Lizard question!

Lizard question!

Lizard question!

I recently started playing a lizardman (a ranger) in a DW campaign, but I have no racial trait. I have a couple ideas, and I’d love either feedback on them or other ideas.

My first is:

You are at home in the swampland. When you lead your party through swamp-like terrain, you cannot be tracked except by magical means.

And the second:

Tasting the air, you can track by scent. When you Hunt and Track quarry that you have been near enough to have picked up their scent, or whose scent you have found on an object, on a 10+, you choose 2. On a 7-9, you still choose 1.

Thoughts?

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works?

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works?

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works? I realize that it means the weapon is dangerous to its wielder (as all weapons are Dangerous to the target), but how do people see that manifesting in the fiction? Especially with Salamander Immolators – since they’re immune to fire, how could their firey weapon endanger them? What are some situations people have shown the downside of this tag in?

Does anyone know of a place to get a blank character sheet template with the new fancy style?

Does anyone know of a place to get a blank character sheet template with the new fancy style?

Does anyone know of a place to get a blank character sheet template with the new fancy style? 

What in the world is up with stun damage?

What in the world is up with stun damage?

What in the world is up with stun damage? I understand the general idea – it’s non lethal damage, you deal it with things like fists, nets, or whips. But how does it work?

Let’s say I’m using a net to try to tangle up an opponent. It’s a reach weapon, and doesn’t have precise, so I’d assume it’s a Hack and Slash roll.

That mostly makes sense, but assuming I hit, what happens then? Are they just tangled up there and then, no more questions asked? Does it deal stun damage – and if so, if I later hit them with a normal weapon, does the stun damage count agaisnt their HP? Do I need to do their entire HP in stun damage to entangle them?

Thanks for the help!

I’m new to GMing, and it’s pretty fun, but I also feel like I can do it better than I am right now.

I’m new to GMing, and it’s pretty fun, but I also feel like I can do it better than I am right now.

I’m new to GMing, and it’s pretty fun, but I also feel like I can do it better than I am right now. Mostly, I feel like I have a hard time giving my players opportunities to talk in character, and also like I can do a lot better at making fights more exciting and challenging without making monsters too strong. If anyone has any resources that they think witless help I’d appreciate hearing about them – I’m especially interested in ideas for how to practice my DM skills between sessions.

Out of Control Damage and Mutation Move

Out of Control Damage and Mutation Move

Out of Control Damage and Mutation Move

In the campaign I’m currently running, I have a couple of conundrums that I need some ideas for. The first is this: one of my players recently made a new character with Class Warfare, and his damage is just too damn high (d10 + 2d4) and only going up. While I like the excitement his big numbers bring, I need some way to temper the carnage, because he just tears through everything like tissue paper. I usually like having powerful heroes, because it means I can use powerful monsters, but I can’t make then powerful enough to deal with his damage without making them too strong for the rest of the party to handle. Any fictional or mechanical solutions would be appreciated, and for those who care his Class Wafare build Is Warrior with Slayer, Blade Dancer, and Wraithlander.

In addition to butchering monsters, the new character has kind of made the Fighter feel left out. Luckily, however, he recently drank from a pool of mutation – causing goop at the end of the last session, and I left him unconcious while I decided what to do about him. Currently, I have thought of this move to give him , somewhat based off of Shapechanger, and would appreciate feedback :

Mutation

When you control the rapidly changing cells inside you and use them to grow a useful adaptation (wings, claws, night vision, etc.) roll +CON.

– On a 10+, hold 3

-on a 7-9, hold 2, but the adaptation is slow to grow, doesn’t last long, or causes unseen complications.

-On a miss, hold 1 anyway, but the mutation doesn’t go quite as planned…

Spend hold to use your adaptation. After spending all of your hold, the adaptation is re-absorbed into your body.

Is it just me or is Discern Realities extremely underused?

Is it just me or is Discern Realities extremely underused?

Is it just me or is Discern Realities extremely underused? I feel like whenever people want to use it its always to ask questions that aren’t actually on the list (which isn’t really allowed), and that usually what they actually want to know isn’t covered. It just seems like the list of questions makes the move rather useless.

This is a sheet I’ve created for the Ranger’s Animal Companion for a campaign I’ve been running.

This is a sheet I’ve created for the Ranger’s Animal Companion for a campaign I’ve been running.

This is a sheet I’ve created for the Ranger’s Animal Companion for a campaign I’ve been running. The idea is to make the Companion better defined mechanically, as well as giving it a way to level. Comments are appeciated!

The Animal Companion

Name:

HP: ____ / ____  (Base HP of 15)

Armor:  1

STR                        DEX                      CON             INT               WIS                    CHA

+2                           +1                           +1                +0                 +0                        -1

Trainings:

Strengths:

Weaknesses:

D6 Damage

Close

Starting Moves

The animal companion can use the Hack and Slash, Defy Danger, Defend, and Aid and Interfere moves, as well as any that the Ranger and Dungeon Master agree fit the animal (for example, a creature that shoots quills could use Volley)

Advanced Trainings

Each time the companion’s master gains a level, the companion gains advanced trainings. On odd levels, choose one of the two presented options.

Level 2: 

The animal gains +3 maximum HP

Level 3:

Empowered: Choose another Strength

Flawless: Remove one Weakness

Level 4:

The animal gains +1 armor

Level 5:

Rend and Tear: The animal gains the Messy tag and +1 piercing

Expose Weakness: After the animal attacks, its master gains +2 piercing next time they deal physical damage to the same target.

Level 6:

The animal’s damage is now b[2d6]

Level 7:

Spirit Animal: When the animal takes physical damage, it can phase partly out of existence for a brief moment,  reducing the damage taken by 1d4, but also reducing the damage of their next attack by 1d4

Arcane Infusion: The animal can now cast one level 1 wizard spell

Level 8: 

The animal gains +1 WIS and CHA

Level 9:

Leader of the Pack: The animal can now call other creatures to the party’s aid. This will usually call 1-3 local animals, somewhat weaker than the animal companion themselves. Cannot be used in places where wild animals cannot reach the party.

Lone Wolf: The animal’s time away from others of its kind have caused it to grow larger and stronger. It gains the Reach and Forceful tags as well as +3 HP

Level 10:

The animal gains +1 DEX and CON

Some wizard wonderings that came to my mind while creating a new character – any thoughts?

Some wizard wonderings that came to my mind while creating a new character – any thoughts?

Some wizard wonderings that came to my mind while creating a new character – any thoughts?

First of all, Prodigy (and Master) say to reduce the level of the spell by one. Does this mean that it is reduced by 1 number (i.e. 3 to 2) or one spell tier (i.e. 3 to 1)? It seems to me like it should be the former, but I’m not sure.

Second, Empowered Magic and Greater Empowered magic. There’s a weird discrepancy between the two – Empowered magic gives the option of maximizing a spell’s effects, while Greater Empowered Magic gives the option of doubling them. Is this intentional? 

Finally, Expanded spellbook. This move lets you take a spell from ‘the spellbook of any class’. Does this just mean that Cleric spells or fair game? Or does it mean any magical ability from another class, like Arcane Art of Shapeshifting?