As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon World”. Please give me comments, and if you have material to add, I’d be happy to put it in.
As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon…
As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon…
For the cleric, i would see something along the lines:
When someone confess you a terrible sin, or fear…
…if you absolve them, roll + WIS. On a hit, they lose 2 stress. If you roll 7-9, you gain 1 stress.
…if you don’t absolve them, they take 1 stress, and you gain +1 forward agains them.
Very well done. I think you will hear some grief over the inverted dice roll for “steel your self” but I really like this. Very flavorful.
Agreed Ray. I posted on that topic in an earlier thread with this think.
To summarize in the post, I’d re-vert the roll and change the name to reflect that re-vert. In addition, I would use the same technique used for stats. In other words, you have a stress level and an associated modifier that is applied to Rolls.
This allows for -3 to “Steal Yourself” before hitting zero stress
/sub
Robert Doe Fair enough. If Sanity can go down to -3 before the instant defeat clause kicks in, what should be the maximum? Maybe 5? I still want the move to always carry some risk.
Very nice, just as I restarted playing Darkest Dungeon at release. /sub
Peter J, it is very clean the way it is. I don’t know if it is worth changing. I just know it felt weird when I first read it.
Second Ray Case, it looks great Peter J. It’s just that the move being inverted feels unnatural.
As for a max modifier for Sanity? I think 3 is fine. Just to clarify, if you decide to use Sanity instead of Stress and re-vert the roll so that LOW is bad, then +5 is going to be very VERY good. -3 to +3 plays very well.
P.S.
If you use the same numbers for Sanity as DW uses for its other attributes, then you will have Sanity that starts at 18 and drops down to zero and results in death
re: the inverse rolling thing being unnatural, I guess it sort of calls back the Harm move from the original Apoc World, with the amount of Harm suffered being a modifier to the 2d6 and the player wanting to roll low. No biggie for me, but it does stand out as the only time you don’t want to roll high.
Just throwing this out there: instead of Stress being a thing you roll, it could be like Weight vs Load. Like, you accumulate Stress and “carry” it, you’ve got a threshold like “Cool” or “Nerve” or “Mettle,” and you have moves that trigger and/or resolve differently based on Stress vs Threshold.
Probably rolling “high is good” or “low is good” does not matter so much.
The important thing is to keep the probablities on scale with the modifiers. -3 to +3 (there is a hack called judas knight that does it) is a lot better than 0 to +10 (when the roll is +5 or higher, you prectically know what you’ll roll.)
About the classes – maybe we should create them ex novo, from those of darkest dungeon?
Here’s a variant that removes the “low is good” effect on Steel Yourself, and replaces negative Stress with a new attribute: Steel.
https://docs.google.com/document/d/1TuMFmEMG4I7Bzzc_OfmZgaq0cRR9fLmA80MXtlF7Gy8/edit?usp=sharing