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Messages - samuraiko

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16
Dungeon World / Re: Two Weapon Fighting
« on: July 02, 2012, 11:26:35 PM »
Ah, in that situation the second sword would be purely for color, so +1.
Are we so sure? It's not a matter of being a power player. It's just that since damage, as everything else, is both descriptive and prescriptive, it would make sense to apply both bonuses. But I can't find anything about this specific situation in the rules.
Since things are both prescriptive and descriptive, I think we need to take another look at the benefits and failings of wielding two weapons at once versus wielding a single weapon. Namely that most people would be untrained in dual wielding and though they may inherently be potentially capable of more damage through striking with more harmful objects, they may not use those to as great an effectiveness while doing so. This should come through accuracy translating to damage as well as raw strength of force available.

Also, it's  not that the ranger is the only one that can use two weapons at once. If anything, he's the only one that could get a bonus for doing it IF he has viper's strike.
True, and he gets a bonus because fictionally he has received/undergone training above and beyond others in order to better wield two weapons at the same time. He's opted in to the fighting style at a level above others.

17
Dungeon World / Re: New Class: The Warmage
« on: July 02, 2012, 11:14:46 PM »
Reminds me a little of the old Rage Mage builds, minus the Barbarian specific features.

18
Dungeon World / Re: "Faith" quote on page 45
« on: July 02, 2012, 11:14:05 PM »
It could be that something other is granting spells and guidance, like: your unshakeable believe, the collective unconsciousness of the faithful, the power of your faith, etc., but not a true god.

I've run games using exactly this concept, specifically converting Paladins to be imbued with powers deemed appropriate by a Jungian collective unconscious as regards cultural thoughts on good and law.

19
Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 28, 2012, 10:29:15 PM »
Did someone ever took a race without bonus in your games?

Yeah, I'd be curious about this, too.  It feels very strange to me.

I had a Dwarven ranger in one game (just a one-shot). They wanted to play a Delver. I didn't have the time to create something new for the class specifics and so allowed it with the caveat that they didn't get a Racial move associated with the class. I cut them some slack in other ways to sort of make up for it, but they still wanted to move ahead with the character concept. The group I generally play with loves playing against type (we all started gaming in the White Wolf system). Most people haven't wanted to choose a race that doesn't have a benefit, but there's definitely interest. I almost had an (dark) Elf thief at one point, and there's been interest in a Dwarven wizard/runecaster (which I'm actually going to be using as an NPC in the longer campaign I'm prepping).

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Dungeon World / Re: (not so) New Races & New Race Moves
« on: June 28, 2012, 03:10:31 AM »
That said; fuck what we think, right?  I mean, we only wrote the game, you're the ones playing it!  I could totally see Dwarven Thieves, Dwarven Wizards (rune master!) or Dwarven Druids depending on your world and the stuff you want to see in it.  Making race moves when you've already got a good idea of culture and setting is so easy.

Indeed. Though I'd like to see a little bit more of your thought process in creating racial benefits for classes. You've elucidated some of that already in posts here (and in podcasts, if I remember correctly), but something a little more concrete in the finished text would be nice, especially for those creating their own settings that vary in ways from traditional settings. The way I've been handling it thus far is that the races listed are the ones that get bonuses, based on the fiction of the setting, but any race can actually take that class (without bonuses). But that's just me. I'd like to see more of the thought process behind the rules so that we all can adapt them to the settings we want to see them run in. Overall, I can see the system being adaptable to almost any setting, but more transparency in how the rules come together will help facilitate that.

21
Dungeon World / Bloodstone Idol & Front design
« on: June 27, 2012, 07:59:44 PM »
I've been reading through Bloodstone Idol preparing to run it as an introduction, as well as to note design elements for Fronts and everything. I noticed that there's only an Impending Doom for the Front, though not for each Danger. I was under the impression that each Danger was supposed to have its own Impending Doom. Am I wrong in this? Or was this adventure written a little different from how most are intended to be written? Thanks.

22
Dungeon World / Re: Help me write a good front!
« on: June 19, 2012, 11:52:17 PM »
Sure! But if the impending dooms of both dangers should come true, the result would be the same: Oronx. Oronx EVERYWHERE!

Sure. It's your job to threaten them with it. It's up to them to change the course of things. But given their history with the Order, that's something the PCs aren't likely to want to see come to fruition. Healthy doses of Signs of Doom and their witnessing the progression of Grim Portents should make it enough to encourage them to step in, or deal with the consequences, especially if they're directly affected by being rounded up as one of the heretics, as they were previously accused.

23
Dungeon World / Re: Help me write a good front!
« on: June 19, 2012, 10:50:02 PM »
The nice part with this Danger though is that they don't have just the Inquisition to deal with. The heretics are also a force. The characters can attempt to deal with either side in order to prevent the Impending Doom. Maybe they can get the Inquisition to back down, or they can get the heretics to make amends or move on. There are different strategies they can take in addressing the situation.

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Dungeon World / Re: Help me write a good front!
« on: June 19, 2012, 09:40:52 PM »
It sounds like you were on the right track with your initial Inquisition Danger. The Heretics and the Inquisition will play off one another, but I think you probably only need to keep track of one of them, whichever has the more Impending Doom. In this case, I'd follow the Inquisition as it seems the more Dangerous. Something like this:

The Inquisition
Religious Organization (to establish and follow doctrine)
Grim portents:
• an heretic commits religiously motivated murder
• the Inquisition publicly tortures and executes a "random" heretic
• [escalate heretic response] -- public acts of defiance or some such
• [escalate Inquisition response] -- detainment of heretics and other discriminatory practices
• heretics unleash fire and vengeance throughout Glorian, razing it to the ground
Impending doom: the Inquisition begins a religious cleansing of the region (Tyranny: few over many)

From what you've written it sounds like the Inquisition is the one that ultimately ends up going the furthest in the back and forth, and so it makes more sense to have them unleash an Impending Doom. The Heretics are still sort of a Danger, but mostly in relation to the Inquisition and their reactions. They aren't going to be the biggest potential problem. Like Adam mentioned, Grim Portents are way posts towards what may happen. I view them as the escalating events that lead towards the Impending Doom, much the same way that angry words, dirty looks, insults, a push all lead towards conflict and open violence.

25
Dungeon World / Re: I wish we just had modifiers, not scores
« on: June 18, 2012, 12:59:39 PM »
I agree that I'd prefer to do away with the stats and just have the modifier. Or rather, do away with the modifiers and have stats that have a smaller range similar to what modifiers have. However, one hangup that I see is that the the modifier progression doesn't increase every time the stat hits an even number like in 3.x and above. It doesn't necessarily mean that the character won't get a +1 increase to a modifier each time they increase a stat, only that it may take two increases to go from a +0 to a +1, or a +1 to a +2.

I mocked up a couple of possible HP formula alternative abandoning the Stat/Modifier system and just used the stats. What do you think? Alternative Hit Point systems

26
Dungeon World / Re: Number Appearing brainstorm
« on: June 17, 2012, 05:35:41 PM »
Personally, I've always liked my goblins taking more inspiration from their European roots in fairy tales and folklore than how most fantasy RPGs convey them. Goblins, hobgoblins and bugbears used to be fey creatures, tricky, mischievous and sly, but there are also the fabled Goblin Markets where the wondrous and impossible can be found, for a price. I could see this sort of goblin being cultivated in moth/silk worm cocoons in hidden forest glades.

@Radium: I love the idea of the Mountain Seed/Giant connection.

27
Make the player care.

And then, occasionally, kill the NPC anyway.

It makes for good drama, and furthers story-lines later on.

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Dungeon World / Re: So, The Druid
« on: June 16, 2012, 11:46:40 PM »
Right. I believe the text says up to three, or something to that effect. I'm not sure what I think about allowing animal parts to grow or shrink as they're added, maybe it's something for the roll to shape-shift to decide. Anyone else have thoughts on that?

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Dungeon World / Re: So, The Druid
« on: June 16, 2012, 10:44:21 PM »
@ZonerZ: Cheetas aren't really desert animals. They're native to very dry areas like savannahs and grassy plains, but not really deserts. Large animals don't tend to do very well in deserts unless they have specific evolutionary adaptations for the heat and minimal water sources, like camels. The sand cat is more in line with what I was talking about, or any number of other variations on small felines that have become specifically adapted to desert life.

@rubiconium: That does sound pretty awesome, but they've also invested two levels worth of advancement choices into doing exactly that. Ultimately, I think it all comes down to the fiction. A giant blue whale or scorpion is only going to be useful for so many things, and it's definitely going to attract attention. Plus they'll have had to attune themselves to a giant scorpion. If they can pull that off through fiction, I'd be willing to let them have it. They'll have earned it.

@tehnai: I see the druid as more of a versatile class, adapting to whatever the circumstance is and to what the player wants it to be. The ability to shapeshift into any number of things means that they should always have a tool right for the job if they think things through and follow the fiction. Don't have a fighter and need to open a barred door? Great, let me shift into a rhino. And on, and on. They may not do tons of damage at first, but I think their versatility makes up for it. Options are something they should never have a lack of, and being creative should with shapeshifting should make them a powerful class, regardless of their damage.

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Dungeon World / Re: So, The Druid
« on: June 16, 2012, 08:44:20 PM »
There's also at least one type of feline that lives in deserts (though no big cats), and some others that skirt the edges. And there are a number of different animals that will migrate through various parts of deserts, and other regions, to reach their destinations or to complete their travels.

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