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31  hacks / Dungeon World / Druid Spell List on: July 07, 2012, 09:48:52 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.
32  hacks / Dungeon World / Re: Human Wizard/Cleric and bonus spell on: July 06, 2012, 10:22:12 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)
33  hacks / Dungeon World / Re: Sanity on: July 06, 2012, 06:16:52 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) ...
34  hacks / Dungeon World / Re: Two Weapon Fighting on: July 06, 2012, 05:04:33 AM
Did you just make a WoW combo point rogue Compendium Class?  Yep. You did just make a combat rogue (pvp killing spree) build!
35  hacks / Dungeon World / Re: Minimum damage? on: July 06, 2012, 04:58:21 AM
Rock on guys, thanks for the clarifications. :)
36  hacks / Dungeon World / Re: Sanity on: July 06, 2012, 03:35:55 AM
I think Adam just wrote our next Event right there.

I wish I could plus one that comment harder.
37  hacks / Dungeon World / Re: A couple of new fighter moves on: July 05, 2012, 02:14:34 AM
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.
38  hacks / Dungeon World / Re: Minimum damage? on: July 05, 2012, 02:07:52 AM
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).
39  hacks / Dungeon World / Re: Minimum damage? on: July 05, 2012, 12:23:27 AM
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.
40  hacks / Dungeon World / Re: Minimum damage? on: July 04, 2012, 11:17:56 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.
41  hacks / Dungeon World / Re: Sanity on: July 04, 2012, 02:10:42 PM
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.
42  hacks / Dungeon World / Re: Dwarven fighters? on: July 04, 2012, 03:54:41 AM
In our house games we refer to that ability as 'Dwarfing it off'. 

As in: "What are ya? A wee elfie? Dwarf it off lad!"
43  hacks / Dungeon World / Re: Dwarven fighters? on: July 03, 2012, 11:35:53 PM
We're having some problems with the elven one.  A girl tried making an elven fighter, but fightery things often require strength even if it's not your primary (including your base moves).
44  hacks / Dungeon World / Re: Two Weapon Fighting on: July 03, 2012, 04:10:54 AM
If you still absolutely want mechanical bonuses for a traditionally problematic fighting style AND you don't play a class that can multiclass the rangers Twin Viper style - talk to your GM (who is a fan of your character) and come up with a sweet Compendium Class that totally lets you do the things you're aiming for.
45  hacks / Dungeon World / Re: Two Weapon Fighting on: July 03, 2012, 04:05:04 AM
Guys.

Damage is by class and by weapon.  The simple answer is +1 because that's what's striking.  

Describing a second weapon striking is no different than saying "I fill the sky with arrows" (one of the volley 7-9 moves) and hit the enemy with 10 arrows.  Do I roll 10 damage? No. You're applying D&D logic to a simpler system that doesn't bother with detailed weapon sims.  Why do you do 1d10 and not 2d10 damage? Because damage is by class and your skill at using your weapons.  Do you want to fight with a single sword? Groovy.  Two handed bastard sword? Groovy.  Want to describe yourself wielding a flail? That's cool.  How about TWO flails?  Also cool.  When you start trying to cobble together mechanical bonuses into this is where things start falling apart (but what if I have extra longsword blades on my elbows and knees and describe twirling to slice the enemy up with them?)

+1 or -1 on your to-hit rolls is both boring and very harsh.  We're not talking a casual bonus.  This is a huge swing in hits, and a more radical shift in full successes.

If you simply can't live without the 1 extra damage, I say go for it.  You are after all giving up a shield.  But then wonder, what bonus that 2Her gives someone? (Are you going to have to defy danger every time you try to attack someone with a reach weapon?) On the other hand when a sword gets disarmed, broken, melted by dragonsbreath, eaten by a rust monster (take away stuff) you have a spare sword ... so maybe that's a fine deal after all by default.

I say keep it simple.  Take your class damage, and take whatever the dominant weapon bonus is.  Leave everything else to fictional positioning, and describe yourself fighting however is 'cool' in your mind.
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