Anyone ever make items that take the place of the player class moves? Even similarly.
I was thinking of starting a setting where magic is very, like VERY, limited. So much so, that even the people are extra ordinary. The excitement happens when ancient and mystical artifacts find thier way into the hands of wannabe heros. Thats when “Class” moves and spells come into play.
To sum it up. The moves are attached to items, not the characters.
This only really becomes interesting if you can trade them around (Final Fantasy IX comes to mind as an example.)
Otherwise, they’re just class playbooks with a setting appropriate explanation.
That was the idea ;p
Since damage die and hp are dependent on class in DW, you’d have to associate those with items as well.
Seems like a lot of bookkeeping. But you could make note cards to trade around with the moves on the back.
Then you need a custom move for permanently learning the “skill(s)” from the item.
Hmmmm
I could assign the same hp for all characters (youre a humanoid, and this is what humanoids have). Then, items may temporally increase the max hp while wearing/wielding such item.
As for permanently learning a skill. I wouldn’t allow it. The items would provide unattainable power and skill that can only be accessed through the use of the item.
Example would be Gloves of Extraordinary Dexterity. Granting the wearer nimble fingers to pickpockets and disarm traps. Halfbaked idea, but you get the gist
My clockpunk and bombardier classes can choose items with attached moves as they level up. I am not sure if that is what you have in mind?
Maybe this is why I was making a generic character sheet with the basic/special moves on it. All other moves could be on item cards…
Have you considered the Funnel World approach of “level 0 PCs”?
You could add limited slots to items and you can “equip” them with magic like in FF7 and Diablo
Limiting slots would be interesting. It makes sense, all though i think ill have to addapt moves more heavily.