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Messages - Antisinecurist

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16
Dungeon World / Re: Magical Moves List
« on: August 22, 2014, 12:45:21 PM »
Basically, Sen, you are asking for a list of supernatural/mystical/magic-oriented moves...?
This could be useful actually...

I need to work on a move DB someday XD

17
Hm, playing cards... if you have each card valued as follows...
2: 1
3: 1
4: 2
5: 2
6: 3
7: 3
8: 4
9: 4
10: 5
J: 5
Q: 6
K: 6

You can do draw 2 and keep (roughly) the same odds distribution as AW proper.
I saw roughly because you need to account for the Ace, which should do... something.
It will also change the odds, perhaps quite a bit, if you don't replace draws after you draw them (so, if you get a lot of high cards you know some misses are coming your way and vice-versa) or if you allow players to keep a hand and play cards in some way (maybe play one from the hand, then draw one).
This also opens up tricks for bonus moves based on suite, rank, saved cards, the discard, etc... while still keeping close to the basic numbers of AW...

- Alex

18
Dungeon World / Re: Party Composition?
« on: June 23, 2014, 04:44:03 PM »
A bard can be a darn fine warrior (especially if ya'll agree arcane art can affect oneself)!

Charming & Open is excellent in a fight, when used by a spider-man-style talkative warrior. Especially with Devious.

Cha + dex as top two stats plus a dueling rapier is an excellent choice.
Cha + con for a defensive fighter... not much H+S but buff, heal, and defend (and deal increasing damage on defend). Also comboes well with Metal Hurlant.

Duelist's Parry is a free armor for a fighting-bard. Duelist's Block is even better.
Two multiclass options before level 6 is great...

My overall point, I guess, is that in Dungeon World, it's very easy to have someone play outside of (or in addition to) type, based on stat, move, and gear choices.

There's no reason he can't be a bard *and* a warrior.
Or the druid can be the warrior (seriously, druids **** things up in a fight if they want to).
A thief can be a nasty fighter, too.
War-wizard? Yes please.

You get the point! :D
- Alex

19
Dungeon World / Re: Bloody Aegis - how to deal with it?
« on: May 21, 2014, 04:21:34 PM »
You need to understand, sometimes damage is just damage... basic cuts, scratches, whatever...
... but really, when you do a move, it usually resolves to damage + other stuff.

If a bear bites through my upper arm, I take some damage - yeah, whatever - but also, now chunks are missing from my arm, maybe my arm is off or half-off.

So, dragon drops the paladin 10,000 meters, all that happens is damage?
Is this being honest to the fiction of the game?

Well, I don't think so...
I think at the least (being very generous), I'd say some bones are broken.
So...

DM: The dragon lets go! You have a split-second and then you'll be falling.
(At this point, Paladin probably tries to catch onto the dragon to save himself, or maybe another PC can help somehow, like the wizard casts a flying spell or somesuch, I don't know... let's assume that whatever it is fails)
DM: You're falling very far, you would take (how much damage? I don't know, a very large amount) the best of 2d10 and add 7. Also, most of your bones are broken.
Paladin: (Rolls damage, 17) I use bloody aegis, so I am confused instead of taking 17...
DM: Well, how does that look?
Paladin: As I crash into the ground, a burst of holy force expands from my body, crushing the earth and softening my fall.
DM: Well, it's not as bad as you thought, and you're feeling in fighting form... except, you still have a broken femur and you think you've sprained your arm... what do you do?

...
- Alex

20
the nerve core / Re: Not sure where to post this, but. LFG
« on: May 21, 2014, 02:55:20 PM »
Location?

- AD

21
Dungeon World / Re: New GM looking for some advice
« on: May 19, 2014, 02:40:32 PM »
For gold, oh, however much you want. It doesn't much matter, except if the PCs can cover their basic operating expenses (and even then it's sometimes okay).

For non-gold non-magical items, again however much you want, but bear in mind A) your player's tolerance for book-keeping and B) your player's tolerance for dealing with weight issues.

For magical items, it's 100% a case-by-case basis and I can't really say! I always give way too many.

- Alex

22
Apocalypse World / Re: Critique my stealth move?
« on: May 13, 2014, 11:04:19 AM »
I would clarify "Inflict harm on someone" to "Inflict harm on someone who isn't aware of you or can't defend"; in this way, on a 7-9, you usually won't be able to just do harm, unless you're well-prepared or lucky. At best, you'll be able to get close unnoticed, before doing whatever you need to do to actually harm them.

Maybe?
- Alex

23
Apocalypse World / Re: Dancers at the End of Time
« on: May 06, 2014, 04:02:44 PM »
I'm curious!

I know AW pretty well, I'd say - having worked on playbooks, custom moves, love letters, and a bevy of hacks.
I don't know the book, but might check it out, time permitting.
The concept very much caught my attention, though.

- Alex

24
Thanks again, very helpful.

The thing that I really needed to hear might seem very simple to you, but the fact that "Go Aggro" can be interpreted simply as "Inflict Harm" is something I've been wondering about ever since I began reading AW.

Just throwing another idea out there: Could different weapons require different stats? I get that you go for the moves, not the stats, so each weapon type should probably have a move for itself...I just like the idea that all stats can be used to inflict harm.

I guess it's controversial, but "Go Aggro" is - in addition to the "threat" move - also the "do violence when they can't properly respond" move.

So, different stats for weapons... usually I wouldn't do this, but in some cases it might make sense?
If something is really different, I'd write up a custom move...

"Big Darn Laser: When you configure the big darn laser and fire it off, it takes a few minutes and you do 4-harm ap messy loud, but roll+sharp anyway. On a hit, choose two. On a 10+, choose three. On a miss, you've set it up wrong, so you might want to abandon ship...
- you do +1-harm
- you do +1-harm
- you don't do any collateral damage (-messy)
- you don't have to wait to recharge the laser
- your fuel supply isn't running low
"

"Razor Expert: When you get in close with your wicked razor blades, roll+cool. On a hit, pick two. On a 10+, pick three instead.
- you do 2-harm, but cut right around and through any armor they're wearing
- you do 3-harm (only pick to do harm once per person)
- you avoid harm from any melee targets
- they're bleeding heavy
- you disarm them"

I dunno, could be like that.
- Alex

25
Sure, a move like this is in other games, like The Sprawl.

Here is an example...

"Keen Eye: When your target's unaware of you and you take a shot you give away your position, then do your harm or roll+sharp. If you roll, on a 7-9, choose one. On a 10+, choose two.

- you don't give away your position
- you do your harm
- you've frightened your target or put them off balance"

"Bullet Time: When you open your brain to a fight, trade harm with your enemies and roll+weird. On a hit, choose one. On a 10+, choose one and the MC will grant you insight into the battle.

- You avoid all harm
- You do incredible harm (+2-harm messy)
- You get wherever you'd like unimpeded
- One of your enemies is in total awe of you"

I don't know, these are just examples, but there's a lot to be done with custom moves.
But, Borogove is right in that it's the moves that are chosen, not the stats... but, they're also wrong in that a sniper would, by default, either be simply doing damage or, at best, going aggro and not seizing by force (at least, until the first shot is fired and your cover is blown).

- Alex

26
Here's another way firing a gun could be...

MC: Hey, Bronze, I heard you're gonna make a run across the field, right? Well, Guts' boys are gonna pop out from the low brick wall to spray you with lead if you try it. What do you do?

Bronze: Okay, I'll haul ass as fast as I can, but as soon as I see them coming up, I'll duck and roll. Hopefully I'm outta their sight enough to buy me a minute.

MC: Sure, act under fire.

Bronze: Shit, it's a 9.

MC: Oh, sure, you hit the ground about three-quarters of the field in... you'll need to crawl the rest of the way, and god help you if one of them gets the idea to climb over that wall.

Lilac: Wait wait, can I aid Bronze?

MC: Sure thing! How do you do it?

Lilac: I can see the goons, right? As I see them coming up, I'll lay down some suppressing fire. I'm not really aiming to kill if I can help it, but I want to keep them down.

MC: Sure thing, roll to aid.


So, in this case, firing a gun is actually an Hx roll.

- Alex

27
Dungeon World / Re: [Dungeon World] Grokking the Monsters...
« on: April 21, 2014, 11:03:57 AM »
Instinct is a quick little drive which helps you play up the monster.
For example, a monster with instinct "to feast on flesh" will react differently to a retreating party than one with "to be left alone in it's next" (the latter will probably not pursue, while the former will).
It's just a shorthand reminder at the table.

As far as moves, when you apply them is exactly the same as any other move. As far as how, it's simply fictional... so, you have the monster do what it says! This might trigger other rules or moves, of course (usually, but not always, damage).

Maybe post a few monsters and I can write up examples?
Either from the book or your own creations.
- Alex

28
Dungeon World / Re: Dungeon World- monster damage notation
« on: April 21, 2014, 10:21:22 AM »
It's built from generating the monsters, but what it means is... b[2d6] means roll 2 six-sided and keep the better. w[2d6] means roll 2d6 and keep the lowest, basically.

I forget which steps of monster creation, which options that give these, but this is basically what it means.

- Alex

29
Apocalypse World / Re: Playbook Concept: The Suit
« on: March 19, 2014, 12:57:32 PM »
Flush: When you offer someone substantial cash payment, take increase Expenses by one and roll +Hot. On a 10+, they do whatever you please, led by the promise of untold riches. On a 7-9, they also do what you want, but either you or they attract unwanted attention. On a miss, your cash is no good here, and you've marked yourself out as a lucrative target. If you use this move on a PC, just increase Expenses by one and offer them to hold one if they do as you say -- if they do, they can spend their hold to use this move, just once (they obviously don't increase Expenses, since they don't have an account).

This seems strictly worse than simply seducing or manipulating, and also strictly worse than spending 1-barter for an auto 10+ on seduce/manipulate. If 1-expense roughly equals 1-barter, it should be at least as good as that. If 1-expense is worth more, then, well, it should be maybe better.

Still, conceptually I like this idea, but. Hm!
Have you seen the hoarder? What about a hoarder where the corporation is your hoard? Seems like a weird yet awesome idea (but, still, I think it'd be cool to see this playbook develop out).

- Alex

30
AW:Dark Age / Re: Choosing Rank
« on: March 12, 2014, 03:50:33 PM »
No, I didn't think so, but from a casual perspective that's the quickest explanation of downsides VS upsides of various ranks, barring fictional concerns.

- A

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