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Messages - stras

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16
Dungeon World / Re: Adventure starter - Blackmoore
« on: August 13, 2012, 02:45:51 PM »
May I suggest 'Adventure Igniter', 'Adventure Seed' or 'Adventure Spark'?  For one 'Adventure Sparker' is hard to say, and both easy to misspeak and mis-hear.

Regardless, your idea is TOP NOTCH ser.

17
Dungeon World / Re: Edits
« on: August 10, 2012, 02:22:32 PM »
I always prefer flavor.  Particularly if it has cadence.  

This is Avon, who has sworn his name to the Vortex for Power, Summoner of Spirits, Walker through Realms Unseen, mighty Wizard!

...
...
His friends call him Av.

One of the things that drew me to the game is actually the Flavor of a lot of their move names and descriptions.  Remember that humans lost their Summoning racial and some spells were re-worded in the last iteration.  I wouldn't mind seeing instead something like 'master of Lightning' and a demo of how he flavors his Magic Missile and such to be lightning themed (which surprises me that not everyone does in the games I've demoed, so it's a cool thing to throw in).

But they have wordcount, and such to consider.

18
Dungeon World / Re: Druid Spell List
« on: August 10, 2012, 11:27:55 AM »
Moreover without the move boosts that make those spells more powerful the druid may have the versatility of the spell list but the cleric is definitely the cleric-spell powerhouse.

From actual play, I can vouch it doesn't seem to drown out one or the other.

19
Dungeon World / Re: Druid Spell List
« on: August 09, 2012, 05:07:31 PM »
Hey Anti :)

The Druid is one of my favorite classes (probably my favorite class period).

In traditional D&D you can find that they cast spells in addition to shapeshifting, although that changes a bit in certain sources and builds.  One of the awesome things about the druid in DW is that they aren't casters by default, but the designers are sneaky ninjas insofar as they built in the possibility of a build that makes them closer to the D&D vision.  How?

If you take Hunter's Brother or Stalker's Sister - you can gain a Ranger move.  This opens combos to you.  So for example: you can take 'God Amidst the Wastes' which gives you access to the full cleric spell list.  Boom - casty Druid.

However, while the cleric spells are fine, they are not necessarily all classically druid flavored.  If you compare this list to the cleric list you'll see that I translated it spell for spell and mechanic for mechanic.  This isn't a new rule so much as a re-skinning for those Druids that want to play a casting heavy cleric-y type druid.

They keep their shapeshifting and all moves as-is, this is just a flavorful supplement to let those casters have more classically named and themed spells in their list.

20
Dungeon World / Re: Share Your One Line Game Starters
« on: August 03, 2012, 12:06:54 PM »
Cleric! You're knee deep in what? Blood spatters all over you! What color is it and what is it from?
Thief! What's the greatest treasure here? ... Sweet, if you get your fingers on it, you can have an extra XP.
Fighter, your mace just smashes a skull! Who used to be the previous owner of that face and what was he?
Wizard! What are you most might happen? What's the danger others might be missing in this fight?

Sketch out encounter area, drop some tokens representing described monsters down, have PCs place dice representing them, finish fight.

Then ask why they're here fighting whatever it was.


Works like a charm.

21
Dungeon World / Re: Harm-Moves from AW
« on: August 03, 2012, 11:55:27 AM »
Note this is a personal oppinion so please take it as such.  But:

It slows things down too much.

Apocalypse World moves action in broad strokes, where a single Seizing by Force move/roll can resolve an entire scene. We've resolved taking a whole hill/city-block with one to two rolls.  If you take harm in the process there's usually a significant fictional and so making a followup second roll is ok.  Also ApoWo functions on a 1-6 harm scale, with up to 2 armor on tough-guy PCs and usually taking only 2-3 harm on you per hit (which armor can often mitigate to nothing negating the harm move).  So less damage, more mitigation, fewer rolls to do the harm-move on top of.

In DW you're moving in much smaller increments.  It's not necessarily always round by round, but it varies from 2-3 rolls to finish a single action (leap over a fence, slide under the orc's blade, snag the sacred challice), to one combat roll representing a few minutes of clings and clangs while you dance blades with 4 gnolls. Overall each roll represents a much tighter focus (fewer seconds) I find.  In addition to this you're often taking much bigger damage incrementals (d8/d10+3) with gangs rolling multiple dice and taking the highest.  This means that every combat round will take that much longer with each one of these secondary rolls following even every 7-9 (since many times this higher damage will bypass the negation by armor).

In effect by adding the harm move you're basically doubling many combat rolls (what if you take d6 damage for a bigger hit?), for no real benefit, and making casters and ranged fighters vastly superior since they don't take harm on the hack-and-slash move.

Since on a 7-9 or a miss you can easily change up the terrain as a gm soft move, or make a hard move including putting someone in a jam, there's plenty enough encounter change and cinematics that adding an extra mechanic like this gives you something bad (extra rolls that can only punish, slow things down) while providing no real benefit (misses, and weak hits can often have some of this included).

22
Dungeon World / Re: Bard's 'It Goes to Eleven'
« on: July 31, 2012, 02:58:49 PM »
And say my favorite 5 words in the game.

"But you gain an XP."

No other game generates the 'roh roh' look on a players face such as gaining xp does in this one. :)

23
Dungeon World / Re: New Class: The Mystic
« on: July 25, 2012, 04:22:19 PM »
Just for the sake of example/discussion I'll provide the example David Eddings (quality of writing up to your own tastes).  Chock-full of full-plated miracle spewing warrior-priests. (I have a bunch more examples in mind, but I think those are probably the most widely known)

However when 1st ed was coming out most of these archetypes weren't present, and in my opinion it damaged the core class flavor and theme (it's loosely based on the Rosecrucians and the Knights Templar). So I see what you're saying.

That said - I love your sheets. In particular the little hex-wheel you made for stats.

Onto details!

Appearance: Looks great.

Bonds: could use a little punching up and specificity to the class.

Temperament: Earth specifies adherence to a faith but this isn't defined anywhere or even implied.  I wouldn't know how to fulfill this for example.

Starting Moves:
Call Spirits: I recognize the callback to World of Dungeons but there's no statement of move here (what do you roll? Is there any inherent risk?).  Moreover, there is no implication of what can and/or should be used for barter.  Do the spirits whose names you know generally obey? Is it up to a roll?  If this is your core casting mechanic this should be delineated a bit more strongly.

Exorcism: Largely good.  The last line indicates that spirits function on mystic energy, and that venting it empowers people.  So, does stabbing spirits empower people?  Can the Mystic simply ask his spirit allies to do exactly that repeatedly to the group?  It might be better to say that in struggling against the Exorcism it leaves itself open and vulnerable to attack specifically.

Spirit Tongue: Might want to specify how you make contact with the spirits.  There's no spirit sight included in this package.

Chi-healing: Interesting. Did you not choose the standard 1d8 heal for a reason? Also, what is a Breath move?

Equipment: Looks good.  I'd also provide a choice of traveling clothes, or fancy clothes.

Advanced Moves:

Serenity: This is too strong. If you observe moves such as the thieves you want to limit the style of danger you're defying (ex: when attempting to escape and flee without heed to anything else).  I'd recommend attacks on your will, mystic forces, or magic of the spirits maybe?

Spiritual Armor: Again, taking a cue from the warrior - this should be 1-armor.  Although you would want to add some fictional fluff.  "The Spirits protect your body from harm" "The spirits snap at weapons hurtling at you." "You are shielded from mystic forces - take 2-armor against all spells"

Dominion: I like it :) I am the Law against spirits.  Just a reminder that I couldn't discern a set method of detecting/seeing them btw.

Turn Undead: Banish unclean spirits from beyond the grave... (just some fluff would be nice to tie it into the class)

Mystic Warrior/Advisor/Vision Quest: I love it.

Acupuncture: I'd make this increase your Chi-healing to 2d8, and add an advanced move requiring it (Moxibustion) that removes debilities.  Deb's are not fixeable easily, and this is pretty potent early on.  But I like the theme/flavor.

Spirit-friend: I'm guessing this is the wizard's equivalent of 'learn an extra spell'?  The only issue here is that you already can summon any spirit whose name you know, and there is no leveling mechanics for new spirits, meaning you'll probably be pokemon-ing them during play.  This move may be immediate (BOOM two more spirits) but it seems to go counter to the purpose/procedure of the class which is already doing this (IE a wasted advance in the long run, since you could just go hunt down or research the names of the spirits you need).  I don't really have a suggestion here.

24
Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 19, 2012, 03:40:40 PM »
Convict, power/balance is an illusion.  Rand can make beams of light that cut entire sections of reality out of ever having been, but I like Matt, and Perrin is the character I feel closest to.  What you need to strive for is the 'cool' factor, and feeling like you can contribute.

The average fighter I've seen in most systems is a pretty boring dude who sometimes gets perks based on which weapon he picks.  Here they have named signature blades, can talk to the spirits of the people they kill, and are probably my favorite class (ok no that's the Druid).

In AW my Gunlugger can drop small armies, but the Savvyhead talks to objects, solves all our puzzles, and fixes my guns which break.  The point is that in combat there's no question which is stronger, but we both rock, and I'd happily play either because both are useful, and both are fun.  Just different focus.

If you run 'crunch' what's important is that everyone has a role.  Male channelers risk madness.  Female channelers can burn out, and lose their grip on the source when they get hit hard (hence Warders).

Just make sure everything is in that 2-6 7-9 10+ breakdown evenly (because that's what generates story) on rolls, and everyone is awesome and has stuff to do.

Just because Bob the Asha'man can Rolling-ring-of-Earth-and-Fire a whole army doesn't mean I wouldn't rather be running with a pack in the dreamlands.

That's your target.  Aim at it's heart, and be awesome.

I'll hit some specifics when I get time.

25
Dungeon World / Re: Dungeon World / Wheel of Time Hack
« on: July 18, 2012, 05:25:14 PM »
This ... is an excellent idea.  But while you have a fantastic start I worry you might be sacrificing detail for speed.

Gleeman - has no actual magic.  I'd take away the healing from the song at the very least, and gleemen were less magicians with spellsongs and dragonborn voices, and more ... the thief.  A charismatic well traveled charlatan.  You'd have to hybridize a class of the two methinks.

Female Channeler / Male Channeler - these are base classes.  Wilder, Aes Sedai, Asha'man are all Compendium classes or simply 'racial' moves that modify the base channeling threat.  Maybe even per-shawl for Aes Sedai (as in Blue Stole, Green Stole etc).

That said your spellcasting probably needs to change.  You need a 'connect to the source' move, followed by 'channel power' that generates a per-element hold where your spells are based on a base element cabling set (think Ranger animal statistics, but one for each of the source 'weaves' where females have water and wind as stronger options, and men have fire and earth and both run equal in spirit).  And probably a selection of the weaving skills (artifact making, shielding, healing) as advances.  You'd have to merge the spellists and re-write to accommodate for talents unlocking certain spells, and cost in channeling.

Stick to Oathman, Warder is a Compendium Class that grants them supernatural healing and attunement to their Aes Sedai.

Rangers are Wolfbrothers, but replace half-elven with wolfbrother and lock out some of the abilities by having it be required.  God Amidst the wastes should probably become Dreamwalking.  Speaking of which there needs to be a Dreamwalker compendium class.

Things you're missing: Aiel and Ogier.  A big list of artifacts.  Something to handle Legends in the Dream and the real.

Your backgrounds are a good list, but mathematically problematic (+2 to parley for example guarantees that a +3 in charisma creates a 'never fail' scenario on parley in a city) and usually will swing probability ridiculously into the upper ranges.  My recommendation is to aid specific moves.  Ex: if borderlanders are good combatants, let them re-roll a single damage die.
Since Tar Valoners are good diplomats, give them extra questions to ask on Discern Realities about loyalties, or price.  Or something to help with 'holding something over' a person in a Parley.  You see?

Just some quick thoughts while I'm at work.  Again - awesome idea, I look forward to seeing what you do with this.

26
Dungeon World / Re: Traps
« on: July 15, 2012, 11:47:21 PM »
These are really handy, I wouldn't mind seeing just a page of sample traps.

27
Dungeon World / Re: Druid Spell List
« on: July 10, 2012, 07:01:12 PM »
Ok! Sheet updated.  Off to run (surprise) Dungeon World for some peeps.  Let me know if you spot anything else!

28
Dungeon World / Re: New Class: Battlemind
« on: July 10, 2012, 06:46:13 PM »
Our kindly forum moderator has rescued the original post from the spam filters.  Go to the forums here:

http://apocalypse-world.com/forums/index.php?topic=2987.0

To chat and check out the new class.

29
Dungeon World / Re: New Class: The Battlemind
« on: July 10, 2012, 06:45:33 PM »
Vincent to the rescue!

30
Dungeon World / New Class: Battlemind
« on: July 10, 2012, 05:19:30 PM »
Sage posted a sweet new class on his blog! (http://www.latorra.org/2012/07/10/the-battlemind/)

Apparently the forums keep eating his posts.  This is so that awesome discussion ensues.

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