some ideas from these threads so you can rampage with a warband:
- http://apocalypse-world.com/forums/index.php?PHPSESSID=lbhgjlaf6jeft3sf1t1i1jh1mkee652g&topic=1081.0
- http://apocalypse-world.com/forums/index.php?PHPSESSID=lbhgjlaf6jeft3sf1t1i1jh1mkee652g&topic=661.0

169
Goblin World / Re: Goblin World
« on: February 02, 2011, 06:57:39 AM »
THE LIST

_________ stole from me.
_________ lied to me.
_________ beat me.
_________ branded me.
_________ tortured me.
_________ cheated me.
I owe _________ 1 copper.
_________ is too lazy.
_________ is too clever.
_________ is too strong.

GEAR

Start with 5 copper pieces (cp) to spend on gear.

Something small is a weapon that does 3 damage or less, a copper piece or anything else the MC agrees.

Axe or Hatchet (4 damage, 5cp)
Caltrops (2 damage, area, 1 use only, 3 cp)
Cleaver (4 damage, messy, 4cp)
Club (2 damage, free)
Crossbow (4 damage, 12cp)
Dagger or Knife (3 damage, 2cp)
Faery Bow (2 damage, Valuable, AP, 20cp)
Faery Special Arrow (1 use only, as Faery bow, but if they cause any damage the target is put to sleep, 10cp)
Needles (2 damage, infinite, 1cp)
Short Sword (4 damage, Valuable, 10cp)
Sling (3 damage, 3cp)
Stinky Rock Sling Stone (2 damage, and if you cause damage You are the Master, 1cp)
Stinger Poison (+1 damage, 1 use only, 3cp)
Whip (2 damage, and if you cause damage You are the Master, 4cp)

Itchy Padded Cloth, Sticky Fur or Scratchy Leather (1 Armour, 2cp)
Tarnished Copper Plates (2 Armour, 5cp)
Cooking Pot or Wooden Shield (+1 Armour, can only use a small weapon with this, 3cp)

Bandages (Heals 2 HP, 2 uses only, 4cp)
Rancid meat, rotten biscuits or turned fruit (Heals 1 HP, 1 use only, 1 cp)
Red Powder (+1 Quick, 1 use only, valuable, 5cp)
Soft leather "elvish" boots (+1 Lurk, valuable, 30cp)

THREATS

The real threats are may be the other goblins but you need other enemies for them to oppose on the missions their Cave Leader sends them on or when they try for political advancement. All threats start as "the Master", unless otherwise noted. For all of these I've just modified 2nd Edition D&D monsters, but you can easily use 3rd or just wing it. Monsters can gang up, which gives them +1 damage per helping monster.

Missions from their Cave Leader:
- "Go to the human farm and steal two sheep for the feast."
- "Your stupid raid has stirred up the humans. Join the assault on the heroes in the caves."
- "We are at war with the Kobolds / Orcs / Faeries, and you need to scout the edge of the forest."
- "Cave Leader Balag is stealing from me. Go and rough up one of his Bodyguards."
- "Blood Shaman Rolig has cursed me with the Bludy Fluxx. Travel to the human village to bring back mead for the cure."

Mighty Goblins:
- War Chief and their Bodyguards (12 HP, Armour 3, Short Sword 4)
- War Shaman (11 HP, Armour 2, Axe 4 messy, can use these moves without rolling: Healing Touch for 2 HP and Point the Bone to give -1 ongoing)
- Worg (15 HP, Natural Armour 2, Bite 5)

Senior Goblins:
- Sub-Chief and their Bodyguards (8 HP, Armour 3, Axe 4 messy)
- Blood Shaman (7 HP, Armour 1, Dagger 3, can use these moves without rolling: Healing Touch for 3 HP and Point the Bone to give -1 ongoing)
- Wolf (12 HP, Natural Armour 1, Bite 3)

Local Goblins:
- Cave Leader and their Assistants (7 HP, Armour 2, Knife 3)
- Cave Shaman (6 HP, Armour 1, Dagger 3, can use these moves without rolling: Healing Touch for 1 HP and Point the Bone to take -1 forward)
- Goblin Warrior (4 HP, Armour 1, Knife 3, doesn't start as the Master)

Heroes:
- Cleric (8+ HP, Armour 2, Too Big Mace 4, can use these moves without rolling: Healing Touch for 4 HP and Point the Bone to give -1 ongoing)
- Fighter (12+ HP, Armour 3, Too Big Sword 5)
- Thief (6+ HP, Armour 1, Dagger 3, deals 5 damage when they are the Master)
- Wizard (4+ HP, Too Big Staff 3, can use these moves without rolling: Point the Bone to give -1 ongoing and once only Magic Missile for 6 damage)
- Henchmen (4 HP, Armour 1, Dagger or Torch 3)

Humanoids:
- Orc (6 HP, Armour 2, Too Big Axe 5 messy)
- Kobold (2 HP, Armour 1, Spiked Clubs 2, doesn't start as the Master)
- Faery (2 HP, Natural Armour 3, Needle 2, Faery Bow as above and three special arrows)

Hunting:
- Cat (4 HP, Natural Armour 2, Bite and Claws 4, always the Master)
- Dog (12 HP, Bite 4)
- Farmer (4 HP, 1 Armour, Too Big Axe 4 messy)
- Rat (1 HP, Bite 1 damage, doesn't start as the Master)
- Giant Rat (3 HP, Bite 2 damage)
- Sheep (7 HP, Natural Armour 2, Bite 2, doesn't start as the Master)

170
Goblin World / Re: Goblin World
« on: February 02, 2011, 06:52:57 AM »
MOVES

Cower Before Master (Toad)
When you try to get your way by toadying, cowering, flattering, blathering or whining, roll+Toad.
- 10+ They are the Master now, and you hold 2.
- 7-9 They are the Master now, and you hold 1.
- On a miss, they are the Master now, you are added to their list and they hold 1 over you on the exact same terms.
They can spend your hold, 1 for 1, by:
- Giving you something small you want
- Letting you borrow something of any size you want for the session
- Letting you into their plans by answering a single question for you
- Fighting to protect you from someone the are the Master of or more senior to
For NPCs, you take +1 ongoing against them while you have hold over them. For PCs, if they spend hold they also mark experience.

Dominate (Size)
When you try to get your way by shouting, pushing, threatening or intimidating someone, roll+Size. If two PCs roll against each other only the higher roll applies, and both roll again on a tie.
- 10+ You are the Master now, and you hold 2.
- 7-9 You are the Master now, and you hold 1.
- On a miss, they are the Master now, you are added to their list and they hold 1 over you on the exact same terms.
They can spend your hold, 1 for 1, by:
- Giving you something of any size that you want
- Acting as your eyes and ears
- Fighting to protect you
- Doing something you tell them to
For NPCs, you take +1 ongoing against them while you have hold over them. For PCs, if they spend hold they also mark experience.

Sneak (Lurk)
When you try to get an advantage over someone by stealth or sneak somewhere roll+Lurk.
On 10+ Choose 3.
On 7-9 Choose 2.
- You are the Master now
- No-one saw you
- Steal something of any size
- You are hiding in wait and can Backstab them

Size Them Up (Quick)
When you try to read a situation or people, roll+Quick. On a hit you can ask the MC or other players questions about their characters. Whenever you act on these answers take +1.
On 10+ Ask 3.
On 7-9 Ask 1.
- Where is my best escape route?
- Who is the most vulnerable to me?
- Who is the biggest threat?
- Who is the Master here?
- Is your character telling the truth?
- What is your character hiding?
- What does your character intend to do?

Hinder Another (List)
When you try to hinder (or help) another character who is making a roll, roll+List. On a hit, they take +1 (help option 1) or -2 (hinder) now or +1 damage after their roll (help option 2). On a 7-9 you also expose yourself to damage, danger, retribution or cost.

COMBAT MOVES

Backstab (Lurk)
When you attack someone who is not expecting it or is asleep or you attack from hiding, Roll+Lurk. You never take damage if you attack this way.
10+ Choose 3
7-9 Choose 2
- You are the Master now
- You deal damage
- If you dealt damage, deal +1 damage
- You steal something small from them

Survive Master's Punishment (Toad)
When the Master tries to harm you or take something away from you, roll+Toad.
10+ Choose 2
7-9 Choose 1
- You are the Master now
- You deal damage
- You take little damage (-1 damage)
- You steal something small from the Master
- The Master can't take anything from you
- You get away

Punish a Minion (Size)
When you are the Master and you try to harm someone or take something from them, roll+Size.
10+ Choose 3
7-9 Choose 2
- You are still the Master
- You deal damage
- If you dealt damage, deal +1 damage
- You take no harm
- You take something of any size from them

PERIPHERAL MOVE

<<<Move deleted>>>

171
Goblin World / Goblin World
« on: February 02, 2011, 06:50:25 AM »
I've found myself with a 10+ in Leisure lately, so I wrote this hack today. This is a complete but not playtested hack, but I see it more of a draft for the full humanoid fantasy hack I want to write.

For the full hack I'd add Orcs, Ogres, Trolls etc and incorporate some of the ideas I've been toying with for D&D.

Very keen to get some comments and suggestions.

STATS

Lurk: How sneaky and stealthy your goblin is.
Quick: How cunning and clever your goblin is.
Size: How big and strong your goblin is, compared to other goblins.
Toad: How good your goblin is at getting what they want from others.

Hit Points (HP) = 4 + Size. At zero HP you are unconscious, and will wake up if healed or otherwise when and if the MC says. At -5 HP you are dead.

Mark experience when:
- You use your one highlighted Stat (chosen at the start of each session by the PC whose name is on your list the most).
- When you repay / revenge something on your list and cross it off.
- When you give birth to Pups.
- When you make the killing blow on something big (8+ HP) or a Cat.
- When a move says you do.

The Master: This game assumes that the pecking order between goblins is critical, but that unlike chickens the pecking order is very fluid. A goblin is "the Master" if it has a emotional or physical advantage over another at that time.
- Two or more characters can be the Master, but only one can be the Master if they compete or fight using a move.
- Several moves allow characters to become the Master. If the move says you are now the Master, then the other character involved in the move is no longer the Master.
- You sometimes need to choose between moves depending on who is the Master. If both combatants are the Master or neither are, you may need to see who is the Master which means you should make a Dominance move immediately. For example, the moves Survive Master's Punishment and Punish a Minion are specifically designed so PCs can roll them against each other, one as the Master and one not. (The peripheral move <<<Removed>>> is also rolled by each PC and although doesn't require a Master, but there my be a fight afterwards to see who is.)

The List: Every goblin keeps a list of those who have wronged him. See the section below for ideas.
- Add five PC names to the list at the start of play, and one more after each session.
- When you roll+List, roll and add the number of times the other PC's name appears on the list below.
- Once you have a PC's name written three times, you cannot write it again until you have repaid / revenged one of the things already on the list.
- The PC with their name on your list the most times chooses your highlighted Stat for that session. Roll off if there is a tie.

CAREERS

Apprentice Shaman
Lurk +1, Quick +2, Size -1 and Toad +0
Lurk +0, Quick +2, Size +1 and Toad -1
Lurk -1, Quick +2, Size +0 and Toad +1
Starting: You start with one move from the list below
Moves:
- Healing Touch: When you heal someone, roll+Toad. On a 10+ they heal 3 Hit Points. On a 7-9 they heal 1 Hit Point. On a 6 or less the Ancients might be angry...
- Point the Bone: When you curse someone, roll+Quick. On a 10+ they take -1 ongoing until you or another Shaman removes the curse. On a 7-9 they take -1 forward. On a 6 or less the Ancients might be angry... You can also use this move to remove the curse put on by another Shaman by rolling a 7+.
- Protection of the Ancients: +1 Armour.
- Vessel of Power: Roll+Quick to Dominate.
- Or choose from the Goblin Moves below.

Blackblade
Lurk +2, Quick +1, Size -1 and Toad +0
Lurk +2, Quick +0, Size +1 and Toad -1
Lurk +2, Quick -1, Size + and Toad +1
Starting moves:
- Assassin: When use use poison, deal +1 additional damage.
- Get Away: Name your escape route and roll+Quick. On a 10+ you're gone. On a 7-9 you can stay or go, but if you go it costs you: leave something behind, or take something with you.
- Light Fingers: When you use Backstab or Survive Master's Punishment, you can always take something small.
- Skulker: When you deal damage with the Backstab move, deal +2 damage.
- Or choose from the Goblin Moves below.

Chieftain's Pup
Lurk +1, Quick +0, Size -1 and Toad +2
Lurk -1, Quick +1, Size +0 and Toad +2
Lurk +0, Quick -1, Size +1 and Toad +2
Starting: You start as the Master and with 2 extra cp, and then choose one Move below.
Moves:
- Dirty Backstabber: You may provide a -3 penalty instead of -2 when you hinder using Hinder Another.
- Sound Ally: You may provide a +2 bonus instead of +1 when you help using Hinder Another.
- Taunt: Roll+Toad to Dominate.
- Observant: When you successfully Size Them Up, you can always ask "what is your character hiding?".
- Or choose from the Goblin Moves below.

Cutter
Lurk +1, Quick -1, Size +2 and Toad +0
Lurk +0, Quick +1, Size +2 and Toad -1
Lurk -1, Quick +0, Size +2 and Toad +1
Starting: You start with a Knife and one move from the list below.
Moves:
- Bloodcrazed: Whenever you deal damage, deal +1 damage.
- Brute: +1 Hit Point.
- Scarred: +1 Armour.
- This is My Knife: Choose one weapon. No-one can ever take that weapon from you.
- Or choose from the Goblin Moves below.

Goblin Moves:
- Sneaky: +1 Lurk.
- Cunning: +1 Quick.
- Fat: +1 Size.
- Smooth: +1 Toad.
- Multi-skilled: Take a move from one of the other Careers.
- Cave Leader or Shaman: Choose this move if you become the Cave Leader or Cave Shaman or one of their Assistants and add 1 HP.
- Sub-Chief / Blood Shaman: Choose this move if you become the Sub-Chief or Blood Shaman or one of their Bodyguards and add +1 Size.
- Chief / War Shaman: Choose this move if you become the Chief, War Shaman or one of their Bodyguards, add +4 HP and think how you want to end the game.

172
Dungeon World / Re: Using more of 4e?
« on: February 01, 2011, 05:30:19 AM »
I think we are on a similar page mechanically, but maybe not in focus. Probably because I haven't really explained my position well enough.

My goal is to add in some of the combat tactics of D&D 4e to try and help combat flow more smoothly and be more challenging. My feeling is that this would fix the issues I see and also those observed in other playtest reports. In particular I think the use of a loose map and some movement rules similar to 4e will help this as where you move AND the move you make will (hopefully) make combat more interesting.

To put this stuff in and make it work I think you need to do a couple of things:
- Add some movement rules.
- Adjust the moves slightly (probably a bit less than in my original post) to ensure they
mesh correctly with the movement rules.
- Ensure that the types of actions available in Dungeon World cover the range of actions you could have done in 4e using Basic, At-Will, Encounter and Daily so that you are using the same complexity.
- Ensure balance between the classes, as adding this gamist focus may de-rail the roleplaying if characters are out of balance.

Hence I'm more interested that the options exist for the character than where they get them. We need to have a push function to make the movement in combat work, but it doesn't particularly bother me if it is limited by needing to roll high or because you can only do it once per encounter.

I'm happy to shoot the breeze for options on how to do this and other ways to cut up the game but under that bigger focus.

Does that make sense?

173
Dungeon World / Re: Using more of 4e?
« on: January 31, 2011, 11:13:19 PM »
This sounds like a plan. Some draft weapon damages to consider.


Ranged
1 damage - Thrown Rock
2 damage - Ragged Bow or Sling
3 damage - Crossbow (Can only hit one creature per round)
4 damage - Fine Bow (Requires Fighter, Ranger or Thief)
5 damage - Hunters Bow (Requires Ranger)

One-handed Melee
2 damage - Unarmed
3 damage - Staff or Club
3 damage - Dagger or Throwing Axe (Can use once as Ranged Attack)
4 damage - Short Sword, Rapier, Axe, Warhammer, Spear or Mace (Requires Not Wizard)
5 damage - Long sword, Duelling Rapier, Heavy Axe, Flail (Requires Barbarian, Fighter, Paladin or Ranger)

Two-handed Melee
4 damage - Long Spear or Polearm (Can make a Melee attack in an adjacent area, Requires Barbarian, Fighter, Paladin or Ranger)
6 damage - Vicious Sword, Maniac Axe or Stupid Big Hammer (Requires Barbarian, Fighter, Paladin or Ranger)

So on a 10+ Hack and Slash you can theoretically do 18 damage with a Stupid Big Hammer.

I really hate when a Daily doesn't come off. Note that in the moves above as written you don't need to roll to attack, just to do more than a single hit. I think this has some pros and cons, one of which is that you couldn't really have a damage on a miss option. If you choose to roll you could screw it up. However you don't waste anything as you could just try again next round.

174
Dungeon World / Re: Using more of 4e?
« on: January 31, 2011, 09:34:47 PM »
@ Johnstone

I don't have the Ravenloft rules, but looked at them online and they are a pretty interesting shortened version. From what I can see damage is set, like in Apocalypse World, is this what you mean? I think that could work well with these moves. Because you can deal up to x3 damage to one monster on a 10+ there are opportunities to keep it interesting without needing to roll.

175
Dungeon World / Using more of 4e?
« on: January 31, 2011, 08:10:40 PM »
Simulating 4e combat

This is really just a "hey look a thing" post, but read on if you are interested in using more 4e ideas in Dungeon World.

Playing with some friends this weekend I hardly ever get to play with and we are going to try Dungeon World as their first "indie game". It will be a big group that have played lots of D&D 4e. During this first session I am going to make it easier by removing the only real stumbling block I've had when explaining this game to 4e players and running it with large groups: having the monsters hit when the player makes a move. I'm going to do this by using D&D-style combat and having the monsters hit only on their turns. The players can then learn the Apocalypse World-style combat if they like the game.

In working out the eventually very minor rules changes to allow this I came across this interesting effect when I tried to re-write the combat moves. I found it was really, really easy to get something that feels like (faster) 4e combat using a hack of Dungeon World. Whether you want to may be the question. This is really just a thought experiment right now, but I have learnt a lot about move options by doing it.

So look at this re-drafted basic move:

Hack and Slash (Str)
Hold 1 or Roll+Str. On a roll:
7-9 hold 2
10+ hold 3
Spend your hold now to:
• Deal normal damage to an enemy
Knock an enemy to the ground
Push an enemy to an adjacent area
Move to an adjacent area
Cancel an opportunity attack

In five options it simulates the Basic Attacks, the two main non-Power combat options (Charge and Bull Rush), all the 1st level Fighter and Ranger At-wills (only checked PHB1) and many of the Encounters (eg: deal x2 damage) and Dailies (eg: x3 damage).

Then add this as a Barbarian move to make them feel like a rampaging striker:
Rampage: Hold +1 when you successfully roll to Hack and Slash.

Now look how easy it is to create balanced and flexible Wizard combat spells. Assume a Wizard can cast spells using Intelligence and the Hack and Slash move:
Magic Missile (counts as Ranged, 1d6 damage, choose hold 1)
Burning Hands (counts as Melee, 1d6 damage)

OK now look at this re-drafted basic move:

Make a Stand (Con)
Roll+Con:
7-9 hold 2
10+ hold 3
You lose this hold if you move areas or use this move again. You can only choose each option below once per enemy. Spend your hold at any time on enemies in this area to:
Deal normal damage
Halve the damage of an attack (after Armour)
Cancel an attempt to move out of the area and hit for normal damage
Grant an advantage to an ally

It sort of covers Flanking, Total Defence, and the Fighter's Combat Superiority and Combat Challenge. But most importantly this really feels like you are making a stand to me. You can hold hits for monsters that run into your area or try to leave. At the same time you can partially protect yourself and your allies.

Now add this simple move to make the Fighter really feel like a close area defender:
Combat Superiority: Hold +1 when you successfully Make a Stand.

So what was my point again? Really just to show how awesome the modular Apocalypse World design is. Both 4e and Apocalypse World use exception based design and single rules being able to define a character type or monster, but in my opinion 4e is limited by having to "feel" like D&D by include Hit Points, skills and other unnecessary maths (http://apocalypse-world.com/forums/index.php?topic=661.0).

I like the requirement for tactics, combat balanced classes and non-exception bits of D&D 4e. But I don't like the combat length, disconnect to roleplaying or volume of exceptions. Maybe I could use a limited hack of Dungeon World like this to play 4e the way I want...

Thoughts? Suggestions?

---
Notes: Other background rules to make this work...

I'm using the idea of areas similar to that outlined by Mike Mearls (http://www.enworld.org/showpost.php?p=4112306&postcount=25). For example there could be five areas connected in a line: the entry tunnel; this side of the bridge; the bridge; the other side of the bridge; and the altar.

A Melee Attack can hit any creature in your area, and a Ranged Attack hits creatures in one area of your choice you can see. A Ranged Attack usually uses Dexterity instead of Strength for Hack and Slash.

Each round on your turn you can move to an adjacent (connected) area and also use a Move. You can swap your Move to move again to another adjacent area. (Seems complicated because everything is called "move", but it's probably clear if you've played 4e. Note there is no concept of shifting or exact locations - you are somewhere in the area.)

Monsters attack on their turn and always hold 1 on Hack and Slash. (This helps explains to my confused new players why the DM never rolls. ;) )

Opportunity Attack: If an creature willingly leaves an area or uses a Ranged Attack one of their enemies in the same area may hit them for normal damage. A creature can only make one Opportunity Attack each round.

You can add this simple related move to the Ranger playbook improve them as a mobile / ranged striker:
• Nimble Strike: You can cancel one Opportunity Attack per round.

Pull a Stunt (Dex)
No real changes needed, just a couple of notes:
- You can only move yourself up to three areas when using the "Put yourself where you want to be" option of this move. Add "(up to three areas away)" at the end of this option.
- "You take no damage in the process" means cancelling all Opportunity Attacks against you.

176
Dungeon World / Re: Removing the last unnecessary escalation?
« on: January 07, 2011, 09:51:05 PM »
Thanks Epic Fail / Sage.

Some other notes in case they are useful:
  • Used 8 HP for the "kicker" to all classes as this meets my style of play. Adjusting this between say 4 and 12 is a simple way to give you a "grittier" (4) or more "heroic" (12) campaign. The more "complicated" way is to adjust the HP or damage of the monsters on the table, which would only take slightly longer.
  • Should probably list how many of a particular level of monster you need for an average fight or even a list of options, but I haven't crunched all the numbers on this yet.
  • Attribute increases and additional moves would mean you would need to make combats slightly harder as people level up, but this increase would be pretty slow. Even a move like adding +4 to one characters damage or spells like fireball shouldn't have a dramatic impact on the challenge of fights.
  • If you leveled during a fight, your moves would improve, but I wouldn't worry about adjusting the monsters.
  • I'm thinking average level to set the monsters, but this might also encourage players to help players level up. Overall I think this could be a good thing.

177
Dungeon World / Re: Clarifying "Make a Stand"
« on: January 07, 2011, 09:31:09 PM »
Johnstone - Yeah, I have no problem with a Fighter killing a bunch of minions or even a cool 3:16-like vibe. I'm worried about weird stuff at higher levels like: "Man these Wights are hard. *Ding* I just leveled up. OK a 10+ on Hack and Slash and I just killed them all."

Sage - I think I posted elsewhere that the sole reason I bought and now love Apocalypse World is this hack, so it would be safe to say I am a big fan. "Hack and Slash" has worked brilliantly almost all the time and "feels" like D&D, but I agree there are a couple of rough edges that I'm now feeling that can be filed off by clarification. I'm happy to ask questions, shoot the breeze or playtest stuff to help make this game rock even more.

178
Dungeon World / Re: Removing the last unnecessary escalation?
« on: January 05, 2011, 06:34:57 PM »
OK so here is my draft plan for removing HP escalation:

I'm assuming most people see HP as something like physical stamina, luck and skill. Lets drop the luck and skill and let the DM handle that. So HP is now just physical stamina and will only go up if your Con modifier does. Calculate it like this:
    HP = 8 + class HP + Con modifier
So a Fighter might have 20 (8 + 10 + 2) and a Wizard will probably have 12 (8 + 4 + 0).

Monsters HP and damage varies in comparison to the average party level. For monsters I just look up their level, compare it to the party average and use the HP and damage from the table below. They still keep their moves of course.

Level    HP    Damage   Area Damage   Friends
+4       30    1d12(7)   1d10(6)           +3 / ally
+3       25    1d12(7)   1d8(5)             +2 / ally
+2       20    1d10(6)   1d8(5)             +2 / ally
+1       15    1d10(6)   1d6(4)             +1 / ally
same   10    1d8(5)     1d6(4)              +1 / ally
-1 / -2   8    1d8(5)     1d4(3)              +1 / 2 allies
-3 / -4   4    1d6(4)     1d4(3)              +1 / 3 allies
less       1    1d4(3)     1d4(3)              +1 / 5 allies

Some explanations: Level is the monster level compared to the party. So +4 means the monsters are 4 levels higher. Damage is for a standard attack. Area Damage is where it will hit multiple players, like a dragon's breath or fireball. Friends is how much additional monsters of the same type add to the damage.

So for 1st level characters Goblins (level 1, 10 HP ea, 1d8 damage +1 / ally) is a tough fight, but Ogres (level 5, 30 HP ea, 1d12 damage +3 / ally) is very tough.

For 5th level characters the Goblins (now: 4 HP, 1d6 damage +1 / 3 allies) are now easy, Ogres (now: 10 HP ea, 1d8 damage +1 / ally) are now only tough and a Black Dragon (level 9, 30 HP, 1d12 claws, 1d10 breath) is very tough.

Before I get your thoughts, some FAQ:
- Why not just use the AW countdown clock? Because it would definitely not feel like D&D for me then. To me rolling damage is fundamental, but HP escalation may not be.
- Why not just modify D&D? Because I have the other escalation problems, and because there are too many spells and other effects that connect to escalating damage.
- Do you need to change the spell damage? Fireball does 3d6 which seems OK in this context. And the healing spells will have a greater impact which is also what I want.
- Did you just make these numbers up? I crunched some maths to check fights would be the right length and survivability for my game. The beauty of this system is that you could easily do your own table to perfectly customise your game.
- How do the players know they are getting better under this system? This is the cool bit. Because they can't see the monsters changing it is based on their play experience: "Those goblins used to be hard, but now I wade through them. I guess I rock."

Now keen to responses on these two questions:
- Would Dungeon World still feel like D&D Without HP escalation (using my system as an example)?
- Any problems / suggestions for the system?

179
Dungeon World / Removing the last unnecessary escalation?
« on: January 05, 2011, 05:53:32 PM »
OK I'm not talking about escalation in Dogs, which is awesome, but unnecessary mathematical escalation.

IMO D&D has been plagued with unnecessary maths (THAC0 anyone?) but recently I've become sick of unnecessary mathematical escalation. My chance to hit goes up, so the monsters AC goes up. My AC goes up, so the monsters are better at hitting. Also, I need a better magic sword and armor all the time to cope. Nowhere is this more evident than in 4e where almost everything goes up every two levels. (And where forum posters complain if the escalation maths is not perfect.)

I suppose you could say this doesn't really matter in a world of personal computing where character sheets can be updated automatically. Only this doesn't work if you level in the middle of a game and I hate it that players have to check their sheet everytime they need to make any roll because their Stealth bonus has gone up again.

So I was shopping around for a game that felt like D&D but didn't have this problem (and improved some other things for my play style) and found Dungeon World / Apoclaypse World and I'm very, very happy. Sure your stats jump every few levels and the moves make you tougher, but basically the unnecessary maths escalation is gone.

Well almost. There is still Hit Points (HP). My HP go up every level, and so does the monsters. Some concerns I have with this:
- Unless my damage goes up in proportion won't fights get longer? Some people like this, but I'd like to keep fights short. Getting this balance right is hard, and some forum posters complain that 4e feels like a grind because the damage balance is not right. Dungeon World damage for most classes doesn't go up, so unless I balance the monsters right the fights will get longer.
- Players have expectations of HP per level for monsters, and if you push this too far I think they will cry "wonky". Especially if my monsters start having 10 HP and are doing 25 damage per round to keep the fights short. I know my players are eventually going to as why they can't do the same damage.
- My DM experience feels like it needs to reset every level. I know now that 15 HP each for 6 monsters doing 1d8 each makes a challenging fight. But what are the right numbers when my characters go up a level or two. Sure I can wing this and have done for years, but do I need to?
- Move (power) design gets harder with HP escalation because you have to consider the impact in a broader context. In the draft version of Dungeon World there is a draft Cleric move called Penitence which is "When you take damage, you may take +2 damage. If you do take +1 forward to Cast a Spell." If the design goal is to make this more attractive as you level up then cool, but if the not then there is a problem.
- I'm concerned about how some existing Dungeon World moves like "Hack and Slash" cope with increasing damage. More in this thread: http://apocalypse-world.com/forums/index.php?topic=642.0

So based on my concerns above I am thinking of ditching HP escalation. My question is this: If I removed the escalation element of HP, that is your PCs HP never go up, would it still feel like D&D?

Next: A draft way to do this so you can see what I mean and to kick around.

180
Dungeon World / Re: Clarifying "Make a Stand"
« on: January 05, 2011, 05:10:12 PM »
I agree not insta-killing does seem sub-par in comparison to dividing damage. Especially at higher levels given the damage that killing a lower level monster would require. For example, at level 10 you could kill a bunch of level 9s which would be a huge amount of HP. I like the idea, but at higher levels it may seem wonky.

We had a rule back in 1e AD&D that a high level fighter could kill as may 1st level monsters as their level. Not sure if it was a house rule or an official expansion (ie: Dragon Mag), but it gave a similar feel without the potential high level wonkiness.

I have another potential idea, but it is pretty radical so I might start a new thread for it.

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