I keep seeing references to b[] for damage. … What is that?

I keep seeing references to b[] for damage. … What is that?

I keep seeing references to b[] for damage. … What is that?

Also, some monsters are listed with damage. Does this overwrite regular Hack and Slash?

Finally, in a game where many creatures have ranged attacks, would treating Volley like Hack and Slash be sensible?

Tinkering with a DW-based thing. It’s science fiction, somewhat more hard than, say, Adventures on Dungeon Planet.

Tinkering with a DW-based thing. It’s science fiction, somewhat more hard than, say, Adventures on Dungeon Planet.

Tinkering with a DW-based thing. It’s science fiction, somewhat more hard than, say, Adventures on Dungeon Planet.

Anyone think it’d be bad to skip the name/looks thing for classes?

After debating how to handle space stuff in OortWorlds, I decided Space Compendium Classes integrate best — each…

After debating how to handle space stuff in OortWorlds, I decided Space Compendium Classes integrate best — each…

After debating how to handle space stuff in OortWorlds, I decided Space Compendium Classes integrate best — each player selects one compendium class.

The two I have so far: (Sorry about formatting)

Gunner

A gunner is skilled at operating large weapon systems. In some cases, gunnery officers can also operate drones and direct missiles with great skill.

Trained Volley

A Gunner may use Wis or Int to make Volleys using ship weapons.

System Training

Pick Far, 1 piercing, or a technological tag within your technological familiarity. Within minutes of taking control of a weapon system, you can add that tag to the system. The tag only applies while you are using the weapon.

Disabling Volley

Once per target you can choose to make a careful attack to disrupt a ship.

✴ On a 10+, choose two. ✴ On a 7-9, choose one:

Reduce their armor by 1 until they repair it.

Either propulsion or weapons is knocked out until repaired.

You create an advantage; +1 forward to anyone acting on it.

You deal your damage +1d6. 

Drone Guidance

Your training in operating remote devices extends to drones; you may act through drones with no penalty.

Drones essentially act like a breakable version of yourself.

 

When you gain a level from 2-5, you may also choose from these moves:

Hot mod

During Make Camp, you may add Far, 1 piercing, or any technological tag you are familiar with to a ship weapon system, in addition to the benefit of System Training. You can do this every time you Make Camp, but only one Hot Mod can be applied to a given system, and only you may make use of it.

Two gunners may share a Hot Mod on a weapon system.

When you gain a level from 6-10, you may also choose from these moves:

Gunnery Master

When firing from a ship, use your class’ damage rating if it is higher than the weapon’s rating.

Gear

You have a standard space suit and com.

 

Marine

Marines are trained in boarding enemy vessels and disabling forces within. You are also trained in repelling boarders, though it is not your primary training.

Starting Moves

Bracing

When you make the Volley move with a weapon that has recoil in low acceleration or freefall, you may make a point of bracing against a surface. If footing isn’t very good, you have a -1 to Volley.

Breaching

You may use a breaching device to quickly punch a hole through a wall or bulkhead, roll+Int or roll+Str, your choice. If the barrier is armored, subtract armor from the roll.

You can also breach through a ship hull, so long as there is a corridor or other space within 20 cm of the hull surface. Armor subtracts from roll. There is an additional -2 to the roll unless you make an additional Discern Realities or other preparatory move to pick an appropriate location or to assist in the attempt.

✴On a 10+, hull breached and choose 3. ✴On a 7-9, hull breached and choose 2.

It doesn’t take a very long time

No significant system damage

Enemy is not alerted

You can easily recover the breaching kit (though this may vent the chamber)

EVA

You are trained in operations outside of ships or habitats, able to use security features and deal with risky EVA situations without panicking.

Tumble Combat

You can ignore the effects of moderate shifts in acceleration, such as a maneuvering ship. Against someone without this training, you have a +1 for physical conflicts (melee or ranged).

When you gain a level from 2-5, you may also choose from these moves:

Bearings

When you first board a ship or habitat you’ve never encountered, you can ask the GM one question about layout or critical systems.

Defender

When your ship or habitat is boarded, you can ask the GM one question about the enemy’s position or identity, possibly basic capabilities.

Gear

You have an EVA-ready space suit, capable of moving reasonably quickly in freefall, and a modular com (which can be attached to a space suit, attached by strap or belt otherwise).

You have a breaching kit (3 weight)

I love the move-directed design of DW over, say, Fate, but Fate is a lot more amenable to conflicts of arbitrary…

I love the move-directed design of DW over, say, Fate, but Fate is a lot more amenable to conflicts of arbitrary…

I love the move-directed design of DW over, say, Fate, but Fate is a lot more amenable to conflicts of arbitrary type.

So… how would one handle social conflicts? I don’t want to just add compendium classes or specialty classes, because you then force players to severely choose between different spheres (which can lead to things like the Decker problem).

So I don’t really like coins/purchases/treasure.

So I don’t really like coins/purchases/treasure.

So I don’t really like coins/purchases/treasure.

Is there any write-up of, say, ‘you have X wealth of ‘stuff’,’ perhaps scaling by level?

(Similar to, say, 3e D&D’s ‘wealth by level’ guideline)

New to the game… so … the qualities for a Ranger’s Animal Companion.

New to the game… so … the qualities for a Ranger’s Animal Companion.

New to the game… so … the qualities for a Ranger’s Animal Companion.

What do they do?

After some study I’m guessing that you’re supposed to take those qualities into account when shaping moves and events in the game, but it’s really unclear.

For my OortWorlds project:

For my OortWorlds project:

For my OortWorlds project:

Well, trying to come up with a somewhat random ‘generate a territory.’

Like, tech, resources, etc.

And I keep veering into ‘OK THIS PLACE HAS ABUNDANT HELIUM AND…’

And then I slap myself a few times.

What I have now is, I think, a bit more doable:

Tech: 2-6: Low tech; 7-9: Standard tech; 10+ Advanced tech

Territorial characteristics: d6 x d6. Roll six times. You may arrange which have greater or lesser importance.

You may also decide to roll 1d6 once on each row.

(6×6 grid here)

Balkanized: There are deep rifts in this territory, and occasional outright battle between two or more groups. You must be very careful here; each side will be calculating whose side you are on.

Until you prove yourself, you will be at -1 to parley with anyone in the territory. If you are inducted into a given side, that side will treat them favorably (depending on other factors), but all other sides will be at -2 to parley.

You can often get help from your allied group when taking action against other groups, and may gain henchmen while in the territory.

Meritocracy: This territory is interested in what you can do for them, and your proven skills. Proving yourself may take different forms – higher tech regions may use standardized testing, while others believe in proof by action.

Once your skills have been recognized, the territory will treat you with according respect. You may be able to negotiate for goods and services, exchanging for service to the territory.

(etc)

So, example:

Tech: (rolled a 7) Standard

Territorial characteristics: Haven, Frontier, Cluster trade, Vital supply, Cut-off, Scattered.

So it’s a frontier place that’s cut-off from other local territories, with a scattered population that’s a welcoming, somewhat idealistic, haven for refugees.

It has trade with another cluster (long distance), and has an abundance of some resource (given everything above, guessing exotic minerals or possibly valuable organics).

Each of those factors has possible benefits. Haven means you can probably talk locals out of various goods and services. Cut-off and cluster trade somewhat balance one another — on the one hand, there’s a lack of regular trade from other territories. On the other hand, you have interesting goods from another cluster.

Not the most exciting location, but there’s the possibility of claim jumpers, local criminals fleeing other parts, and so on.

Another try:

Tech: (6) Low tech

Territorial characteristics: Centralized, Calculating, Lawless, Vital demand, Autocracy, Depressed.

Eeek.

Ok, centralized population, so most of the people here are gathered in a tight grouping of habitats, possibly around one or two large bodies.

Autocratic and lawless goes nicely together, as does economically depressed.

Calculating refers to the general character of people here. And, well, given they live in a tightly grouped territory with obsolete tech and a struggling economy, that… sort of makes sense.

As for Vital demand, maybe they really want pop music… but given everything, I’m going to say the government is really interested in weapons and small ships.

Weird question… has anyone tried modifying DW so that it’s skills rather than ability scores?

Weird question… has anyone tried modifying DW so that it’s skills rather than ability scores?

Weird question… has anyone tried modifying DW so that it’s skills rather than ability scores?

For example, use ability score arrangement for 5 skills, with the ‘8’ being for ‘everything else’ (that is, -1 on rolls involving a skill ‘you don’t have’).

So, you might have Archery and Survival skills that are rolled for a variety of attack, tracking, or discerning moves.