So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details.

So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details.

So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details. An interesting idea I saw a while back was to use the Steading rules from the rulebook to kind of frame how the battle goes. Basically, the move gets the player an army that they can describe as they wish, with a Defense tag attached to it that mimics the Steading ones, from Guard (3), Garrison (4), and if they’re lucky and invest a good amount into the army, Battalion (5).

Then I’d just use the Steading updates to guide how the fiction unfolds. Player commands his forces to seize a mine? Then the steading that had it originally loses it and probably gains +enmity against the PC . PC attacks a town? The steading either fights back or waits them out, losing defenses or population respectively.

Thoughts?

So I’m sure many of you have seen the Charlatan playbook that’s floating around, but I feel it has some issues.

So I’m sure many of you have seen the Charlatan playbook that’s floating around, but I feel it has some issues.

So I’m sure many of you have seen the Charlatan playbook that’s floating around, but I feel it has some issues. Mostly the large number of +1 bonuses, and an odd focus on combat. It kind of feels like a Pathfinder/3.5 class ported to Dungeon World, without making some needed tweaks to work in the new system. That said, I really like the concept, and a lot of the moves had some potential. I think there’s space for an explicitly non-magical Bard-type class, that compensates with audacity, deception, and a bit of theatrical prop-making.

So without further ado, an update that I hope brings some cool stuff to the playbook, while cutting out most or all of the +1 moves. A brief rundown of the changes:

•Tweaked the alignment moves to be a bit more specific.

• New racial moves, that I think still capture the ideas of the original playbook without being strict +1 modifiers.

• Focused all the moves that used a stat to use either Int or Cha only.

• New Bag of Tricks move that is based on the Artificer’s Charge mechanic, allowing you to spend Props for a variety of items, with more added from level advances.

• Removed a number of the combat focused moves for a more socially-focused theme, with some get-out-of-Dodge moves to help stay out of danger.

• Added an array of bluffing and deception moves, hopefully none of which overlap so that they’re all still usable.

• Dropped damage die to a d6 instead of d8 to match the Bard’s.

• Increased Bond slots to five, leaving the Bard still the king with six, but making the Charlatan more of a social butterfly.

• Added some party-assisting moves like Know-It-All and Behind You!

• Get a patsy to throw under the bus when your schemes start to crumble!

Please give any feedback, and if you know how to contact the original author, or are the original author, let me know.

The original Charlatan playbook is credited to Sears Poncho, with changes made by myself.

https://drive.google.com/file/d/0B0gXpyetqmSOckZqa0FPdV9GME0/view?usp=drivesdk

I want to throw some magic items at my players soon, they’re going through a dungeon right now.

I want to throw some magic items at my players soon, they’re going through a dungeon right now.

I want to throw some magic items at my players soon, they’re going through a dungeon right now. Nabbing some descriptions of a few d20 items, I’ve attempted to adapt them to Dungeon World. Tell me what you think!

Nightmare Boots (worn, 1 weight)

These boots give off trails of smoke whenever you move quickly, obscuring your movement. When you deliver a flaming stomp, roll+Con. On a 10+, you deal your damage+1d6 to all nearby creatures. On a 7-9, you deal your damage to all nearby creatures and choose 1. • Take -1 ongoing to this move until you take a few moments to catch your breath. • Put someone in a spot. • Deal 1d6 damage that ignores armor to yourself.

Symbol of Sanguine Protection (worn)

This holy symbol blesses the wearer’s blood. You may deal 1d4 damage that ignores armor to yourself to collect a vial of blood that acts as holy water. If an undead or demonic creature attempts to drain your blood, it takes 1d10 damage that ignores armor.

Eyes of Doom (worn)

These crystal lenses fill those you look at with dread and reveal their health. When you stare malevolently at a creature, roll+Cha. On a 10+, they cower with fear or flee in panic, GM’s choice. On a 7-9, choose one. • The effect is temporary or limited. • Another being catches your gaze inadvertently. • The magic saps your energy, take -1 ongoing to Cha until you have some time to shake it off.

Ring of Energy Shroud (worn)

When you are struck by an elemental attack, the ring absorbs the effect and transforms it into a shroud of that element that surrounds you temporarily. When a creature touches you or makes a melee attack against to, it takes 1d6 damage and any other effects of that element.

Breastplate of Vanishing (2 armor, clumsy, worn, 3 weight)

When you speak the command word, you vanish into the breastplate and cannot be affected by anything until you choose to return to normal

Hey Tavern!

Hey Tavern!

Hey Tavern! A few weeks ago I posted some tweaks to Jacob Randolph’s Initiate* playbook, mostly taking out the +1 bonus moves and making them a bit more narrative. Well here’s a PDF of it. Other than some moves that I thought were somewhat lacking, some of the gear feels off. I think that there are enough Armor moves in the book that taking the scale mail is somewhat of a trap at level one. Not to say that heavily armored monks can’t exist. I just think that waiting until level two and multiclassing Heavy Armor Training is a better way to do it.

So, my question is what starting defensive-type thing should replace the scale mail option? Or just something cool in general?

And this should not be taken as dissing Mr. Randolph’s excellent playbook. It shows a good familiarity with wuxia source material, and is one of my favorites. Seriously, like 90% of the credit is his, I just rewrote a couple moves.

*The Initiate playbook and my changes to it are licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.

https://drive.google.com/file/d/0B0gXpyetqmSOWmJYU09LdW96RHc/view?usp=drivesdk

I don’t like the Adept hireling skill as written.

I don’t like the Adept hireling skill as written.

I don’t like the Adept hireling skill as written. It only benefits the two classes with my least favorite magic abilities, leveled spells. Druids, Bards, Warlocks have no use for them, which just annoys me. None of the other hireling skills are so restricted. Thus I’ve decided to tweak it. My first idea is to clone the Protector’s Sentry move, making it:

Arcane Assistance

When an Adept assists you with a magical effect, you may have them bear any ill effects to ignore one drawback of the effect, such as a 7-9 choice for Black Magic or Elemental Mastery. Each time you do this, reduce their Skill by one until they have a while to clear their head and regain their focus.

Thoughts?

Inspired by recent discussion on +1 bonus moves, I’ve decided to rewrite some class moves to remove the +1 effects…

Inspired by recent discussion on +1 bonus moves, I’ve decided to rewrite some class moves to remove the +1 effects…

Inspired by recent discussion on +1 bonus moves, I’ve decided to rewrite some class moves to remove the +1 effects and use more interesting stuff. First try is on the Fünhaver Initiate, my preferred monk playbook. Of course, all credit for the original stuff goes to them. The original moves are listed first, with my changes following them. Let me know what you think!

World of Rivers and Lakes

When you Spout Lore about martial arts or artists, take +1.

My revision

When you Spout Lore about or Discern Realities on martial arts or artists, on a 10+ the GM will reveal a little-known secret about the subject.

This is straight cribbed from the Mage playbook, changed to work on martial arts instead of arcane stuff. The Initiate still knows more about martial arts than anyone, but now it’s more about what the Initiate can tell you than just having a bonus.

Training in the Guyana Highlands (G Gundam reference for the win!)

When you face someone who has defeated you before, take +1 ongoing until you defeat them.

My change

When you face someone who has defeated you before, hold 3. You may spend hold when attacked by them to use any of the Defend options. You no longer get this hold after you have defeated them.

I tried to keep this one not using a roll, but getting a more interesting bonus than +1. You’ve faced them before, now you know what to expect and you’re determined to triumph.

Sweep the Leg

When you instruct someone in the proper way to fight a foe, they take +1 ongoing to during their next fight against that foe.

My try

When you instruct someone in the proper way to fight a foe, they may add one effect of your Sublime Understanding of the Body on a 10+ Hack and Slash result during their next fight against that foe.

Initiates focus on melee combat, and Sublime Understanding is a cool move. Now when your student uses your instructions, they can mimic your techniques that you showed them.

Man Who Can Catch Fly With Chopsticks Can Do Anything

When you train someone in martial arts, they roll+Wis. On a 10+, they hold 3. On a 7-9, they hold 2. On a miss, they hold 1 and take a debility due to over-exertion. They may spend their hold to use any move you know. If they do not follow your teachings, they lose 1 hold. As long as they have any hold, they may add one effect of your Sublime Understanding of the Body on a 10+ Hack and Slash result.

The most complicated change for sure, I wanted to reflect the permanent nature of the original, without just using +1/-1 modifiers. The student rolls because the Initiate is a master of teaching with this move, it’s dependant on the student’s ability to listen. Losing hold for ignoring you should reflect the penalty of the original move. Hopefully the choice between using the last hold for a move and keeping it for the Sublime Understanding effect is an interesting one.