The slimeling is a class focused in developing the abilities you would expect from a creature of its nature.

The slimeling is a class focused in developing the abilities you would expect from a creature of its nature.

Originally shared by Dwarfare Games

The slimeling is a class focused in developing the abilities you would expect from a creature of its nature. Slimelings are highly resilient; they can take a great deal of damage on par with a fighter and they are immune to diseases and poisons. Slimelings are also good at squeezing through tight spots, seeing in the dark, storing items inside their bodies, don’t require to sleep or breathe, making them ideal for underground adventuring. Depending on your background choice, you could be a competent defender, dungeon infiltrator, or have a move connecting you with a more civilized past. As you progress in levels you will be able to steal items from creatures as you hit them, stick to them like glue, crawl on walls and ceilings, consume your enemies as delicious treats, hide in plain sight, stalk your enemies from above, and serve as food to your comrades.

This product contains two files:

A 19 page playbook containing over 20 moves, new magic items, and GM section with stats for some ooze monsters and a simple mechanic on how to handle diseases in DW

A two page character sheet for you to record your character’s stats, gear, and moves.

I’m working in a class that I’d like to try in a campaign soon, but I’d like some feedback on it as I’m sure there…

I’m working in a class that I’d like to try in a campaign soon, but I’d like some feedback on it as I’m sure there…

I’m working in a class that I’d like to try in a campaign soon, but I’d like some feedback on it as I’m sure there are several things that I’ve overlooked/done wrong with it.

The idea behind the class is that you play as a creature/sentient weapon duo, where the creature is a creature that typically wouldn’t use a sword, and the sword is an old warrior encased in their weapon by magic. I’m trying to have moves such that the player can play as a creature that has been using every advantage they can get to strike at all who stand in their way, and the sword’s feelings on the matter are of no concern, as a healthy symbiosis between the creature and the sword, or as a cursed weapon that is going to do what it sees fit and the creature doesn’t have a choice in the matter.

I am aware that there are probably wording inconsistencies and there are at least a few moves that need to be reworked but the class seems to be in a good state currently. Notably, the move Healthy Symbiosis is named but completely without any actual move. Any feedback in any vector would be helpful though.

In my search for consolidated one-page versions of the Dungeon World core class playbooks, I came across an offer…

In my search for consolidated one-page versions of the Dungeon World core class playbooks, I came across an offer…

In my search for consolidated one-page versions of the Dungeon World core class playbooks, I came across an offer from Sigmund Marius Nilssen who had done just that. Sigmund had made a few alternations to stat arrays and retooled some of the moves to better fit their play style. Using the format they provided, I put together one-pagers of the core classes a bit more true to base DW.

Naturally some aspects of the playbooks had to be left off these one-pagers:

+ Advancement moves

+ Bonds (personal preference)

+ Spells by level listing

I figured I’d share the PDFs for anyone else who might find them useful in their quick-play folios or as Roll20 reference handouts.

The Jinbutsu is finally out!

The Jinbutsu is finally out!

Originally shared by Dwarfare Games

The Jinbutsu is finally out! To those who gave significant feedback you will be notified to check your DrivethruRPG account to see if you got a complementary copy. To those who participated in the feedback one way or another, there is a link with a special discount on the google doc.

Hello

Hello

Hello,

I joined this community a bit ago, but it has taken this long to get a campaign going.

A few posts tonight, starting with a rules clarification:

Animal companions. Let’s say my Ranger, Robyn, has a wolf with scouting. They are poking around a forest together and we decide Discern Realities gets activated. The Ranger has a wis of +2, and the wolf has a cunning of +2. Do we add 4 to the roll? In the moment I handled it as “you can add your bonus, or the wolf’s, but not both”. If I allow both, the only way they fail that roll is if the dice show a 2. What is correct?

Ya’ll like SPOOKY NECROMANCERS?

Ya’ll like SPOOKY NECROMANCERS?

Ya’ll like SPOOKY NECROMANCERS?

http://www.drivethrurpg.com/product/208123/The-Necromancer–A-Dungeon-World-Playbook

I’m actually surprised at the lack of Necromancer classes for DW, obviously there are a few of them, but none of the really do the “horde of undead” thing I like about necromancers in video games and movies and what have you.

This one I made is also kind of a Ghost playbook, with moves for being incorporial and the like, but mainly with a focus on summon undead monsters, doing creepy stuff, and messing with Death.

One of the things I love about Dungeon World is that I feel it’s easier to role-play due of the absence of crunch.

One of the things I love about Dungeon World is that I feel it’s easier to role-play due of the absence of crunch.

One of the things I love about Dungeon World is that I feel it’s easier to role-play due of the absence of crunch. For that reason I have actually never even looked at the Barbarian playbook because I assumed it was just a big fighting machine.

I’m looking at it now and it looks like there could be all kinds of fun role-play opportunities with it.

I’m thinking very strongly about using a Chaotic Minotaur Barbarian the next time I get to play. There’s a lot of story that can be told there, and when he NEEDS to fight he’s gonna’ bust some skulls!

What are some good stories your Barbarians have been involved in?