I knew I was missing a rule modification I made at the request of a redditor.

I knew I was missing a rule modification I made at the request of a redditor.

I knew I was missing a rule modification I made at the request of a redditor. Anyway I always allow both Core and Class Warfare builds in my games, so this rule is a fix on the inconsistency between the rule sets.

8 thoughts on “I knew I was missing a rule modification I made at the request of a redditor.”

  1. I don’t think “balance” is an intended goal of DW. Choice paralysis might be one though. The reason why DW wants you to use the “class bonds” is only to speed up the character creation process. You either pick one from the suggested list or you make up your own (which is fast because if you go that way, you have a clear idea for your character).

    Max number of bonds LVL+CHA seems fine to me, although I assumed that you need to have AT LEAST 1 Bond per PC (not sure if it’s an actual rule though). That said, I can hardly imagine having more than ~5 Bonds at a time. Would seem a bit too much to me. In my mind, Bonds are meant to be resolved as fast as possible to allow taking new ones and keep the story rolling.

    I don’t get the last two bullet points at all :S

  2. sadly, bonds as is kill the speed of character creation in play by post. I have only ever seen one DW game go past bonds.

    The rule that I called out about filling in the name of a companion in “at least one” is the only core rule I ever saw. Class Warfare does it by subtype. I just made one uniform rule.

    Also, I know what Bonds are for, they’re still for that, I just allow more, and I allow them to be more useful.

  3. Yeah, I agree that it slows down character creation process; I even think it’s the slowest part of the whole process. I’m not especially fond of Bonds as written either. I’m not sure Flags is exactly what I’m aiming for either, so atm I’m mixed-bag about this.

  4. Hello, I created for my game (space world, only in French for now) a simplier rule for bonds.

    Their is same box as strength, dexterity etc for bonds with a place to write your friends names.

    When players meet for the first time, write the name in a bond box and they can roll 2d6 + CHA,

    On a 10+ the bonus is +1

    On 7-9 the bonus is 0

    On a 6 the bonus is -1

    This bonus is used to help or not someone.

    This bonus may go up or down with the decision of the dungeon master regarding the narrative story in game or if players give good argumentation why during session.

    Sorry for my English, I hope it makes sense, in French it does.

  5. I think bonds can be a very strong tool in regards to quickly making connections between the characters, and fleshing out how and why the characters are a group. I know few other games that give that kind of support, and do it good.

    Also the Aid move is quite important when the characters are low level (and low stats). If there are 3-5 characters in a party, most characters will have at least one +2 to Aid/Hinder, and +1 for the other characters. That is quite significant at low level. What we see in our games is that characters tend to use some of their bonds for other things (npc’s, familiars, intelligent weapons, connections to deitys) when they get higher level and higher stats.

  6. “Also the Aid move is quite important when the characters are low level (and low stats). If there are 3-5 characters in a party, most characters will have at least one +2 to Aid/Hinder, and +1 for the other characters.”

    I’ve never seen that. Everyone I have ever played with always thought you could only get one bond per player. Personally I’m not fond of limiting bonds, but I understood Class Warfare had to do it because if you picked every bond that was available to your 3 part configuration you’d (probably) have 10-20 options.

    And because I never saw that in any game I”ve ever been in, I’d like to explicitly state it in my article now. Thanks.

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