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Messages - Ariel

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Dungeon World / Re: Beta questions
« on: February 11, 2012, 01:16:47 AM »
I just gave the Thief Many Hidden Knives, a la AW.

Dungeon World / Re: GM play-aid sheet
« on: February 08, 2012, 01:48:31 PM »
It's a meta-arch-aesthetic-principle decision on my part, not as the GM of DW but as like, a player of table-top games.

These principles are as follows:
1. Don't be a dick.
2. Make sure everyone is having fun.
3. Make sure it's the most fun possible.
4. Make sure you're also having fun.

Rolling the damage dice is fun for myself, but also fun for the players. Aesthetically, it makes it feel more like D&D. I randomize more than just the HP and DMG. I try and randomize pretty much everything. Also, the dice do decide somethings and like I their creative input as much as my own or those of the others at the table. If you wanna get all orthodox about it, you can disclaim decision making to the dice.  I do it a lot.

Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 04:38:40 PM »
I like it a lot; fixed DMG is not so much boring but more metagamey somehow. Which is great in other games but if the characters are doing random DMG, I think the Monsters should be too. And random HP.

Randomness really breaks the gamist/tactical mode of play by allowing PC to both gamble heroically on slim odds and win sometimes, but also by making encounters with the same Monsters more intense and risky.

Dungeon World / Re: GM play-aid sheet
« on: February 07, 2012, 04:12:55 PM »
Fucking Roflball Lor-roth'il.

Dungeon World / GM play-aid sheet
« on: February 07, 2012, 03:09:37 PM »
Just the Principles, Moves, on the fly Monster creation and a big list of names on a landscape legal, one-sided.

Nothing fancy, just thought I'd share it.

Dungeon World / Re: Paladin's Quest
« on: February 05, 2012, 03:23:47 PM »
Yeah, it's pretty dope.

Wish I'd thought of it.

brainstorming & development / Re: Farscape-World
« on: February 03, 2012, 01:34:21 PM »
SCORPY is like a whole front.

And Moya is the Home Front.

Dungeon World / Re: Beta Playbooks on the way
« on: February 01, 2012, 08:19:36 PM »
This week maybe?

Dungeon World / Re: Hi again
« on: January 31, 2012, 06:40:13 PM »
Gen Con, I think.

Dungeon World / Re: Monks?
« on: January 30, 2012, 07:38:22 PM »

I think the advanced moves are a flat.

When I figure out how to come up with moves that incorporate sufis/dervishes, tantric arts, brewmastery, and vows of poverty, I think I'll be happy with the class.

Dungeon World / Re: Gold for XP ?
« on: January 29, 2012, 10:50:11 PM »
Play to find out! Colour first!

Also, I have a formula about balance and fairness between playbooks:

XP = Barter = Gold = Minor Qualities = Moves = Stats = Magic Items = Crap

Dungeon World / Re: Monks?
« on: January 26, 2012, 09:45:39 PM »
Keep in mind that this a play book for my home campaign not intended for wider distribution.

Damage die: d6

Core Moves

Martial Arts: When you engage an opponent in melee, you may use this move instead of Hack and Slash, roll+Str. You may only use the weapons permitted by your Order, or your bare hands. On a 10+ hold 2. On a 7-9, hold 1.
• Deal your damage to the enemy   
• Disarm them         
• Avoid their attack   
• Move or push them around      
• Stun or disable them briefly      
• Take + 1 forward

The Way: You may use Wis to Defend.

Formless Form: You may not wear armor or wield shields. However, your insight into the world gives you Wis-armor.
Monastic Order: You belong to a monastic order.
It's the order of:  (                    ); or,
? the Bodhisattvas of the Empty Bowl   
? the Intimates of the Void
? the Sensates of Ecstasy      
? the Anchorites of Saint Jerome

By default:
? Your order has an shrine near or in every town of 1,000 or more.

Choose an additional feature for your order:
? Communal. Surplus: Help   
? Evangelical. Your order has spread far and wide.
? Archival. Surplus: Knowledge.   
? Medical. Surplus: Healing.

Your order has an ideal that it values above all others. Choose it:
? Charity. Petition: Money.
? Knowledge. Petition: Lore and Secrets.       
? Freedom. Petition: Justice.   
? Tradition. Petition:  Recovered relics and sanctified temples.

Alms: Whenever you visit a community where your order has a presence and present them with Petition appropriate to your order, they grant you Surplus appropriate to your level.

Discipline: You adhere to a strict ethic of meditation, asceticism, daily rituals, and proper action. When you stray from you path to enlightenment or fail to your adhere to your practice, you lose access to all but the Basic Moves until you atone. The GM will help you find a way to do so.

Advanced Moves

? Martyr: Instead of Last Breath, when you're dying you may either stabilize, or continue battling on for the rest of the battle, ignoring damage, but dying once it is finished.

? Esoteric Virtues: You gain the Commune and Casting Cleric moves. Your level for the purposes of that move is 1 + the levels you’ve gained since you took Divine Favor.

? Diamond Body: You may ignore Poison or similar effects.

? Shatter: When using Martial Arts add:
• Shatter an inanimate object      
• Ignore armor

? Master: When you use Martial Arts, you always get +1 hold (even on a failure you get 1 hold.)

? Zen Archer: You may use Wis instead of Dex to Volley. Also, you need not be able to see your target.

? This'll Do: You may Volly with any object.

? An Ounce of Pressure: When Defending, on a 10+, you may immediately spend all your hold to turn the next enemy attack back on them.

Dungeon World / Monks?
« on: January 26, 2012, 02:33:19 AM »
Putting together a playbook for the Monk class. I've got the core of it more or less sorted out combat-wise but I tend to find that stuff easy to come up with, but I usually want a little more out of a playbook.

So, I was wondering what kind of things Monks do in a Dungeons & Dragons kinda game?

What kind of fictional or non-combat stuff or Moves would you like to see?

What's cool about the Monk class? What do you like about it?

Leave out the Savvyhead, the Operator, the Driver, and Maybe the Angel from the core crew. Include the Maestro D', the Faceless and the Quarantine.

Thanks ya'll!

The Saving Throw seems to be both the classic Saving Throw but it hasn't shaken the Harm Move from AW yet, which is also forgotten at tables. I think the Harm Move in AW serves a fine purpose, and I always to remember to use it in AW because one) being shot is fucking brutal and two) it's always not sometimes.

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