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Messages - agony

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61
Dungeon World / Re: Repetetive Tasks
« on: April 07, 2011, 01:51:27 PM »
noofy, how do you pose that question?  Like, an example would help as I'm having a hard time you thinking about what that move looks like in play.

Also, those are tough questions to ask if someone is repeatedly laying on hands like 10+ times a session.

62
Dungeon World / Re: Repetetive Tasks
« on: April 06, 2011, 03:11:32 PM »
Laying on of hands has the same cost in theory but not in practice.  Why?  Because any decent Paladin will be rolling a +1 or +2 to that Laying on hands check. 

When you make camp, everyone rolls (or at least, that's how we do it), and there's bound to be someone with bad Con so it's more risky.

Ben - I don't think bandages are overpowered but without encumberance rules they're too common.  Everyone has at least 2 of them along with 2 Adventuring Supplies, 2 Food, Multiple weapons and armor and gold/magic items.

I think we'll try and wing the beta encumberance rules Sage posted on these forums until the actual rules come out.

And the reason why bandages without encumberance rules are too powerful is that your 24hp level 2 fighter will never die unless he fights a monster which can kill him in about 3 hits or less, OR the group fights so many enemies there is no down-time.  The issue being that you can heal between every combat easily.

63
Dungeon World / Re: Repetetive Tasks
« on: April 06, 2011, 01:24:57 PM »
tl;dr
if making a camp and resting to regain hp becomes a viable option, then spamming cures should become a thing of the past. if someone persists in doing it then, then they are clearly doing it for the xp and can be punished accordingly.

Why would spamming cures becomes a thing of the past?  Simply put, there is a cost to making camp (you risk enemies attacking you) but there is not really a cost to laying on of hands unless there is a limit there.  The solution is probably as simple as you put it, a failed roll means you can't do it anymore until you rest and pray. 

What's kind of annoying is that the healing rolls are pretty easy (Cure Light Wounds, Laying on of hands, etc.) so damage is really a threat beyond the combat it occurred in.  Plus, bandages are a bit overpowered I think until the encumberance rules are put in.

64
Dungeon World / Re: Defending with Hack n' Slash
« on: April 02, 2011, 10:24:14 AM »
I think you cannot as that is a loophole to ignore using Defend.

If the party archer has to put himself in danger because he rolls a 7 against the Big Bad Ass Wyvern then he should be attacked, regardless of whether the Fighter attacks the Wyvern or not.

Otherwise you're ignoring parts of the fiction because of rules structure which seems opposite of how the game should function.

65
Dungeon World / Treasure
« on: March 24, 2011, 08:37:53 AM »
How is everyone handling treasure?  What's a good amount of GPs for the group to acquire after defeating a dungeon (I would imagine this would change by level)?

It seems as though after the first dungeon the group will likely be rich (as everything is very low cost) and everyone will be decked out in heavy armor.  The only item which actually eats a lot of coin is the Reverie which is recommended to be 100gp per level.

Also, how often does your group acquire a magic item?  Like every dungeon?  Every other dungeon?  Are most of the items permanent effects or are they one-time use items (like a scroll of some spell)?

Thanks.

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