Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Quizoid

Pages: 1 [2]
16
Dungeon World / Hard Moves for Spout Lore and Discern Realities
« on: March 01, 2012, 12:41:20 AM »
I'm new to *W games. I've just run one session. I was wondering what some people out there are doing for 6- Hard Moves when PCs roll for Spout Lore and Discern Realities.

I understand that the hard moves should, "Follow from the fiction." Does that mean it should relate to the move, or are some people just throwing in other stuff?

Some things I did in my first game, or have thought of:

Discern Realities:
draw magical attention
those who you are looking for see you

Spout Lore:
you get improper information (-1 forward to something)

Any other ideas?

17
Dungeon World / Re: No more highlighted stats?
« on: February 29, 2012, 09:33:25 PM »
As a player, I like to just respond to my situation, without looking at my sheet and trying to do it in certain ways to get EXP (which I'll do, because I have a min/max OCD). Some would say this is a problem with the player, but I'd just rather not trip those wires :P

18
Dungeon World / Re: Missed out on the Red Book so I made my own
« on: February 29, 2012, 09:31:06 PM »
Amazing. Thank you for sharing you work.

19
Dungeon World / Re: Defy Danger / Hack & Slash Question
« on: February 29, 2012, 09:29:01 PM »
Yey! All that totally cleared up my confusion on how that works. Thanks.

20
Dungeon World / Re: HPs on PCs
« on: February 29, 2012, 09:21:54 PM »
Wow! Apparently this is an active board! Yey! Thanks everyone for the thoughtful comments.

Just a few comments:

~ I too am a narrative junkie. One of my favorite games is Boy X Girl to give you a hint. However, this relates to narrative. If combat goes on too long, etc... it hurts the narrative. Having a system that works and works well doesn't make my goblins less toothy, or my dragons less grandiose.

~ I feel like 1 HP per level wouldn't take anything away from the Fighter and other classes if the "starting amounts," were comparative. So, to put on my nerd glases and crunch some numbers for two characters with 10 strength who always roll 7-9 on a level up:

LV 1 Fighter: 17 HP
LV 10 Fighter: 89 HP

LV 1 Wizard: 14 HP
LV 10 Wizard: 59 HP

At LV 1, a Wizard can take 82% of the damage a Fighter can take. I think this is too high.

At LV 10, a Wizard can take 66% of the damage a Fighter can take. I think this is about right by this point.

If HP starts high, and doesn't go up much, it could be more stable. Here's another comparison for two characters with 10 CON if starting HP is:

(Con Modifier x 4) + (a new base that's four times the original base) + 1 per LV

LV 1 Fighter: 28
LV 10 Fighter: 38

LV 1 Wizard: 16
LV 10 Wizard: 26

At LV 1, a Wizard can take 57% of the damage a Fighter can take. I think this is just right.

At LV 10, a Wizard can take 68% of the damage a Fighter can take. I think this is high, but not too bad. If needed, we can lessen this by increasing the difference between the Fighter and Wizard bases. Also, it can be kept flat by not increasing HP.

Other methods to increase Fighter / Wizard disparity: Roll for HP each level, getting +0/+1/+2 depending on how the roll goes. This would reward high CON characters.

Of course, the best effect of low-scaling HP is the fact that it keeps later battles from potentially being drawn out if you ever want to use low-damaging foes.

Anyway, thanks for the food for thought, everyone!

21
Dungeon World / Defy Danger / Hack & Slash Question
« on: February 29, 2012, 12:10:50 AM »
GM: The Goblin thrusts at you with his spear.
PC: I smack it to prevent me from getting hit!

Does the PC roll Defy Danger, Hack and Slash, or both?

22
Dungeon World / HPs on PCs
« on: February 29, 2012, 12:01:00 AM »
This was previously touched upon here:

http://apocalypse-world.com/forums/index.php?topic=1747.0

So, we just played our first Dungeon World game. Yey! That was fun. I'm into it. We're doing the $5 version. However, HP is odd.

One player leveled up, so we're in that situation where one person has about double the HP of another. I can see that in the Beta, this is assuaged a bit by the fact that PCs start with more HPs. However, the gains will still be big.

I love the way Foe HP is done. It doesn't get much higher, but also PC damage doesn't go up either. This is great.

I wonder why the same philosophy isn't applied to PCs. It seems that it would make it easier to balance everything. Also, PCs of different levels could play together better. The breadth of the high level PCs would expand out, they could do lots of different cool stuff. But, a dragon's claw would hurt a similar amount.

Currently, as PCs get more HPs, I just need to throw more or bigger monsters at them and up the damage. This seems a strange hoop to jump through.

I would suggest HP being based on a formula like this: Constitution + Flat Class Amount + LV. HP still goes up, but just one per level (no rolling, or rolling decides between 0-2 HPs). "Flat Class Amount," would probably be something around the current class base times 2-4. Balance monster damage appropriately and voila, we have a more stable system that doesn't get too mathy as it goes up.

Thoughts? Are there advantages to the current system I'm missing?

Pages: 1 [2]