Something I have been thinking a lot about lately: The mechanical strength of classes.

Something I have been thinking a lot about lately: The mechanical strength of classes.

Something I have been thinking a lot about lately: The mechanical strength of classes. Yes I know, number-balance is not an issue in DW. As GM my monsters have very fluid hit points anyways. I often let them die when it is fictionally appropriate (like when continuing the fight would be a bore, or when a messy weapon takes a theatrical toll) and not necessarily when they are HP depleted. 

But obviously there has to be some sort of guideline. When I dream up a character I start off with the archetypal roles in a party: Tank, Ranged fighter, Magic user, Healer, Stealthy guy/ Trap expert. Obviously there are many other roles that may be fictionally interesting. 

But lets say this ew class is going to be Tank. That means he takes the role of the Core Class Fighter.

So here I had a look at just damage buffs the fighter can get. (Obviously a mix of buffs will be more interesting, but I am trying to make a point)

Class Damage: d10

Starting moves: +2 damage.

2-5:

Merciless: +1d4

Scent of blood: +1d4

6-10:

Blood thirsty: +1d8

Taste of Blood: +1d8

So a fighter at 7th level could potentially do d10+2d8+2 damage with one hit. Thats almost a-dragon-and-a-half.

Should all tanks have this whacking capacity? Probably not. But sheer whacking capacity is not necessarily game-breaking when you are creating a tank. And I think one should keep this in mind when you create a class that really only fights, in order that you do not create a wimp.

13 thoughts on “Something I have been thinking a lot about lately: The mechanical strength of classes.”

  1. “I often let them die when it is fictionally appropriate (like when continuing the fight would be a bore, or when a messy weapon takes a theatrical toll) and not necessarily when they are HP depleted.”

    This isn’t a thing I would recommend.

    Also, I love seeing posts like this – there is definitely room in the fiction for a one-hit-dragon-explosion.

  2. You are playing to find out. Its dead when its dead, not when you decide its no longer interesting. In a way its not even about beeing interesting but true to the principles and mechanics. 

  3. Wynand Louw it’s more that it’s violating the concept of playing to find out what happens – if the GM just gets to decide when a fight is over, they’re cheating themselves out of what might end up being a surprising outcome.

  4. So my next question: I just made up a monster and decided he has 10 hit points. How is deciding he has 7 hp 5 minutes later change the fact that his 10 HP was arbitrary anyway (even though it was according the “Create a monster ” rules?) At which point is he a created and fixed entity with a fixed amount of HP?

    I’m not questioning your wisdom, just playing devil’s advocate… 🙂

  5. Wynand Louw I think it’s not about numbers. I think you’re right in your approach just not in how you explain your thought process. You shouldn’t “decide” when the monster dies. The fiction does it for you. If my player shoot a catapult at a goblin and hit, I’ll probably just call him dead. It’s not cheating. What Adam Koebel mean is (I think) that you shouldn’t call a NPC or monster dead because it’s convenient to YOU. You should use it as a lever to move the game forward.

  6. Going back to the original question, a fighter that chooses all of the extra damage options loses out on other choices, choices that make the fighter more versatile or able to defend.  So in my opinion that is a fair trade-off.  Also lots of little things makes the fighters massive hits more ineffective.  

    If you are making a tankish class, think about the fluff and fiction of that class.  Would it fit that class to be able to do that much damage? What sort of thing should that class be able to excel at?  Be creative, have fun!

  7. Charles Persall That’s exactly right! A fighter I play has taken none of the damage boosting moves, and is a scary mofo. He may even take the bard’s move “open and honest” and talk his enemies into surrendering. That seems better than +d4 damage in this fiction.

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