I may have totally missed it, but how to you know when to level up? I couldn’t find any xp levels in the book.
I may have totally missed it, but how to you know when to level up? I couldn’t find any xp levels in the book.
I may have totally missed it, but how to you know when to level up? I couldn’t find any xp levels in the book.
When you spend XP equal to 7+ your current Level, typically at the end of an adventure.
Look at the Level Up move.
It basically is 7+current level, so at 8 you pass from 1 to 2 and so on.
Yup. It’s the Level Up move. The trigger is “When you have downtime (hours or days) and XP equal to (or greater than) your current level + 7, …”
It’s in the first moves section if I recall but it is an odd layout choice as it is split in two parts. Not sure still how the compendium classes fit in with the leveling up process.
Darren Priddy Compendium classes are generally written to add to the moves you can take on leveling up, though there are some parallel advancement tracks like the backgrounds in soon-to-be-released Pirate World.
Compendium Classes add possibilities. When you level up you can select a new Class Move.
Compendium Classes works in the framework that if X happens to the character in the game a new set of moves count as Class Moves for them, in addition to the old ones.
If, for example, your Fighter eats the Heartblood of a dragon they can select Fighter moves AND Dragon Blood moves when they level up.
They are an optional part of the game.
Thanks, when I got DW from drivethrurpg the compendium classes PDF was included but no explanation on how that factor worked in the rules.
It’s explained in each compendium class itself, right in the description: it always states a condition (“when you…”) and then it tells you what move you can select the next time you level up after you’ve met said condition. Lastly, it says that after the first CC move, you consider every other move from that CC as a normal class move.