I’ve been having a look around but can’t find a playbook I’d like and hope nobody minds a couple of questions about…

I’ve been having a look around but can’t find a playbook I’d like and hope nobody minds a couple of questions about…

I’ve been having a look around but can’t find a playbook I’d like and hope nobody minds a couple of questions about play books.

Firstly I’ve been looking for a Minotaur playbook (thinking the Qun from Dragonage in particular but I’d be interested to see how people generally handle a Minotaur.

Second off, are there any discussions about how to balance play books. In case I want to create my own or modify my one?

Thanks

9 thoughts on “I’ve been having a look around but can’t find a playbook I’d like and hope nobody minds a couple of questions about…”

  1. Possibly, as you’d expect they are minotaurs (big strong, tough) but have their own belief system that the majority follow (more a code) and are far from dumb brutes.

  2. Compendium classes are great too. Sounds like you can start with the Barbarian Class and create some addition moves to choose from that would only pertain to minotaurs.

  3. I’ll address the other question, re: “balance.” Stay away from moves that give you anything better than the standard +1 forward/ongoing and you’re probably fine. The + 1 in Dungeon World is deceptively powerful! It is better than a + 2 in D&D and often close to + 3. (It varies because you are comparing a curve, DW, to a flat distribution, D&D.)

    At just +1 in DW, your chance to hit a 7 or better go from 58% to 72%. At +3 you are basically telling “competence porn” stories with a 92% chance of a 7 or better

    Stacking plusses break the core move formula that assumes you will have a reasonable number of results in each of the three broad categories – 10+ success with little trouble, 7-9 success but with a cost, and 6- failure. 

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