Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes…

Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes…

Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes some very nice changes) and core Dungeon World into playbooks.

So far my prospective players have chosen the Rogue and the Fighter. The Rogue was easy to do, but the Fighter took a lot of work. Would folks be willing to look over my compiled (and somewhat improvised) playbooks and make sure I haven’t utterly broken anything? Especially the Fighter?

Thanks in advance!

https://www.dropbox.com/s/4yqinskrd6b7o3h/Rogue%20sheet.pdf?dl=0

https://www.dropbox.com/s/a2bsr46e0cm0w24/Fighter%20sheet.pdf?dl=0

https://www.dropbox.com/s/4yqinskrd6b7o3h/Rogue%20sheet.pdf?dl=0

12 thoughts on “Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes…”

  1. Cameron Burns Haha oops? Thanks for that! But mostly it’s the advancement moves for the Fighter I’m concerned about. I spent about an hour just reading the core and Unlimited Fighters over and over, trying to parse together a decent, varied list of options.

    Also, full disclaimer, the layout isn’t mine, it’s a trace job/rejig of another’s design. So yeah. =)

  2. Daniel Weichman Break Your Chains might be a little cheap at the cost of 1 HP. I’d probably make it 2 HP; that gives them plenty of uses. Wave Upon Rock seems problematic since it means the Fighter could easily reach 6 Armour, but a quick GM move to break their shield (counting for 2 of that Armour) means there’s plenty of play space there.

    Those are the only things that stick out to me.

  3. Cameron Burns Noted on the six armour…that might be ameliorated by the damage rolls being d6+x rather than dx: higher average results! But I’ll run some math. Good spot!

    I am going to disagree a little on Break Your Chains. HP isn’t a plentiful resource, and I want a low HP fighter to look at spending HP to be a desperate gamble rather than a “haha nope” situation.

    Does anyone else feel 1hp is too cheap?

    Thanks for the great feedback Cameron, plenty to consider

  4. Tinkered with the wording of some of the moves to address the somewhat silly armour stacking.

    WATER AND ROCK

    As long as you are below your Load, gain +1 Armour. Or, if you are over load and holding a shield, gain +1 Armour.

    WARD OF BRAMBLES

    When you defend, take Advantage and +1 armour. If you get a 10+, you may choose to instead treat that as a 7-9 result. If you do, gain 1 Focus, up to your normal maximum of 3.

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