I’m currently looking for some ideas for a Holy Sword found by our group’s Paladin.

I’m currently looking for some ideas for a Holy Sword found by our group’s Paladin.

I’m currently looking for some ideas for a Holy Sword found by our group’s Paladin. It was found a few sessions ago, but we haven’t done anything special with it yet.

One thing I’ve noticed is this player has lots of fun with the “what here is evil?” question Paladins get to ask, so I was thinking of building something around that. Maybe gaining hold when an evil creature is slain?

Curious if anyone has other ideas!

Quick question about CCs that I probably missed in the rules: when they say “When you [cool thing the character did]…

Quick question about CCs that I probably missed in the rules: when they say “When you [cool thing the character did]…

Quick question about CCs that I probably missed in the rules: when they say “When you [cool thing the character did] … you may take these moves when you level up”, is that INSTEAD of a regular advanced class move, or in ADDITION to?

My initial thinking was “instead of”, but that seems like it would cut off a bunch of cool abilities a character could get via their class’s advanced moves before hitting level 10 if they do decide to pursue a CC. Could CC moves be played as bonus moves players get in addition to advanced class moves when they level up? (or, is that how it’s supposed to work?)

A myriad of questions about CCs!

A myriad of questions about CCs!

A myriad of questions about CCs!

How do you introduce compendium classes? Is it right when the “prerequisite” is fulfilled? Do you wait until a level-up moment? Do you show your players “this is what CCs are available and one of the ways to become eligible for use” and use it like a magic item (like more of a “quest reward”)?

How do you choose a compendium class to offer? Do you have one in mind (e.g. a pirate themed CC) going into a session/campaign and look for an opportunity to offer it? Or is it more of a player-driven exercise; where the players decide they want to make an impact on their character’s growth using a CC?

Do you allow more than one character to take the same compendium class? Skimming through a bunch of them, some of the prerequisites seem like something the whole party might do together – who gets offered the CC after it’s completed?

Hey guys, my first magic item here (more technological than magical, though).

Hey guys, my first magic item here (more technological than magical, though).

Hey guys, my first magic item here (more technological than magical, though). Took some inspiration from Tim Franzke’s post about the EoC Battlefist, as well as bits of the Artificer class.

The Third Hand of Gwin “The Knife” Flore

A mechanical contraption of his own design, the legendary thief Gwin’s Third Hand functions as an intricate glove whirring with clockwork and spring-loaded with devices of all kinds. Lockpicks, hidden blades, powders and small bombs, lenses of every type for close inspections – these are just some of the tools at the user’s disposal. The device is so versatile that it’s complete feature-set was never fully recorded, even by Gwin’s closest associates. The Third Hand always seems to have a new surprise hidden away.

The Third Hand of Gwin Flore is fitted like a glove to the users’ right hand and runs up along their forearm. It comes loaded with 3 ammo. It allows instant access to common “thief’s tools” (lock-picks, oil for hinges, small blade for prying, hooks and pliers, etc.) and can be easily concealed. In addition, when you reveal a previously hidden function of the Third Hand to aid in combat or a tight spot, describe it, expend 1 Ammo, and roll +DEX. On 10+ choose 2, on 7-9 choose 1:

*It doesn’t jam immediately after your hasty activation, needing time to be re-wound and carefully reset before being used again.

*It doesn’t accidentally give you more than you bargained for, activating another unknown function you weren’t sure existed in the first place.

*It doesn’t loudly announce your presence with a boom, crack, and whirr, drawing the attention of those around you.

Looking for some feedback!

I hope it’s not too open ended. The idea is the thief could use purposefully vague “hidden” functions to pull off some cool stuff (maybe a smoke bomb, or a short range poison spray, or fire off some shurikens, or whatever else!) as long as the effect isn’t too huge and off-fiction. I guess you could argue that the Thief could already do stuff like this if he’s properly armed, but having it all in a little contraption just makes it cooler!

I’m not sure if ammo is needed if the thing is going to jam sometimes, but I didn’t want it to be used in absolutely every situation (although the versatility is sort of the whole point of it!)

Hi guys, I’ve been perusing this Google community for a while but haven’t posted yet.

Hi guys, I’ve been perusing this Google community for a while but haven’t posted yet.

Hi guys, I’ve been perusing this Google community for a while but haven’t posted yet.

We’re just finished our 4th once-a-month session of DW with 4 players (wow that seems like a long time writing it down) and its been pretty good so far. One of the big hang-ups for me is keeping combat interesting and properly narrating things throughout a specific battle, which I know is something a lot of new DMs have trouble with. And I still feel like a complete newbie when it comes to this.

I’ve read that new players guide, but how do I make “well he’s still alive so I guess he’s… STILL trying to stab you” more interesting in subsequent battles? I find that after everyone gets off their opening attack, I can’t come up with anything without resorting to someone flanking or lunging or simply swinging again. One time I had a new beast join a fight as one of my hard moves, but then I am kind of back at square one after he makes his attack.

Does anyone have some common maneuvers that enemies might use? I just get absolutely stuck when one of my dudes gets the drop on the PCs, attacks/grabs/bits one of them, they free themselves, and then we’re staring each other down in a fairly neutral position and its back to “well, he swings at you again, what do you do?” (probably something along the lines of “I dodge out of the way”).

We all LOVE this game from a character building perspective, but it’s hard to tell how my players feel about the fights. I guess I should ask them, huh?

It’s frustrating because I want combat to be challenging, and it’s not even that it’s particularly easy for the PCs, (they still take damage!) but I feel like it’s very hard to keep it interesting after each monster makes their attack.