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Topics - Ludanto

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16
Dungeon World / Fronts, Dangers, Portents and Dooms
« on: May 08, 2011, 03:19:13 AM »
It's not clear from the text.

Do all of the dangers in a front share the same set of grim portents and impending doom?

17
Dungeon World / Groups
« on: May 07, 2011, 08:40:52 PM »
I'm having a little trouble with groups.  Like, a single fighter, 3rd level maybe, with a good damage roll, can eradicate an entire goblin warband in one roll.

I don't know if that feels right.

You've probably alread thought of this, but maybe a group of monsters ought to have HPs equal to a multiple of the group size.  Like: (vs a lone PC)

One (or two?) Goblin: Level 2, 5 HP, 1 Armor, 4 damage
A Crowd of Goblins: Level 2, 10 HP, 2 Armor, 6 damage
A Gang of Goblins: Level 2, 15 HP, 3 Armor, 8 damage
A Warband of Goblins: Level 2, 20 HP, 4 Armor, 10 damage

And then you do things like you do, but 5 damage drops it to a gang and then 5 more makes it a crowd and then 5 more leaves you with one or two.

Also, a "group" of one?  That confuses me.

18
Dungeon World / Hirelings and Glory
« on: May 03, 2011, 06:19:01 PM »
Glory seems like a difficult price to pay.  Not that it's hard to defeat a monster so much as it's hard to defeat a monster in front of spectators.  All of the other costs pretty much involve getting one "thing".  Glory requires a tough foe and an appreciative audience at the same time.  And places where monsters are, friendly people usually aren't.

Not sure how I would handle that in game.  I've got a couple of protectors running with the Paladin, but we're underground and surrounded by monsters.  Plenty of "glory", but nobody to spread it.

19
Dungeon World / Dagger-thief
« on: May 02, 2011, 11:43:37 PM »
I don't know if this is an issue or if my player just has preconcieved notions, but he complains that a theif can't effectively use daggers.  He considers daggers to be particularly thiefy, and I can see that, what with the portability and all.

I don't know if daggers should be precise, or just precise for theives, or if he should just stop whining. ;)

He also doesn't like that Backstab is a STR move.

So... there's some feedback from the player's side.

20
Dungeon World / Elven Arrows
« on: May 02, 2011, 05:36:09 PM »
So, other than just being totally awesome, why would you spend 20 Gold on arrows?

21
Dungeon World / Repetetive Tasks
« on: April 05, 2011, 03:55:38 PM »
Today, the Paladin went around spamming his party-members with Lay on Hands.  There was a lot of XP granted.

Also, the Thief had to pick the locks on 10 manacles.

This not only adds up to a lot of XP and is pretty dull, but coming up with interesting consequences for 7-9 is a pain, and almost silly after the third or fourth time.

I'd just let it happen and skip the good part, especially if there's no real danger, but you know, "If you do it, you do it".

Also, if the Paladin keeps it up, I'll probably smack him with divine disfavor for his casual use of Lay on Hands until he can atone at a temple, but is it too much?  To take away the Move entirely?  To levy -1 forward?  -1 forward just on Lay on Hands?

Thanks for your insight.

22
Dungeon World / What does Dodge do?
« on: April 03, 2011, 12:37:50 PM »
Or what doesn't it do?

Like, the halfling is knocked down, with a dire wolf looming over him and he's obviously going to get mauled.

He says, "I want to roll out and run away."

Smart move.  Sounds like a Dodge to me.

So he does, and he succeeds.

But by the description of the move, that doesn't mean that the wolf doesn't bite the crap out of him.  It just means that being bitten doesn't stop him from running away.

Or is the intent of Dodge to avoid the imminent threat entirely while doing whatever it is you were trying to do?

23
Dungeon World / Defending with Hack n' Slash
« on: April 02, 2011, 02:44:55 AM »
So, if an orc readies an attack on the Wizard, and I have my Fighter Hack n' Slash it with a 10+, the orc takes my damage and I don't take the orc's damage, but does that stop the orc from attacking the Wizard (assuming the orc survives the hit)?

So, can you defend somebody else with Hack n' Slash?  Read strictly, I think not, but I could see it being interpreted differently.

?

24
Dungeon World / Thief Skills
« on: March 25, 2011, 02:39:58 AM »
7-9: The DM gives you a choice between suspicion, danger and cost.

How does that work in practice?  Does the thief just pick between those three and then I make it happen?  What if it doesn't apply?  Like, if the enemy already knows they're out there, picking the lock, what would "suspicion" be?

25
Dungeon World / Ammunition
« on: March 23, 2011, 03:42:16 PM »
How do you handle that?  It's not something you can buy on its own.  Would you take that out of "Adventuring Supplies"?  How about torches or rope or 10' poles?  Would you use it like a magic pocket full of items that stick around afterward (but offer no bonus)?

26
Dungeon World / Paladin Tank
« on: March 20, 2011, 10:06:53 PM »
So, my Paladin is decked out in plate-mail and a horse for 5-Armor.  Is there a best practice for this?  I can't even nick him.

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