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.
Scent of blood: +1d4
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.