Is there a more in-depth discussion anywhere about the change to using 1d6+mod for all damage rolls and the reasons…

Is there a more in-depth discussion anywhere about the change to using 1d6+mod for all damage rolls and the reasons…

Is there a more in-depth discussion anywhere about the change to using 1d6+mod for all damage rolls and the reasons behind it? My first thought was that classes and monsters would now feel too similar to each other. But maybe it actually makes them feel more distinct because the difference between +1 and +2 is more pronounced? Have you received any comments from playtesters about this part of your rules changes specifically?

Eyesdropper     0 weight

Eyesdropper     0 weight

Eyesdropper     0 weight

An eyedropper containing 5 drops of a white liquid which, when released, form into eyeballs. With a command word, you can see out of one of these eyes. The eyedropper can suck the eyeballs back up for later reuse.

Inspired by http://bizarro.com/comics/september-1-2015/ 

In honor of #Spellslingerweek  here are some additional Runes of Power options I came up with just for fun:

In honor of #Spellslingerweek  here are some additional Runes of Power options I came up with just for fun:

In honor of #Spellslingerweek  here are some additional Runes of Power options I came up with just for fun:

Poison (1-5)

Target loses 1 HP every few minutes.

Mind Control (6-10)

Target makes one action at your command.

Spellvamp (6-10)

Deal 1d6 damage to your target, and heal yourself half of that.

Toxic (6-10)

Replaces Poison

Target will die in a few minutes unless cured.

What are the advantages and disadvantages to using heritage moves instead of racial or background moves?

What are the advantages and disadvantages to using heritage moves instead of racial or background moves?

What are the advantages and disadvantages to using heritage moves instead of racial or background moves? What campaigns or stories are they better suited to?

I recently bought Dark Heart of the Dreamer, and wonder how to decide which to use, since both approaches to a character’s background/upbringing/etc are pretty cool.

The Master Thrower: a Compendium Class I whipped together today based on a couple 3.5 prestige classes.

The Master Thrower: a Compendium Class I whipped together today based on a couple 3.5 prestige classes.

The Master Thrower: a Compendium Class I whipped together today based on a couple 3.5 prestige classes. Critique welcome!

I finally managed to GM my first DW game last Friday night, and I think I’m in love!

I finally managed to GM my first DW game last Friday night, and I think I’m in love!

I finally managed to GM my first DW game last Friday night, and I think I’m in love! It’s definitely my preferred way to GM a game.

One of my players felt like she couldn’t flesh out her character’s personality very well, though. Of course this can be handled in the fiction, but she didn’t feel pushed to do so by the mechanics at all.

Part of it might be that recently we’ve played games like Lady Blackbird, a mashup of FATE and FU, and In A Wicked Age. In these her characters had Keys and Aspects and Best Interests, which she felt gave her characters goals and personalities that she doesn’t get from Bonds and Alignment in DW.

How can I add these to the game without messing things up too much? How would you handle this?