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Messages - Ludanto

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31
Dungeon World / When you get ready to do it, do it...
« on: June 06, 2011, 12:33:10 PM »
Spout Lore is a little funny in its trigger.

"When you interact with an item, monster or location and reveal your knowledge about it, roll+Int."

But I can't reveal my knowledge about it until I ask, and I can't ask until I roll, but I can't roll until I reveal my knowledge, etc.  See?

So maybe that ought to be reworded?

32
Dungeon World / Re: Defy Danger 7-9
« on: June 06, 2011, 10:58:29 AM »
I wasn't suggesting that outcomes wouldn't have value.  That's just being silly.

I'm saying that for any given value (your friends' lives, your arms, your reputation, etc), and purely academically, as a way to understand your range of options, "Hard Bargain", "Ugly Choice" and "Worse Outcome" are roughly analogous to a range of hardness based on player choice.

Of course getting shot with a bullet will always be worse than getting shot with a paintball, but getting shot in the face is still worse than getting shot in the foot for any given ammunition.  It's like that.

More or less.

33
Dungeon World / Re: Defy Danger 7-9
« on: June 06, 2011, 10:12:48 AM »
Well of course.  That's why I said "sort of".  But if you leave the "value" axis alone, I think the "choice" axis stands, in context.

34
Dungeon World / Re: Defy Danger 7-9
« on: June 03, 2011, 05:46:48 PM »
Ah!  There.  Probably not really important in the grand scheme of things, but I knew it was there lurking just beyond my understanding.  Thanks!

So, on a "hardness" scale:

Softer - Hard Bargain - Choice including status quo option

Middle - Ugly Choice - Sucks, but at least there's a choice

Harder - Worse Outcome - Sucks.  No choice.

Sort of.

35
Dungeon World / Re: Errata
« on: June 03, 2011, 05:20:34 PM »
On a 10+, you get class+Con+2 HP, add
that to your current and total HP. On a 7-9, you get class+1+Con
HP instead.

Minor quibble with the reversed order, but I thought I'd point it out.

36
Dungeon World / Re: Defy Danger 7-9
« on: June 03, 2011, 05:17:46 PM »
I got that, and "spots" are my default for middling Defy Danger results, but the wording makes me wonder if I'm understanding all of my options.  Like, what's the difference between a "hard bargain" and an "ugly choice", you know?

37
Dungeon World / Re: Magically Informative Loot
« on: June 03, 2011, 05:14:38 PM »
Well, it doesn't say "or".  The player can pick magic the player can pick info.  Often it's hard to come up with regular magical things that aren't lame, is all.  Saintandsinner's idea of vague, potential plot hooks is a good one, but it's still challenging.

38
Dungeon World / Defy Danger 7-9
« on: June 03, 2011, 10:18:32 AM »
I wonder if Defy Danger might use some clarification.

"On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice."

These are just words, I realize, but they could probably use some notes.

Worse outcome:
So, basically what they wanted, but not as good or with some complication?

Hard bargain:
I honestly don't really know what this means.  Anything I envision seems more like an "ugly choice".

Ugly choice:
I read this as "difficult choice" (so, the same as a "spot"?), but "ugly" might not mean the same to somebody else.

So, maybe somebody could explain "hard bargain" to me at least.

39
Dungeon World / Magically Informative Loot
« on: June 03, 2011, 10:09:28 AM »
How does Loot work, exactly?

They search the bodies, and the GM tells them what gold and gems the monster had.
OK.

Quickly and trouble-free.
OK.

"Something you find has useful information (or has magic about it)."
Strictly worded, if there's nothing to find, there's no information or magic.  Or if they just find 5 GP, then those coins have magic or information.

Is that the intent?  Assuming not, then maybe it ought to read "You find something that..."

As for that, information isn't that hard, but "has magic about it" is harder.  Some advice would be nice.  What does "has magic about it" mean?  And there's not a giant chart of potions and scrolls and minor magical trinkets, so what sorts of magical things might they find, especially if they choose that option often?

I suppose I can muddle through, but any insight would be appreciated.

40
Dungeon World / Re: Probabilities and Balance
« on: June 02, 2011, 06:30:25 PM »
Looks like somebody else is following @olde_fortran as well. ;)

Yes, thanks for all of the help.  It's really hard, but you almost have to try to forget that the Moves exist, and then act all surprised when you trigger them.  There's a mind-set there that's easy (for me) to slip out of.  But I'm getting better.

41
Dungeon World / Re: Paladin Preview
« on: June 01, 2011, 05:14:19 PM »
I don't have it on me, but doesn't it say that the Paladin gets half as many spells?  So 1st level Cleric with half the spells = 1/2 spell level for Communion?

42
Dungeon World / Re: Adventuring Gear
« on: June 01, 2011, 03:32:34 PM »
OK, so the GM will need to consider where things are on the spectrum:

Impossible without tools.
Possible, but dangerous or consequential without tools.
No tools needed. Not an issue.

More or less.  Not trying to over-codify it.

Works for me.

43
Dungeon World / Re: Adventuring Gear
« on: June 01, 2011, 01:08:49 PM »
If we're losing the +1, maybe we need a -1.  Like:

Adventuring Gear
Torches, poles, spikes, and other miscellaneous gear
Expendable 3, 5 Gold, 1 Weight
When you don't have the right gear for the job when
making a move (picking a lock with a dagger, e.g.)
take -1 to the roll, or expend a use to produce the
gear you need.

Or something.

44
Dungeon World / Re: Adventuring Gear
« on: June 01, 2011, 12:17:28 PM »
So, do the items then stay defined until the end of the session?  Or until you shop for more stuff?  Or forever?  Or something?

45
Dungeon World / Errata
« on: May 31, 2011, 11:55:34 PM »
Should we be pointing these out?

Group damage example says:

"The gang deals its damage to the fighter, rolling 5 and adding their level for each step of difference (+2 total) for a total of 7 damage.

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