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Messages - Ludanto

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91
Dungeon World / Re: Fronts, Dangers, Portents and Dooms
« on: May 09, 2011, 12:48:42 PM »
Ok, that makes a difference.  The text makes it sound like each Danger gets its own Grim Portents and Impending Doom.

92
Dungeon World / Re: Adventuring Gear
« on: May 08, 2011, 11:52:06 PM »
Would you look at that?  Guess I'd better tell my Thief player.  Thanks.

93
Dungeon World / Re: Adventuring Gear
« on: May 08, 2011, 11:08:13 PM »
Fair enough, though that does take some of the kick out of the Thief's ability to pull a mundane item out of... somewhere.

Also, do you suppose adventuring gear is meant to be prescriptive (is that even right?).  That is, if I use my rope from my gear, am I obligated to take the +1 and lose a use?

94
Dungeon World / Re: Fronts, Dangers, Portents and Dooms
« on: May 08, 2011, 06:01:05 PM »
And, maybe it's just me, but I have trouble understanding how a Danger relates to a Front mechanically.

A Front is related dangers, but related how?  Location works for dungeons, but less so for campaigns, I think.

To compare, a DW Front is like an AW Front, but without the "scarcity", "overall countdown" or "dark future".

Is "scarcity" (or some other theme) necessary?  I don't know, but it seems like it would help organize the Front.

And without the "overall countdown" and "dark future" equivelants, it feels like the front isn't really "unified" (dramatically, if not fictionally).

Just some thoughts as I'm trying to use the Front rules presented.

Thanks.

95
Dungeon World / Adventuring Gear
« on: May 08, 2011, 12:41:27 PM »
Adventuring Gear puzzles me a bit.

Is it just an amorphous blob of "stuff", to be defined the moment it is used or does the player say (fiction and all, you know) "I'm buying torches, so that's one adventuring gear" or even "I buy some torches and a pole and some lock-picks, and that fills out my 3 expendables from my adventuring gear"?

96
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?

97
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.

98
Dungeon World / Re: Cleric Moves
« on: May 06, 2011, 03:47:14 PM »
I think you're right about the difference.

Also, I imagine that it's called "Righteous Fury" because you'd probably pick an enemy deity, and then go around looking for his followers and temples to destroy.

99
Dungeon World / Re: Dungeon World Gamma
« on: May 05, 2011, 10:45:54 AM »
FYI, a Ranger move is hidden behind the "Other Moves" box.

"When you speak a command to your animal com-..."

(That said, the new character sheets are slick.)

100
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.

101
Dungeon World / Re: Dagger-thief
« on: May 03, 2011, 12:05:02 AM »
I totally understand.  I think maybe his familiarity with 4e D&D combat colors his "DOT" expectations.

102
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.

103
Dungeon World / Re: Elven Arrows
« on: May 02, 2011, 06:06:11 PM »
Ah!  Failed to consider weight.  I suppose that's probably worth it.  Thanks.

104
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?

105
Dungeon World / Re: wizards mucking up the gears
« on: April 25, 2011, 05:08:43 PM »
I don't have the rules in front of me, but even if you somehow managed to successfully intimidate a dragon, couldn't the dragon still just suck it up and let you take your +1 ongoing against him?  I mean, that's certainly an advantage, but it's not game-breaking, right?

Unless you can stack Parleys.  That might be weird.

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