1. We'll get to him sooner or later! We also have a section on making your own class, so maybe you'll make the Druid before we can.
2. 18 is the cap. We'll make that clear.
3. Good suggestions. We'll think about it.
4. As it says in the move "Death doesn't care how tough or cool you are." This isn't about physical survival, it's about forces beyond your control.
That said, you could totally make your own Last Breath move that is +Con.
5. We need to clarify Carouse a bit. It's con because the important thing isn't how much people like you, it's how you can handle a night of revelry. To hear useful rumors you can't be passed out drunk.
6. We're getting rid of fascinate in Beta 2. I actually thought it was too powerful!
7. That's true. We have a solution to that in Beta 2 already.
8. The fighter's special. These aren't just any weapons.
9. Lists are great prompts. Smart players (like everyone who post here) will say "Oh, hey, could this actually be X?" But there should be a list to start with and crazy ideas (beyond the list) should require discussion.
10. Nope, you choose a range to represent what your weapon does. It could be better phrased as "Choose the range the best fits your weapon."
11. That's likely, sure, but it's not a rule. Examples:
Player: "I stab him with my dagger"
GM: "How? He's fighting you off with his sword which is much longer."
Player: "I duck his blows and get inside, then jam the dagger into his gut."
GM: "Sounds like you're Defying Danger first to get close."
Player: "I stab him with my dagger"
GM: "Sure, he's swinging wildly at all of you so he can't keep you away. Sounds like Hack and Slash."
12. Piercing only helps with monsters that have armor. Damage always helps, no matter the armor. Damage is always better.
I don't know where it says that magic items are +2. In fact, by what we meant to write at least, magic items usually aren't +anything. +x is mundane and boring, magic does stranger stuff.
13. We've messed with the high level moves for all classes. See what you think of Beta 2, coming soon.
14. That's worth considering, sure. What about this: Precise or Hand. That allows for lots of classic Thief stuff: blackjacks and the like.
15. Because cutting someone is tough work and Dex is already a very useful stat.
16. Because they're a different class ;) Seriously, the Wizard starts to feel very dull when the only difference between the Wizard and the Cleric is what spells they cast. Penitent in particular is a very Cleric thing: the gods reward penitence, the forces of magic are just forces, they don't care if you're penitent.
17. We'll think about that, but damage is a pretty mundane thing to do with magic. The Wizard already has two of the best damage options (magic missile and fireball) why do they need more? Magic can do all kinds of cool stuff, why just hurt people?
18. Crossbows exactly. We'll have to decide if we want to add back crossbows or remove the tag.
19. Those are mechanical terms. The ability to really cut someone up or drive them back are important things since your moves depend on the fiction. Consider:
Player: Awesome! I hit him with my forceful hammer, 5 damage.
GM: Okay, with a sickening crunch he flies off his feet and lands a pace back, prone. Avon, what are you doing as he gets up?
Player: Awesome! I hit him with my messy axe, 5 damage.
GM: The wounds you open just pour blood. Avon, the wolf that was attacking you backs off a pace and sniffs the are, then dives at him, driven by the sent of plentiful blood.
Player: I swing my warhammer at him!
GM: Isn't that awkward? You can really do that in this narrow tunnel?
20. There isn't a Masterwork tag. There's an example that uses "masterwork" in a non-technical way: a masterwork (meaning very well-made) longsword might have the +1 damage tag, while an old and rusty one might be -1 damage, or awkward, or whatever else.
21. Because we've edited this thing so many times and at some point we lost crossbows. I think they were removed for basic and probably missed when we merged in the basic text.
22. Piercing might be good for them, sure. They're expensive because they're a luxury and those damn elves think they're all so big and important, charging the common person as much as they can...
23. The weight is the big deal. That 1 weight? That's 100 gold you could be carrying right there. Or some more rations. Or a healing potion. They're not two-handed as written. Versatile might be a fine tag, but it also might be more detailed than we want to be.
24. You are correct, it doesn't matter much what weapon you are using. They're deliberately in categories with small but noticeable differences.
Our idea here is that, for Dungeon World, it's much cooler to choose your weapon based on the general type of weapon and what would be cool for your character to have.
25. Maybe we need to clarify "household." A household means servants, valets, maybe even permanent workman. It's a noble thing, not an alehouse thing.
26. Prices for those are probably a good idea.
You don't need stats for riding a horse. It might be worth +1 to Undertake a Perilous Journey though.
For fighting a horse (why would you do that?) you could make its stats like anything else. Poor horse.