I have a few questions as a person who has not played DW before.
Is the resource “hold” specific to the skill that generates it or could I generate it with one skill and use it on another? Can I use hold from previous uses of a skill regardless of whether or not the original use of the skill has any relevance to the current situation as described by the narrative?
If I pick up the skill “blacksmith” as a class other than the warrior, do I need to also pick up the signature weapon “skill” to be able to make any use out of it?
What can I expect out of the thief move “connections”? If I describe an item and it’s attributes, (Perhaps a sword with +3 to hack and slash rolls) would I automatically get it on a 10+ with no fuss regardless of my location and situation, i.e. proximity to criminal networks? What if I made a reason as to how it could be done, say teleportation or owl delivery?
Does the paladin class move quest allow for you to pick two different invulnerabilities, i.e. pick the same option twice for a different effect?
For the shapeshifting skill of the druid, what could I expect out of attempting to create creatures for a session? Like, could I describe a creature and expect the DM to allow it’s existence in the world or would I have to make some type of argument for why it is located in an area I have picked in “Born of the Soil”, excluding obvious absurdities? Like for example, a kraken in the mountains.
In the case of using the advanced moved chimera with shapeshifting, how much control over the creatures form could I expect? Could I recreate a hydra with a stegosaurus, a shark and a generic regenerative creature? Would I be able to give more parts from a specific creature than that creature has to give? Like say using an eagle to give the creature mix four wings when an eagle only has two?
Concerning the wizard skills logical and highly logical, if I don’t know how my character would do the logical “deduction”, can I just say that my character does and roll with int instead of wis? Would I expect the DM to call me out and say that there is absolutely no way I could deduce something in my current environment often?
Welcome to the community. Have you read the dungeon world guide? It might help you to better understand the game in general. You can find it here:
http://www.dungeon-world.com/dungeon-world-guide/
Now to your questions.
Okay. I guess by skill you mean move. There is a big difference really. Check out page 16 for more on how a move in general works.
Hold: when you get hold from Defend you can only use this hold for the options of the defend move. Same thing for other hold moves. There might be a situation where you have hold from different moves. Keep track of them separately. When you are no longer doing the thing you got hold for you loose all remaining hold. For example from page 62 about defend:
“When you’re no longer nearby or you stop devoting your attention to incoming attacks then you lose any hold you might have had.”
Blacksmith requires you to have a signature weapon yes. Note that when you pick up a level 1 move that requires another move to work (like spellcasting and spellbook) you get both of them. That is not true for higher level moves. For more on multiclassing read page 29.
Connections: In general you can use this move to get whatever you want but not the trigger condition: When you put out word to the criminal underbelly about something you want or need. You have to actually go and put the word out. So you would need a criminal underbelly nearby. If you have some magical way of contacting them that could work, provided they also have a magical way to get it to you. Otherwise it might take some time to reach you.
Paladin Quest: that is something i never thought about. My gut says no since everyone would just pick up extra invulnerability. The way the move is written also implies you choose two different options. For more about paladins in general:
#PaladinWeek Hangout
Shapeshifting: you can become every animal native to your land. When you say i turn into animal X that is native to your land you do. The druid knows best what is native to his/her land. However when you say something that seems really out there, like Krakens in the mountains i would raise an eyebrow as the GM. However i woudn’t simply say no but ask how krankens live in these mountains. I use it as a way to build more of the world and learn more about the druid. I mean mountains with big underground seas sound cool (however that might be “The Depths of the Earth” and not the mountains). For more about druids check out
-> #druidweek and this discussion about what is an animal and what is a monster https://docs.google.com/document/d/1_sO8xjAt8UNpMtbVZOLpkO9DPbuJH5Mc3za37dmEPI8/edit?usp=sharing
Chimera: you would have to talk to your gm. In general you would say “i’d like to combine the wings of an eagle with the regeneration of a lizard and the body of an elephant” and get something that works. Getting 6 wings seems like a strech though. IT certainly would work however. I don’t have any experience with this move but it was discussed during #druidweek
Logical: You do a sherlock holmes routine. If you watched the RDJ movie or the bbc Sherlock series -> that is what you do. You can say you are doing that. A GM that says “you can’t deduce anything” is breaking the be a fan of the player characters principle. In general you just describe your character walking around, looking smart and making conclusions based on what you see.
It really is the Sherlock Holmes move.
I hope that helps.
That’s way more than a few questions, LOL. I’ll take the 1st one… generally, Hold is specific to the move and the move describes how the Hold from it may be spent. A Druid could not, for example, use Hold from some other source to allow more uses of the animal form.
Tim Franzke Sorry for confusing terms there.
Connections: I was more so referring to being able to use the skill to get any item I wanted, including items of an absurdly high quality. Like what I would imagine a +3 hack and slash weapon would be.
Shapeshifting: I was pointing out a Kraken in the mountains as an obvious absurdity that I wouldn’t suggest. I was watching day9 play on itmejp’s channel and I was personally questioning a fire beetle’s existence in a forest as opposed to something along the lines of a desert, earthly depths, or plains. Would I have to justify something that is not an immediately absurd concept? Would I freely be able to create a creature with qualities that do not immediately contradict the land I have associated with them?
Connections: yes you can get such an item but it would need to be in the reach of the you contact i think. So when you are in Eaglesholme and you want the crown of the dessertdwarf-king that wouldn’t work i think just because no one there could get it to you.
Firebeetles also seem more like a dessert/plains thing to me but go with it. Maybe ask if forest fires happen regulariy where your druid is from. That is also part of being a fan of the character.
Tim Franzke Ok, that example in regards to connections makes sense but only when the object in question is an item with a backstory such as that. Couldn’t the DM give any item I create a backstory and prevent connections from allowing me to obtain it?
As Tom Miskey said, that’s more than a few questions. Whew. It looks as if Tim Franzke answered everything you asked pretty clearly though.Based on your questions however, it seems like you’re approaching Dungeon World from a mechanical standpoint.
That’s not really how the game works. DW is “fiction first”, meaning the answer to nearly everything is “do what feels ‘correct’ based on the fiction”. For example, are there magical, mountain-dwelling krakens in your world? If so, a Druid who’s chosen Land is the Towering Mountains could shift into one.
Also, it’s worth pointing out that the Thief move Connections says that someone has the item. Not that they give it to you for free.
If possible, I would try to find an actual play of Dungeon World so you can see how things work. Unless someone nearby is running a game. Then jump in and try the game firsthand. 🙂
I am not sure with connections. The “not sure if they give it to you” seems to be the 7-9 strings attached result. But your reading makes sense too. I don’t know.
For me it is a riff on one of the Maestro’D moves from Apocalypse World and that basically gives the item to you. But crap isn’t that important in AW… Interesting question.
Christopher Stone-Bush “That’s not really how the game works. DW is “fiction first” ….”
Heh, sue me. I come from a background of being a gamey gamer. I have played games since the days I first used computers with.
Well it also says on the 7-9 list that it comes with strings attached. I assume that the price tag Is a “string”, so my assumption would be that the 10+ list would have no strings.
I do plan to play a game at some point in time.
I also tend to play DW pretty gamey. There is nothing wrong with that.
To add another question. What can I expect from the advanced thief* move “evasion”? A better outcome is fairly understandable, no questions there, but “True Beauty” and a “Moment of Grace” escape my understanding.
No worries, Jack Kimball. I’m not going to sue you. Frankly, if everyone at the table is having fun, then you’re playing the game correctly.
I just meant that there aren’t that many “by the book” answers for Dungeon World. Without a situation to draw from, I’m having trouble thinking of what would constitute true beauty or a moment of grace as well.
How would dual wielding be handled with similar and differing weapons? Examples: Two swords of approximately equal size, a dagger and a rapier, axe and a whip, gauntlet on one hand and claws on the other.
I assume you wouldn’t roll damage twice and take both nor would you roll hack and slash twice for determining both results.
Would it be purely based on how the player role played the scenario? What if the two weapons had different tags, do you apply all tags on each of the weapons used in the scenario? Just the ones that make sense? What if the dagger has piercing 3 and the rapier has precise?
what makes sense mostly. Otherwise 2 weapon fighting gives you the advantage of having two weapons and allows you to use them. There is not really a mechanical difference.
Keep in mind that it might be hard to attack someone with a close and a hand weapon at the same time. So with the dagger and rapier apply the tags of the weapon you are in range with.
Ok. Lemme lay down a scenario for you. Same thing as before but, the rapier has two range tags, close and hand. The player describes a scene in which he attempts to get into the creature’s guard with the rapier then goes in for a stab in the leg with the dagger.
what is she fighting? You can’t make a broaod statement about that. It depends on the fiction in your game.
Or with the whip and the axe example, the player uses a flame whip to grip onto the target to pull him into the range of his axe.
Yeah. The whip enables you to make the attack at close range.
A humanoid, perhaps an orc or a goblin. Something that would have a weapon that could be stopped by a rapier.
Wouldn’t the whip apply fire damage as well as gripping the target? Depending on exactly what “flame” whip means it could be a whip made mostly or entirely of fire.
oh flame whip, didn’t read that.
Yeah, re: connections, when I think strings attached, that means there’s strings above and beyond the price. As for your dual wielding scenarios, well, at an eyeball I’d say that you’ve got a nice bonus of dual wielding nailed down right there. Engaging with the longer weapon to take advantage of the damage boost of the smaller weapon is totally something I’d go for as a GM.
As for Evasion, yeah, it really ends up being party to the circumstances. I mean, say you’re performing an ordeal in front of the local gentry, leaping past a swinging blade with perfect grace has got to be impressive, no? Or if you’re skating past some giantish guards with you social wits, your words being truly beautiful would mean something there, as far as I’m concerned. Much more often, simply a better result will suffice, though.
I suppose the thing with connections is it needs to be a bonus. If it doesn’t make item free, what makes it better than the starting move “supply”? A large discount? Perhaps. You don’t need to go directly to the shops? Nice bonus but that alone wouldn’t make it interesting enough to take as a skill for me.
I still think you get it free.
I suppose you could make the skill powerful in what it does, but punishing on a failure. I feel like a roll that allows you to get an item of your description on a 10+ with drawbacks on a 7+ with bonuses to the roll from somewhere is powerful, perhaps the DM just ups the ante on a 6-?
You should be
punishinghard at basically every failed roll.I am aware of that. Are you aware that I am not a DM and never have been a DM? Because you are answering some of my questions like I am. And did you really have to make the innuendo? CMMMMMMMON!
pun not intended sorry
Everyone’s a GM, some folks just haven’t GMed yet 😉
And actually, I hear you on the Connections thing. No coin cost makes sense to me now, and now I don’t think I’d ever make the “strings attached” of a 7-9 coin cost. Like, ever. It’d be too boring.
Anyway, yeah, basically it works best to assume that all of the moves are pretty rockin’ powerful, and terrifyingly hurty on a miss.
Here’s how I would handle the fire whip and axe scenario.
1) Does attempting to wrap the whip around the foe’s weapon put the character in danger? If so, then Defy Danger.
Danger could be due to the fact that the character’s foe is incredibly quick or already within striking range. Or it could be because everyone’s in the middle of a swirling melee and focusing on one target for that long means other foes will take a swing at you. Or maybe it’s dangerous because you’re fighting in the middle of a rock slide. Whatever.
2) Once the whip is wrapped around the foe’s weapon, it’ll do some damage (as it’s a fire whip). That might cause the monster to drop the weapon if it took a lot of damage, or if it’s cowardly or weak. If the character wants to pull the monster into range of their axe, I’d call for another Defy Danger.
Again, danger could be because of any number of things, not even necessarily the entangled creature. If the foe is small or light, they probably get yanked off their feet automatically. Likewise, if the character is trying to pull an Ogre over to them, it’ll probably fail automatically. Note that auto success or auto fail doesn’t mean there isn’t still a Defy Danger move. You may be able to pull a Goblin over to you automatically, but doing it when there’s a whole bunch of his warren-mates around is still dangerous.
3) If the character drags the foe within range of their axe, they make a Hack and Slash move. Unless they’re trying to do something other than just deal damage to it, in which case the don’t H&S.
That is potentially three separate moves for that action. Meanwhile time hasn’t stopped while this is going on. Meaning that if there are any other foes around, they’re probably in a good position to do some damage to that character. Let’s hope he has some friends to help him out…
Also, you may not be a GM, but understanding what a GM would do in various situations will help you and them be on the same page.
I would like to +1 Chris’ post in a noticeable manner. This is why specific context is so important.
Wouldn’t be wrapped around the foes weapon, it would probably be wrapped around his arm or leg, assuming the target is a humanoid. Couldn’t you say that gripping the target with the whip is a hack and slash due to the attempt to do damage with the whip? Would you really split the move into 3 different rolls into such a short time frame? Grip, pull, slash.
Oh and I do realize that the information is useful regardless of whether or not it is targeted me and elements of what I am, I just wasn’t sure if he realized or not.
I think Chris’ biggest point there comes down to “depends, depends, depends.” It might be three separate beats, it might be one, depending on the circumstance and the fiction surrounding it.
It could be a Hack&Slash too if the action is more about wrapping them in flames.
The pull could also be handled like this:
“So you pull on the whip to get it into reach? Cool thing. You pull your weapon closer and the hobgoblin can’t do anything but stumble forward. It however still has it’s shield and attempts to push it into your face. What do you do?”
The move here from the GM side is : show signs of an approaching threat (the shield)
So they still got what they wanted (the enemy is close) but it also creates a new situation they need to react to.
then depening on their reaction it might trigger any number of moves.
Another factor that can influence the conversation:
Is the character pulling that stunt the fighter? A fighter of all the classes might have the best chances to just do a crazy maneuver in a fight. It is the fighter after all.
If it is the first time they use their new flame whip the weapon itself might be dangerous (as in the dangerous tag). If they used whips for all their career they might be able to ignore the fact that it is on fire because for them it is just a fancy whip.
Yeah. What Aaron Friesen says
Doing damage with the whip could be a Hack & Slash, Jack Kimball. But only if doing damage is the main intent of the player’s action. Hack & Slash is the move that triggers when the character is trying to cause harm with their weapon. Not if they are trying to do something else.
This is why, as a player, it helps to be very clear about what the intent of your character’s action is. Doing damage? Hack & Slash. Wrapping your flame whip around a foe’s arm and pulling them towards you? Some other move. The damage in that case is a bonus to the action, rather than the primary intent.
And it sounds like it makes no difference if you roll Hack&Slash or Defy Danger with STR but the 7-9 result is definitely different.
I have heard enough personally, I suppose if you guys have more to add to this line of thought go ahead but to some extent, I have lost interest.
As far as the gripping flame whip goes, it would depend on what the orc was doing before you whipped him. Was he just standing there reading a trashy romance novel, or was he already engaged in the conflict?
If he was already engaged in the conflict, then I’d say it was probably a Defy Danger with STR; if he reading a romance novel then there was never a move trigged, and he is entangled in the whip. I’d also go as far as to ask of your intention was to entangle him or hurt him? If the answer is both, and he wasn’t reading the novel, then I would call it a hack and slash on a 10+ he gets entangled.
EDIT: Grammar
Werd! If you’ve got any other questions I’m sure we’ll be happy to answer them 😀
<------still waiting to roll initiative. Good discussion on the questions. DW culture shock from other systems seems to be very common, I know I suffered from it for a while.
My take on “Connections”: Ain’t nothing free. You reach out to a thief for something you need, you end up paying something, even if it’s not in coin. Perhaps it’s a past debt being settled, perhaps it’s a promise of a future one. In either case, though, on a 10+, it’s a reasonable cost commensurate with the rarity or risk of the item. The 7-9 means you can can get it, but for an unreasonable cost – maybe you have to surrender something important to you, or you can’t get the one you want, but something similar.
How it differs from “Supply”: Supply has the wording “readily available in the settlement you’re in” for common market items, and then “”something special, beyond what’s usually available here, or non-mundane”. I read this as things that are not unique, or things that are commonly available, just not here. That is somewhat different than an epic weapon like a +3 Hack n’Slash sword, or the heirloom locket belonging to Lord Jeremiah. These would require Connections, and come with a cost proportionate to the risk, and would never be available via Supply. But if you need some special herb that is usually found on the other side of the continent, then you might try Supply to see if you can find a merchant locally who has it.
I agree that there is some blurry line between them, but the GM should make a call (perhaps based on creative input from the players) as to how rare and unique the desired object is. Connections can’t be used to just conjure up any absurdly valuable item for free…
I love that all of these are valid answers
I have some more questions, this time focused around shapeshifting.
In regards to the base shapeshifting ability, could I choose to retain certain humanoid features, say overall I am still humanoid rather than being a beetle? Say, I pick a wolf as my pick of transformation, could I instead be something along lines of a bipedal werewolf?
What passive traits and bonuses can I expect to pick up from transforming into creatures? I understand that a rhino has pretty tough skin, would that be an armor value of 2-4? Perhaps tough creatures deal more damage than weaker ones? Perhaps a hydra would roll for damage 9+ times and keep the best 5 rolls when attacking a single target? Then there are things airing on the more subtle side of things, such as the ability to breathe under water, not needing to breathe at all, resistance invulnerability or immunity to toxins fire lightning and etc., better or worse performance with particular tasks, such as running and what have you.
If I roll a 10+ rather than a 7 8 or 9, can I expect better results from the transformation? Say, better hold moves, or passive effects?
I wasn’t quite satisfied with my answer for chimera based shapeshifting. I want to know how CRAZY I can get it with it. Can I resize features and put them in places that would be considered unorthodox?
Example # 1: A humanoid body made out of rocks without a head on top, (using thing talker) 8 fire breathing beetle heads (also made out of stone) spread across the midsection and back, and a number of long leg tentacles instead of actual legs. (from what? I dunno, octopus? Things that were better off forgotten?)
Example # 2: A large singular eyeball with many types of vision, (comparable to the size of a head) mantis blade arms, a body of vines capable of reshaping when necessary. (thing talker)
Example # 3: A hydra base, (legs and body, no necks) gorilla body with four arms, (resized to fit base) and a basilisk head.
As far as the base shapeshifting ability you can only perfectly replicate the attributes of species that live in your land, or those whose spirit you have closely studied. You cannot mix and match, and you cannot scale. If bipedal wolf humanoids live in your chosen territory, you might well be able to shapeshift into them, but if all you got is wolves then you can perfectly mimic the form of a wolf (outside of your tell, of course), but not a bipedal wolf, not until Chimera.
It does not change your damage, it does not change your statistics, it does not change your armour. It does change your fictional circumstances, and so the things that threaten you with harm when you’re a human probably don’t really when you’re a plesiosaur. As a hydra if you described yourself biting at a wide group of foes you could easily hack & slash the lot of them all at once. Altogether, passive abilities come down to “chat with your GM”. Breathing underwater or not needing to breathe at all are likely “enh, don’t need a move for that,” but perhaps an immunity to lightning would be something like “spend hold to ‘shrug off lightning like it’s nothing'”. The best answer I can give is “depends”, as it’s between you and your GM.
A 10+ gives you more hold to use the moves that your form grants you, and when you use those moves they straight up happen, no roll. You should get the same ability whether you roll a 10+ or a 7-9
With Chimera, if four-armed gorillas, hydras, and basilisks all live in your land, or you’ve studied their spirits essence, you can shapeshift into that third example. If a creature that lives in your land is primarily a giant eye, or has one, that has many types of vision, or you’ve studied the essence of one, then your example is a perfectly valid one. “Things Best Left Forgotten” are pretty much right out, unless you manage to track down it’s essence and study it without going mad.
Much of the answer to the question “how crazy can I get with it” comes down to “you and your GM need to have a chat as equals”, but if it were me I’d say “Mmmm, pretty crazy, but lets be reasonable,” and then we’d talk about what’s reasonable from there. I’d suggest start simple and then slowly push the envelope on crazy. Slowly.
Keep in mind that in the conversation there was discussion for using more parts than a creature could give, the example was using eagle wings, in which I posed the example of using four, when eagles usually only have two. So given the raising of that limitation, if gorilla’s exist, you would be able to create 4 armed ones.
Well there is not a huge benefit to the one extra hold if you get additional hold from other sources, potentially such as items and the advanced move “Embracing No Form”. The one extra hold doesn’t really matter if you are getting extra hold elsewhere, but ok.
If you are allowed to size a part of another creature for the purpose of chimera, say allowing a bat’s wings to lift something larger than a monkey, (like on a manticore) then why can’t you just increase the size even more so you have a disproportional body part, such as a giant eye?
I suppose all I was meaning with differing stats for different monsters is it seems weird to me that the damage dice you would use for a stronger form is the same one you would use for your human form with a basic weapon.
I’m curious Jack, are you trying to decide between playing a Druid or Thief in an upcoming game? I understand that you aren’t a GM (yet), so are your questions based around either potentially running a game in the future, or being stuck in play in achieving what you want as a player?
I’m not trying to be obtuse, but it seems that you have an excellent grasp of the move economy in the game (which is a good thing) and I feel that pulling apart narrative cues, tags and move results prior to actually getting in there and playing will just frustrate the heck out of you.
All the guys responding to this thread are wicked GMs and players who have been gaming this system for a while and their advice is sound. My advice to you is get a group, or play in a google hangout game. (+[Tim Franzke] is running one tomorrow)
The fun is in the play, so go play! As long as you grok moves and triggers and fictional positioning? The nuts and bolts of results and tags and so-one are elucidated in your Dungeon World as the game unfolds.
Again, I can’t give you an answer for how it’ll be in your game. For that, re paragraphs 1 and 3, you gotta talk to your GM. My answer for my game is that with Chimera you can’t really get too crazy about it. There’s incidental resizing, making parts functionally proportionate to the body they’re on (fantasy physics assumed), but disproportional resizing just doesn’t swing me. Bonus parts don’t really swing me either, but I’d be willing to chat about it.
The damage die thing, well, you do that damage whether you’re armed or not. Being armed changes primarily your fictional circumstances for being able to attack things. The druid does d6 with fists just as well as she does with a battleaxe. Red In Tooth And Claw allows the damage die to modify, as does its improvement. The moves you get from your hold might well make up for it. I’d easily give a hydra the move “Eat them whole”, which would bypass the whole dealing damage crap and just ruin their day entirely.
Nathan Roberts I am interested in playing. This is kinda my thing when I get into games I guess. I research, think and whatnot, however usually it would be a video game. Yes, rogue and druid do interest me, suppose the next guy on the list of the standard playbooks is the fighter, the others don’t really interest me.
Tim Franzke, is there a spot available in your game? Otherwise, I don’t have a game to join since I don’t have any friends who play the game. I had shyed away from it when I read the description because I assumed that it wasn’t going to be a noob friendly game. I suppose I can wait for a game to show up if that game is not open.
I swear, pretty much any game of DW is Noob friendly. It’s so easy to pick up that it’s never a bother. I may run a game tomorrow eve, too. Looking at what I got on my plate, first 😉
Just to say it, I looked over tooth and claw, and as far as I can tell. It is pretty bad. You are spending 1 point for an average of 1 extra damage, which is an increase from the average of 3.5 damage on the d6.
The warrior already starts out with a d10, (average of 5.5 damage) and gets access to a move that increases his damage average by 2.5 at rank one and by another 2 when you go over to the second rank.
It doesn’t have the limitation of being transformed (not that that matters, because as far as I can tell, druids should almost always transform in combat) and it has the added benefit of being applied to any source of damage coming from the warrior, rather than just his damage dice. Say a warrior wants to use defend and deal damage to an attacker, roll d 4 more damage! Not the case for poor druid :(.
Yeah, but with hit point totals, damage totals, and punishing armor rates on monsters, that one to two damage boost can mean the difference between whittling down the 16-hp dragon or doing almost always nothing at all. It’s a much more significant boost than it looks. But again, the real killer app of the druid is the moves that Shapeshifter gives you.
If you run up against a lot of armour, Red In Tooth and Blood And Thunder are really, really useful ways to actually keep hurting stuff. That or wielding a vorpal sword.
Hey Jack, have you watched this discussion? It really helps me understand the design space of moves:
How to Hack Apocalypse World: Player Side Moves
You are looking at one small part the classes when comparing the damage of the Druid and the Fighter.
The Fighter fights. That is what they do, so I think it’s pretty reasonable for them to do lots of damage, and have advanved moves that are about fighting.
The Druid does other things. Expecting them to be able to dish out as much damage as the Fighter is rather silly.
Also, hold doesn’t stack. You can’t spend hold created from other moves to make animal moves. You can only spend hold created with Shapeshifter to make animal moves. When you revert back to human form, you also lose any hold you have. You can’t store it up. 3 hold is the most you’ll ever have at one time, though you can make the Shapeshifter move again as soon as you run out.
I think the extra hold was from Embracing No Form, which gives +1d4 to the shapeshift hold. But that’s only after level 6 anyway.
Ah, indeed. So the most hold you could ever have is 7. And that’s if you get a 10+ on Shapeshifter and them roll a 4 from Embracing No Form.
That’s a lot of “rip off their limbs” as an owlbear
Aaron Friesen Which is exactly why I see no reason to pick the increase of the damage die. If you spend two skills, you get to where warrior is at his baseline, minus the attributes of his weapon. I see no reason to try to go for the extra damage when the amounts given, are so small. You would be better off served as going for a different role in the party.
And that’s a perfectly fair decision to make. I’m just saying outta not necessarily the only one. It really depends on your circumstances is the big thing.
+Aaron Friesen I am watching it now, they refer to at least one more episode of this “show”. Where would I be able to find more episodes of the show?
Hey Jack, did you mean me? You can find Pete Figtree ‘s podcasts on his feed 🙂
Ops, I could have sworn I replied to you. I stopped watching the video because I realized it was talking about apoc world and not Dungeon world. I don’t know how much of it still applies, is even interesting when applied to dungeon world.
It ALL applies! The hipster looking fellow with the AWESOME red beard is Adam Koebel, who is one of the authors of DW.
Also, listen to the Walking Eye Podcast – it really shows you how the fiction and moves interrelate. Plus Troll has a cool, totally improv style of playing Dungeon World.
http://www.thewalkingeye.com/?p=2135
Can I have some sort of summary? Or perhaps you could tell me the times of interesting points in their conversation? There is an hour and a half of video there, I spend enough time on the internet as it is. In the beginning they were talking about some fairly basic stuff related to moves, nothing too interesting. With a title like “how to hack apocalypse world” and the context of this conversation I would have expected something along the lines of what I have been suggesting with chimera, trying to “cheat” the DM for advantages beyond what a typical player would get.
In this case, a hack is a new game built from an existing one, not a way to cheat the game. A hack could be a small change (like modifying Dungeon World to play Eberron) or it could be a big change that makes an entirely new game. For example, Dungeon World is a hack of Apocalypse World.