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Messages - (not that) adam

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241
Dungeon World / Re: How about Load = Strenght Score?
« on: June 09, 2012, 09:30:02 AM »
You missed the point. The starting equipments of the thief, the bard and the ranger often have more weight than the load a typical character of that class could carry. Using the raw strenght score for the load fixes this (and eliminates the calculations). Having the load of a thief being the strenght score -4 does not resolve the issue!

242
Dungeon World / How about Load = Strenght Score?
« on: June 09, 2012, 06:03:36 AM »
I saw there are a lot of problems with the thief's load and his starting equipment but I think even the bard and the ranger share the same problem.

So, how a bout making Load = Strenght Score for every class? It's straightforward and I'd like anything that uses a stat score instead of its modifier.

243
Dungeon World / Re: DM Playbook
« on: June 08, 2012, 11:22:54 AM »
I would have loved something like a sort of Front Playbook, with empty spaces where you can write the front with pencils. Just like a character sheet, but for the GM and about the front.

244
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 08, 2012, 11:16:36 AM »
Personally I think 27 sessions is about right for reaching the end game. That's about half a year.
I think it's at least the third topic where comes out something like this. Level 10 it's the end of the game only if you want it to be it. Adam, Sage: you REALLY have to write something about this in the book.

245
Dungeon World / Re: AP: The Barrow of the Dwarven Queen
« on: June 08, 2012, 09:48:07 AM »
just a comment:
the xp-on-a-miss it's not a leftover, it's just how the game works. I never felt the leveling being too fast. I suggest to continue with the game as it is and then if you ever should think you're game is ruined because of this, change to a slower pace increasing the number of xps needed to level up.

246
Dungeon World / Re: Just found out about 'Dungeon World'
« on: June 07, 2012, 09:47:27 PM »
But hey, playing it's not a matter of earning XPs. You can reach level 10 and continue the adventure! On the other hand, it's fun to retire a character, or make up a good reason on why he's no more an adventurer—you know, he turned evil and will be the main antagonist of the next campaign. Or he growed old and in the next campaign will be the wise and gentle mentor of the PCs. Or he completed his quest for immortality and became a God. Maybe it would be good to have a chapter in the book about level 10 characters and what to do with them!

247
Dungeon World / Re: Dungeon World Dice Statistics
« on: June 07, 2012, 09:41:46 PM »
I would have edited the first post, but I'm not allowed to do it :(

I went deeper and summed up the chances for a hit no matter if strong or weak, and the chances to have a 12+.

Code: [Select]
Mod. 6- 7+ 7-9 10+ 10-11 12+
-3 ~83.34% ~16.67% ~16.67%
-2 ~72.23% ~27.78% ~25% ~2.78% ~2.78%
-1 ~58.34% ~41.67% ~33.33% ~8.34% ~8.34%
±0 ~41.67% ~58.33% ~41.67% ~16.67% ~13.89% ~2.78%
+1 ~27.78% ~72.22% ~44.45% ~27.78% ~19.44% ~8.34%
+2 ~16.67% ~83.33% ~41.67% ~41.67% ~25% ~16.67%
+3 ~8.34% ~91.67% ~33.33% ~58.34% ~30.56% ~27.78%

248
Dungeon World / Re: Level Cap
« on: June 06, 2012, 10:23:52 AM »
Yes. But keep in mind that in this game, the rules support the story—even more, they actually stimulate the creation of a good story by both the players and the GM. EVERY rule seems to be here just to improve the fiction one way or another. Gee, I'm becoming a freakin' fanboy.

edit: simultaneous post with adam. I need to change my nickname.

249
Dungeon World / Re: Level Cap
« on: June 06, 2012, 09:06:31 AM »
If by "the new rulebook" you mean the actual rulebook, then level 10 is the cap, yes.

But don't be fooled: level 10 in this game it's not the same level 10 on a D&D game.

Just look at the stats of the monsters:
Dragon: Bite (2d10·b+5 damage 4 piercing) 16 HP 5 Armor

And the stats of an hypotethical 1st level vanilla sword & shield fighter with 15 CON:
Damage 1d10+1/+2 piercing, 25 HP, 3 Armor

Backed up by a magic missle-blasting wizard for 2d4 damage/ignores armor, that dragon eventually is going to fall—even if it's going to inflict A LOT of damage. Still we're talking about a badass element-breathing giant ancient chromatic dragon. Imagine just what they are going to do to this poor dragon at level 10. That's when comes in handy the apocalypse dragon:

Bite (2d10·b+9 damage 4 piercing) 26 HP 5 Armor

And here we're talking about the Alduin from Skyrim, the Jörmungandr from norse mythology whose poison will kill Thor during the Ragnarok.

Damn, this game it's so epic I wish I could play 7 times a week.

So, all this just to explain that: 10 levels in DW are relatively the same thing of the 20 (or 30) levels in D&D. It's just a different* pacing to reach the same goals.

*read: way more funny

250
Dungeon World / Dungeon World Dice Statistics
« on: June 06, 2012, 07:30:41 AM »
Well actually they're about any 2d6±3 game. I like this kind of tables—they help you understand more clearly how and why the dice work—and thanks to anydice.com I put together the numbers.

Code: [Select]
Mod. 6- 7-9 10+
-3 ~83.34% ~16.67%
-2 ~72.23% ~25% ~2.78%
-1 ~58.34% ~33.33% ~8.34%
±0 ~41.67% ~41.67% ~16.67%
+1 ~27.78% ~44.45% ~27.78%
+2 ~16.67% ~41.67% ~41.67%
+3 ~8.34% ~33.33% ~58.34%

edit: corrected the embarassing +2.54 error on the first 6- rows :P

251
Dungeon World / Re: Very small tweaks on stat scores
« on: June 04, 2012, 07:03:02 PM »
right!

Alessandro "Adam" Gianni

this "adam" thing started before high school and now even my dad sometimes calls me adam °L° it's weird. But I think it's something I care about!

Anyway, thank you! Now I just have to decide what kickstarter option should I take!

252
Dungeon World / Re: Very small tweaks on stat scores
« on: June 04, 2012, 06:37:38 PM »
I'm so glad I could help, even if in such a small thing!

253
Thank you! Just wondering that in this way multiclassing to get an animal companion does not gives crunchy benefits.

Now I'm thinking about 4th edition style multiclassing; having a 2-5 level move for each class that anyone can take and that gives the basic signature moves of that class, somewhat tweaked if they end up being too powerful, and a 6-10 level move to improve the existing moves to be almost on par with the actual class.

For example

2-5
Arcane Dabbler: you get spellbook, prepare spells and spellcasting as a wizard. Treat your wizard level for as half your actual level when preparing and casting spells.

6-10
Arcane Initiate: treat your wizard level as your actual level -1 when preparing and casting spells.

254
Dungeon World / Re: My Custom Fighter Moves
« on: June 04, 2012, 10:52:11 AM »
@way
That's true and interesting, but I can't see how implementing this concept just by expanding the options on to spend holds. (However, war tactics has actually a lot of fiction already embed within: the whole "give orders" and "follow them"!)

@P2
I didn't find anything about it. IMO DEX-based Defying Danger should probably be the best choice.

255
well I think then it should be specified in the move description!

Thank you again! Yeah, I was just thinking about a fighter and his horse while making custom fighter moves :)

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