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Messages - P2

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46
Dungeon World / Re: The Party (and Beta 2 News)
« on: March 10, 2012, 11:20:50 AM »
any news about Beta 2?

We're eager to see it! =)

47
Dungeon World / Re: Questions and feedback
« on: March 02, 2012, 09:39:16 AM »
I put some more thinking about your answers and:

5- I would like to see at least the bard with the option to use CHA mod on Carouse, as a starter move or advanced (I agree with your answers about the CON mod, but bards are bards, and partying is their deal.)

6- I think “Fascinate” is an important move for the bard. It can be used to entertain the crowd, attracting their attention while other character does something none the wise (maybe the thief trying to pass behind the gate’s guards…). Maybe it is too powerful as a starter move, but you could use it as an advanced move (or even merge it with the “Artful”move).

15- I always thought that the advantages of backstabbing come from the precision of your attack. It isn’t about a strong move, it is where you hit. So you hit the surprised or defenseless enemy in a vital point, and for that you don’t use your STR, you use your DEX to aim for the right spot.

New thoughts:
1- Considering the Mounted moves “Cavalry” (by Mease19) as advanced moves and tag.
Cavalry Tag: Deal +1 damage on melee attacks when user is mounted.

Cavalry Advanced Moves
- When you are mounted on a warhorse and ride them down, roll+DEX. On a 10+, you trample them under hoof (deal 1d8 Damage) or choose 2. On a 7-9, choose 1:
     -Make them retreat;
     -Scatter a group of them;
     -Break their line;
     -Knock them to the ground;
- When you take damage while mounted, defy danger to stay astride it.

2- Can a fighter “Parley” with STR (I know dwarf fighters can parley with CON)?

3- Is the Paladin’s “I am the law” move wrong or I didn’t get it?
"When you give an NPC an order based on your divine authority, roll+Cha. On a hit, they choose one:
     - They do it
     - They back away cautiously, then fee
     - They attack you
On a 10+, you also take +1 Forward against them. On a miss, they do as they please and you take -1 Forward against them."

4- Could “Logical” be a starter move for wizards? It doesn’t like an advanced move for me.

5- I would like to see more "Racial moves"!

48
Dungeon World / Re: Questions and feedback
« on: March 01, 2012, 08:39:03 PM »
You could write a custom tag: Cavelry -Deal +1 damage when user is mounted.

When you take damage while mounted, choose whether you or your mount take the damage.  If you choose your mount, defy danger to stay astride it.

Good idea. That was I was talking about.

Quote
When you fight a horse, roll (just roll, +nothing - yeah, Sage doesn't care how hungry or cool you are).  On a 10+, Sage doesn't notice.  On a 7-9, Sage will offer you a bargain - if you stop fighting the horse you can keep playing but if you refuse sage will take your character sheet away.  On a miss, Sage will take cancel Dungeon World for good.

LoL! I really don't wanna fight a horse, but I was thinking about fighting against a mounted enemy... or if I'm mounted, using my warhorse to trample (run over - I don't know how to say it in english, so I'm using Magic's keyword trample) enemys.

49
Dungeon World / Re: Questions and feedback
« on: March 01, 2012, 08:27:36 PM »
Thanks Noofy =)

16- make Serenity, Providence and Vicious as advanced moves for the wizard  (maybe changing the name, but the effects are cool for the wizard class, maybe cooler for the wizard than the cleric, I think)

17- Understood. Change the fiction, keep the rules!

26- I see your point, Sage and Noofy.

50
Dungeon World / Re: Questions and feedback
« on: March 01, 2012, 07:50:36 PM »
Hey Sage, thanks for the answers!

I still have some replyes.

5- Ok, I understood now, but I think a little bit of charisma helps it too.

16- I know, but at least Serenity, Providence and Vicious makes senses for a wizard too.

17- Well, what about Lightning Spell or other classic damaging spells? Only Magic Missile and Fireball, although very good spells indeed, are too few. Magic really can do a lot of stuff, but more (and different) options to inflict damage are great.

If I wanna do a Cold themed wizard? Fireball doesn't makes sense for him.

18- Add Crossbows, please!

20- Your descriptions for it fits a Tag very well.

22- Scumbag Elfs! LoL.

26- I think I didn't express myself well on this. I mean, what my character gets for riding a Warhhorse? how much HP it should have? does it attack with hooves? how much damage it inflicts?

51
Dungeon World / Questions and feedback
« on: March 01, 2012, 06:36:16 PM »
Hi guys,

I'm a new forum member and this is my first topic (long topic, btw).

(Obs: I'm from Brazil and english isn't my native language so forgive me for misspelling or other minor mistakes in my writing).

I recently got my hands at DW Beta 1.1. I read it and got some questions / feedback I would like to share with you for debate in this forum.

I've numbered the questions/feedback for easy reference.

1- Where’s the Druid? He is an iconic and classic epic fantasy character.

2- What happens if a character has more than score 18 on an attribute (by leveling up)? Is it possible? Which will be the correspondent modifier?

3- I liked the changes about how to earn XP, but I think that the "end of session move" shold give players 1 xp for free (automatic, after all the world is fantastic and characters lifes are full of adventure - by the GM's Agenda).
And the "Did we defeat a notable monster or enemy?" line could be replaced by: "Did we faced some danger (monster, enemy, trap, threat, calamity...)?"

4- Why “Last Breath” Move don’t use Constitution Modifier? It makes sense, since Constitutions means your health, stamina and vigour.

5- Why “Carouse” Move don’t uses Charisma modifier? It makes sense, since the results are obviously social, and Charisma Stat means “The character's force of personality and charm. Used for social moves.”

6- I think Bard’s Fascinate move is too weak, and would be better like this to escale in higher levels: On a 10+ a number of targets equal to your level+3. (…) On a 7-9 a number of targets equal to your half-level+1 (…).

7- Cleric’s Penitent move is too weak on higher levels, and would be better like this: “When you take damage and embrace the pain, you may take +your level damage. If you do, take +1/2 level forward to Cast a Spell.”

8- Fighter’s Signature Weapon base weapons didn’t match the equipment list on page 101. Axe, Hammer and Spear are all 1 weight, not 2.

9- Why limit the Fighter’s Signature Weapon list to only those? Why you can’t choose any weapon you’d like to be your signature weapon?

10- I didn’t understand the “Choose a range” on Fighter’s Signature Weapon. It means you can use your weapon with another additional range?

11- And about meele weapons ranges, what happens if one character is using a hand range weapon agains another with a close or a reach weapon? He's Defying Danger?
 
12- The Fighter’s Signature Weapon Enhancements aren’t balanced. Why should I pick “Hooks and Spikes” instead of “Serrated Edges”? And “Shape” +2 piercing is too powerful, +1 would be better (the rules in the chapter 12 say that +1 is the realm of mundane, more than that is magical).

13- The Fighter has few Advanced Moves from level 6-10, and they aren’t very useful. “Charge”, “Staunch Defender”, “Setup Strike”, “Weapon Specialization” and “Hamper” moves from Paladin would be great for a Fighter too.

14- I think Thief should consider the Dagger as a Precise Weapon as an initial Move. It’s very iconic a thief using a dagger to backstab.

15-Why Backstab uses Strength modifier instead of Dexterity?

16-Why the Wizard doesn’t have Moves equivalent to Cleric’s “Serenity”, “Penitent”, “Vicious” and “Providence” Moves?

17- Wizard’s Spell list is lacking some damaging spell. It has too few spell to inflict damage.

18- Equipment Tag Glossary has a “Reload” Tag, but no weapon that uses it. Wouldn’t it be used for Crossbows?

19- What “Awkward” and “Messy” Tags really means in mechanics terms? Why don’t they look like “Clumsy” Tag description?

20- Where’s the “Masterwork” (gives +1 armor or +1 ongoing to “Hack and Slash” or “Volley”) Tag? (I remember reading about a "masterwork" dagger somewhere in the text)

21- Why don’t list Crossbows in equipment’s lists? It’s great and iconic for Dwarves and Thieves.

22-Why Elven Arrows are so expensive? Should them have the “n piercing” tag?

23- Are Sword, battle axe and flail two-handed? They are much better than short sword, axe, warhammer and mace for only 2 gold and 1 weight more. Wouldn’t it be better with a new “Versatile” Tag. You could use it one-handed or two-handed. If used two-handed it deals +1 damage.

24- I think the Weapons list should do a better use of Tags to differentiate the weapons (it looks like the list is incomplete or it didn't matters much what weapon are you using).

25- I think that 100 Gold for a household month's upkeep is too expensive.

26- Where’s the Horse, Warhorse and other animals in the pricelists (and their stats)?

Well, that's it. I hope you find it useful.

52
Dungeon World / Re: Constitution overpowered?
« on: March 01, 2012, 05:24:52 PM »
"I feel that the actual stat values are fairly pointless once play starts"

I fell that too, that's why I mailed the authors sending feedback asking why won't use only modifiers? stats numbers are pretty useles, so why not using only the modifiers.

That way the starting HP could be easily the "Twice base + CON mod" proposal above.

53
Dungeon World / Re: Constitution overpowered?
« on: March 01, 2012, 05:19:36 PM »
I Liked the "Your starting HP is equal to twice your class' base, plus your CON (modifier)" proposal.

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