Sci-fi/fantasy spaceship weapon ideas, free to a good home:

Sci-fi/fantasy spaceship weapon ideas, free to a good home:

Sci-fi/fantasy spaceship weapon ideas, free to a good home:

Magnacoil Cannon (1d6 damage, reach, near, 1 Piercing, 2500 coins)

Magnacoil ammo (125 coins per 1 ammo)

Grapples (hand, close, Reload, 500 coins)

Space Combat Range Thoughts:

hand – physically touching, or near enough as makes no difference.

close – usual boarding distance

reach – tense standoff distance

near – out to not much detail resolvable

far – out to beyond visible range, maybe

Johnstone Metzger – I’ve got a design question about a bit in Dungeon Planet.

Johnstone Metzger – I’ve got a design question about a bit in Dungeon Planet.

Johnstone Metzger – I’ve got a design question about a bit in Dungeon Planet. Why did you decide to give the Alien Soldiers no ‘attack stats’? I see ‘Attack’ as a move, and I get fictional positioning, but this one gave me pause.

(I have some ideas – attack stats would put too much definition on them, forcing them into a certain mold; they’re really just cannon fodder for the PCs, while they can ‘attack’, they’re not going to do much to the PCs…things like that. But I’d like to understand where you were coming from.)

A request for recommendations.

A request for recommendations.

A request for recommendations.

I’ve got:

Dungeon World

The 3 backer booklets (Players, Monsters, Planarch Codex)

Adventures on Dungeon Planet

Number Appearing

The Kobold

The Spider

What other products would you all recommend? I admit to being leery of playbooks that seem to be minor variations on extant ones. But even keeping that in mind (and being willing to get past it for something really good), what are the ‘Don’t Miss!’ things?

(If it helps, I’m planning on running a sci-fantasy campaign, drawing heavily from Dungeon Planet and the Planarch Codex. But I’m very open to suggestions for things outside of that style.)

Going back and looking at both the Codex and the character sheet, I find myself…confused.

Going back and looking at both the Codex and the character sheet, I find myself…confused.

Going back and looking at both the Codex and the character sheet, I find myself…confused.

The character sheet seems to say that there’s really only one class, Freebooter, as you can pick whatever starting (and later?) moves you want.

I love this idea, but what I am confused about is, how do I determine damage die and HP for the ‘Freebooter class’? Do I just…pick the ones I want from another playbook, or…?