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Messages - stras

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31
Dungeon World / Re: Druid Spell List
« on: July 10, 2012, 03:40:19 PM »
Keep em coming amigo! Help is much appreciated :D

32
Dungeon World / Re: Druid Spell List
« on: July 10, 2012, 03:36:18 PM »
Thanks ZonerZ.  I think that's a copy-paste error that didn't get corrected for whatever reason.  I'll fix it when I get home tonight.

33
Dungeon World / Re: weapons, tags, weirdness
« on: July 08, 2012, 11:39:36 PM »
Aaa! My ears! They're ringing wildly! What did I say? ^_~

34
Dungeon World / Re: Sanity
« on: July 07, 2012, 01:56:48 PM »
@skinnyghost: "Secrets Man was not Meant To Know: When you cast a spell on a 7-9 you may also choose: ..."
Also that corruption and aberrant reality (shadows that bear extra appendages and tend to do horrible things to other people's shadows, eyes randomly oppening on surfaces about you ... watching, nightmares to all that sleep within 100 yards, all cats in the town stop and stare at you as you walk by, always) ... yes.  Just yes.

@sage: Depends on your genre/setting.

Most of the Cthulhu genre assumes that wizards have more 'sanity' because they need to train themselves to stay sane (compartmentalize) in order to bind, channel energies that are from beyond the stars.  However this higher-influx of the Dark and Deep Dreaming, this study of the maleficent, maddening and abhorrent knowledges has it's cost.  Most spells bound, are bound into your very mind.

So you might start with more sanity, but for you to be special, for you to be useful, for all the horrors you witness to have meaning - you have to learn the spells.  Which more often than not means permanent loss of sanity as you learn things, and temporary loss as you cast, or bind energies into your mind.

Also you could just stop.  You really could.  If you wanted to.  Really. But once you see them, they see you.  And they come for you.  And now you're without spells ...

Literally the reason wizards run around wide eyed and wild haired is because they are holding words that darken the sun, and make the ears of all present bleed black inside their mind only inches away from their own consciousness.

So maybe it costs you permanent sanity to learn certain spells, or temporary sanity to study them every morning.

Frequently, in fiction, it's not the casting that breaks you, it's seeing the effects.  Or maybe you just need something to bleed "most of" the corruption into that doesn't have sanity to shatter.  How do you guys feel about familiars?

35
Dungeon World / Druid Spell List
« on: July 07, 2012, 05:48:52 AM »
Hey guys,

Just something I made for everyone who you know ... likes their druids casty (Hunter's Brother/Stalker's Sister => God Amidst The Wastes).

http://dl.dropbox.com/u/898694/Druid%20Spells.pdf

I tried keeping most of the functional bits the same, and added three shakes of flavor, and a pinch of classic terms.

As always let me know what you think and/if/or you have any questions/comments/snide remarks.

36
Dungeon World / Re: Human Wizard/Cleric and bonus spell
« on: July 06, 2012, 06:22:12 PM »
Follow up question (this was asked last time):

If the wizard takes 'Prodigy' and selects a first level spell (say: Detect Magic, or Magic Missile) does the spell then become a Rote and automatically get added to prep? (I rule yes since adding a 0th level spell doesn't increase cost).

And follow to the followup - is there any point in taking that on a Cantrip? (I rule no for one because cantrips have no level, but the question pertains to an elf and detect magic - which by the by is an awesome racial)

37
Dungeon World / Re: Sanity
« on: July 06, 2012, 02:16:52 PM »
I'm reminded of Earthdawn and Horrors (wish there were better mechanics there for similar sanity).

From reading what you have - you seem to have established 3 knobs in your layout. 
 * Temporary sanity loss
 * Permanent sanity loss
 * Mental debilities (different insanities). 

I imagine that temporary sanity loss is recoverable (seeing something horrific you break and run in panic, and hide under a bush for several days while you pull yourself together).  Permanent sanity loss is the sort of thing you give up to be able to witness something or wield something without breaking (that little piece of your mind, walled off like a secret garden, where the memory hides), or you see something so incomprehensible your mind cannot hold together after.  And mental debilities ... ... ... how about them gods?

But adam is right.  Cthulu can be that awful (or is it awesome?).  Sometimes when you see something there's no coming back from that.

I find it interesting that there is a level 9 cleric spell that COULD deal with such effects of trauma (Recovery) ...

38
Dungeon World / Re: Two Weapon Fighting
« on: July 06, 2012, 01:04:33 AM »
Did you just make a WoW combo point rogue Compendium Class?  Yep. You did just make a combat rogue (pvp killing spree) build!

39
Dungeon World / Re: Minimum damage?
« on: July 06, 2012, 12:58:21 AM »
Rock on guys, thanks for the clarifications. :)

40
Dungeon World / Re: Sanity
« on: July 05, 2012, 11:35:55 PM »
I think Adam just wrote our next Event right there.

I wish I could plus one that comment harder.

41
Dungeon World / Re: A couple of new fighter moves
« on: July 04, 2012, 10:14:34 PM »
Afraid that the idea that you need to get fictional positioning (ex: lighting a stick on fire to toast some fire-sensitive undead) to damage an enemy is a staple of fiction everywhere.  That move would make a lot of monsters unbalanced to the weak end.

It's up to your play and your style to make youself be a badass.  If you have a sweet plan, and have to overcome fear, bounce through rubble, avoid a flame breath, and strike at the bare belly of the beast - sure that's four to five rolls but if you pull it off you'll talk about it for weeks.  It's fiction informing moves, and you pulling off something amazing that makes for a good story.

If you stack damage and kill an apocalypse dragon in a single roll, it's just rolling dice.  Your mileage may vary but it goes against the spirit of the game for me.

I do however like the Fists of Iron idea you had there.

42
Dungeon World / Re: Minimum damage?
« on: July 04, 2012, 10:07:52 PM »
Hmm, I see why you'd think that, but it's not how I read it, the previous section talks about class based weapon attacks, then attacks in general.  May need a clarification here (you may be right).

43
Dungeon World / Re: Minimum damage?
« on: July 04, 2012, 08:23:27 PM »
Beta 2.3 Blood and Guts Chapter p164: Add the 'Ignores Armor' tag if the source of the damage is particularly large or if the damage comes from magic or poison.

As with all things in-game it's your call, but that's part of what makes the wizard awesome in my opinion.

44
Dungeon World / Re: Minimum damage?
« on: July 04, 2012, 07:17:56 PM »
No.  But there is a rule that states that magic bypasses armor. Keep that in mind.  Also Dispel Magic, and any fictional positioning (like 'armor' being useless when drowning, being set on fire etc).

Plus a number of weapons and moves give armor piercing (like a rogue backstab).

So if at first you don't succeed ... run away and come back with a different plan.

45
Dungeon World / Re: Sanity
« on: July 04, 2012, 10:10:42 AM »
Wow,

This sounds ... a bit like the beginnings of an outrageously awesome Event.

I see touches of Eternal Darkness here.  Psychic debilities ... that was unexpected.

Currency.  That puts a couple shudders in me. 
If you offer up 1d6 sanity ... choose 'you give up the given sanity forever, or...'

This is some very strong mechanics.

Constructively for class ideas: the God of the Priest, and the Warrior Against Darkness (the paladin) shields their minds.  Take Sanity +4.  The Warrior witnesses horrors on the battlefield day in and day out.  Take +1 forward on any Violence trait horror check.  The druid serves spirits from beyond Sanity +2.  And the Wizard is prepared through text and chant and rigorous practice.  Sanity +6.

A 'Last Breath' style move that shatters your mind and provides a permanent mental Debility.  "When you Sanity shatters (reaches 0) and madness lurks beyond the edges of sight..."

Sacred Seal of the God of Light and Fury (5 charges): This seal appears as a relic, made of holy writ from ages bygone.  When applied with prayer and wax to weapons and armor this seal guards against the predations of the Shadow and Beyond.  When you take no sanity loss from a Supernatural or Corrupting horror check one of the verses on the seal blackens (remove a charge).  When all the charges are gone, the seal withers and falls, its Light to protect the world no more.

Probably should have a couple Compendium Classes - the Hunter, the Vengeance, the Black Knight.

Aaaaa so many thoughts >_< This is awesome.

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