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Messages - wightbred

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31
Dungeon World / Re: Number Appearing playtest and suggestions
« on: July 05, 2012, 09:39:17 AM »
Oh sweet! Is this AP?

Just added Death Knight, because Russ Nicholson is a generous guy who did extra art, which might be a tasty Compendium Class for a Restless Dead Paladin.

32
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 09:02:58 AM »
Yeah, this is what I was thinking.

Not sure you'd need to hack that much to get AW playbooks to Dark Sun. We played Space Hulk style apocalypse with zero changes to AW recently and it worked fine. The playbooks in AW are right set for 'political' Dark Sun you might just need to hack on gear and change some move names.

However, I'd probably play it with DW as Dark Sun and I have Hx I doubt I could get over.

33
Dungeon World / Re: So... Dark Sun
« on: July 01, 2012, 08:39:16 AM »
Yeah, I'd say makeshift or non-metal as a tag is easiest.

So you have seen the two AW hacks of Dark Sun, right?

Dark Sol and Dark Sol II. There's certainly ideas to be found in them.
So many good hacks. I keep forgetting to trawl the history here.

This does raise the question though, would starting with AW get closer to a non-D&D but more powerful version of Dark Sun?

34
Dungeon World / Re: Number Appearing playtest and suggestions
« on: July 01, 2012, 08:32:14 AM »
Sweet. Thanks Noofy.

Was looking forward to seeing that marsupial Druid you were touting, but I'm sure there'll be another time. I'll text you my number so you can call me when you're in town.

35
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 30, 2012, 11:03:33 PM »
Love the maps! But should have warned you not to try the whole Dungeon mapping with a one shot. Final version has some sample maps.

I think I have all these typos now.

If you playtested or offered suggestions and your name is not in Playtest Version 2.0 let me know so I can pass on my thanks in the final. You only have a couple of days to do this.

36
Dungeon World / Re: So... Dark Sun
« on: June 30, 2012, 11:01:17 PM »
Called them Towering Brutes.

Happy to hit people up with an advanced copy if it helps them make other hacks. Just send me a message.

37
Dungeon World / Re: So... Dark Sun
« on: June 30, 2012, 10:55:13 PM »
Encouragement from me too!

My advice is don't overcook the goose when planning this one. Just think about the distinctive elements of Dark Sun and check the rules cover these.

My list would be:
- Cannibal Halflings, running Elves, Tri-kreen, Mul and Half Giants. Sounds like a few race moves for the classes would cover this. (But don't go to the trouble of making rules for the giants size.)
- Psionics. I think about 10 specific psionic abilities would do it with a random assignment. If you're a purist you might want the Psionic class as well.
- Variable quality weapons. So we could add a couple of tags, like maybe flimsy, wooden or stone that make cheap weapons suck a little more. Re-flavouring the armour types down would also solve the metal problem.
- Journey's without water. The journey rules cover rations which could be refocussed to water pretty well. But we need to make water much harder to get. This plus the weapons, suggests an adjusted equipment list.
- I wouldn't go overboard on the distinctive classes. Poisoning Bards: If we hack the Thief poisoning into Bard we'd have to hack up something new for the Thief so I wouldn't bother. A quick re-write of the flavour of Clerics or Paladins could get you Templars. Addition of something "Defile the surrounding land" to the 7-9 for Cast a Spell would cover Defilers and tempt Preservers. I'd call the Gladiator a type of Fighter and call that a day.
- Tougher characters: I'd leave this as the current rules should be fine.

What else?

38
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 28, 2012, 07:48:58 AM »
Second playtest version is out. I think I've got it to everyone who asked for the first version.

If I missed you or you want it send me a private message.

Will be putting together the final version for backers early next week.

39
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 27, 2012, 08:35:53 AM »
Right now you can only get it from me or someone I've shared it with on the undertaking you won't post it publically. Message me with your email and I'll send a link.

(Normally I'm pretty relaxed about sharing, but this is a Kickstarter reward so I want to lock it down a bit. Long-term it will be CC-BY just like Dungeon World.)

40
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 27, 2012, 07:56:16 AM »
OK, I think I've made the Lycanthrope work by toning down the base version and adding regeneration to the Compendium Class. I've also gimped the Troll a little more: as the only starting race with regeneration I don't want it overpowered.

Base Lycanthrope version looks like this right now:

All Lycanthropes have these three moves:

o   Animal form: You can change between your normal and animal forms whenever you like, unless you are affected by a bane. In animal form you and your possessions meld into a perfect copy of the animal and you have their innate abilities and weaknesses. You still use your normal stats but some moves may be harder to trigger—a wolf will find it hard to open a door.

If you are affected by a bane you must immediately change to your animal form and stay in it until the bane no longer affects you. A Druid Lycanthrope can only change to other forms when not affected by a bane. Choose three banes:
o   The full moon
o   No moon
o   Less than half hit points
o   Inebriation
o   Anger
o   Fear
o   Passion
o   Close to fire
o   Touch of silver
o   Touch of cold iron
o   Touch of wolfsbane

o   The Moon Gift: When in animal form your bite does damage as Class (range Hand). NPCs you kill with your bite might return as a Lycanthrope not in your control. When a companion takes their last breath and rolls a 7-9, you may offer them your 'gift' of transformation to a Lycanthrope as though you were death itself.

o   Wild Scent: In animal form you can use the Ranger move Hunt and Track using just smell on a trail less than a day ago.


If your animal form is a giant snake or spider, you get this move instead of Wild Scent:

o   Poisoned Bite: Choose a Touch poison. Once per day when you are in animal form you can inflict that poison on someone you successfully bite.

41
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 26, 2012, 05:55:53 PM »
Got some ideas on the Lycanthrope I'll post later, but if you have ideas in the meantime hit me up.

@stras: hit me up with your email address via private message or whatever and I'll send you the playtest.

@Phil: Can send you the updated version at any point. When do you need it to prep for your game?

42
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 26, 2012, 07:27:08 AM »
Good point, need to fix the wording and make that clear.

My aim is that with a regular lycanthrope you are a slave only to your triggers, like an early infected person would be, which balances the power of regeneration. With experience (Greater Lycanthrope) you get some additional control, but can still be forced by triggers.

Interesting that Lycanthropy is proving so difficult, but I'm happy with the Vampire already. Maybe if I moved to a Lycanthropic Thrall. Hmmm...

43
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 26, 2012, 02:58:32 AM »
Thanks all. Great feedback, I think I have all of this in.

John B - tell your daughter the Ratman is now Ratkin just because of her.

I'm using your usernames in my thank you shoutouts, unless you've like something else.

Keep the suggestions coming as you see them. Only a few days left to get this right.

44
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 23, 2012, 11:20:24 PM »
Good pickup John. My capitalisation needs some work across the board, so I'll add this to the list.

Yeah, I added added Ratman even though it is not in DW because I love the idea of them with a rat swarm.

Hmmm. What's an alternative to Ratman that would work? Ratling does but might hit copyright with GW. Ratperson sounds lame. Maybe Mousling as a homage to Mouse Guard. Any other options?

We usually find playing our goblins as a single gender more fun.

45
Dungeon World / Re: Number Appearing playtest and suggestions
« on: June 23, 2012, 08:56:01 PM »
So the playtest went pretty well. Some tweaks and typos, but generally OK.

One thing that didn't was the move to Greater Lycanthope by Pain. There was confusion between the banes and triggers and it was generally to complicated. Here's my writeup of an alternative approach which completely dumps banes and has a single trigger mechanism. Now, to kill a lycanthrope you get them to normal form where they can't regenerate. Also worked in Marshall's Gift move. Keen to hear suggestions.

All Lycanthropes get these four moves:

o   Three forms: You can change from your normal form into the form of an animal and a hybrid form which combines the best of both. In animal form you and your possessions meld into a perfect copy of the animal and you have their innate abilities and weaknesses. You still use your normal stats but some moves may be harder to trigger—a wolf will find it hard to open a door. In hybrid form you have animal abilities and all your own possession.

o   Chaotic form: Triggers outside your control cause you to change and stay in a new form. Normal form triggers take precedence, then animal and then hybrid. So you can only become a hybrid if there are no current normal or animal triggers. You change back to normal form when you are not affect by any triggers.

Choose five triggers:
1.   Two that change you to normal form.
2.   One that changes you to animal form.
3.   Two that change you to hybrid form.

Your trigger options are:
o   The full moon
o   No moon
o   Below half hit points
o   Inebriation
o   Anger
o   Fear
o   Passion
o   Close to fire
o   Close to silver
o   Close to cold iron
o   Close to wolfsbane

o   Diseased bite: When in animal or hybrid forms your bite does damage as Class (range Hand) and a creature that is bitten can turn into Lycanthrope if they are brought to the threshold of death. When a companion takes their last breath and rolls a 7-9, you may offer them your 'gift' of transformation to a Lycanthrope as though you were death itself.

o   Lycanthropic Regeneration: When you are in hybrid or animal forms: heal 2 hit points whenever you roll a 10+; and restore your hit points to 1d6 after a short rest instead of making a Last Breath move.

Greater lycanthrope Compendium class gets this:

o   Illusion of Control: While you are not affected by any triggers, you can change to any of your three forms at will.

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