Hi everyone

Hi everyone

Hi everyone,

One of my players (a mage) has asked me about the possibility of becoming some kind of necromancer. I like the ideas as he has been playing a bit with some dark powers so I’d like to give him the opportunity to change his class. I’ve been looking for some class or compendium class that he could use but haven’t find anything, but I’m quite sure some time ago a saw a thread about it. Can any of you help me with this? Thanks!

Looking for some alternative classes for Dungeon World

Looking for some alternative classes for Dungeon World

Looking for some alternative classes for Dungeon World

So I’m wondering what cool classes outside of the core exist. My definition of cool includes a flavorful character, not just “he’s a fighter that only uses garden tools”. Also the character needs to be well balanced compared with all the others. The final part of cool is free (okay, that’s more frugal than cool).

Thought experiment: Druid’s homeland while the Druid is away

Thought experiment: Druid’s homeland while the Druid is away

Thought experiment: Druid’s homeland while the Druid is away

[Spoilers for Plantes Collide]

Suppose the Druid is away from her homeland, when an already established cursed place starts consuming everything there. Obviously, the Druid’s spirits would make an effort to alert her and try to get her to come back home.

But what if the Druid ignores their pleas?

Since Shapeshift requires the Druid to call upon the spirits, it seems like they could take her powers away until she began the journey home. But that seems heavy-handed. I wouldn’t want to do that unless they were utterly desperate.

Also, there’s a lot of cool stuff going on in different places. I want the character to feel pressure, but I don’t want to force the players to go that way.

How would you handle it as the GM?

This issue may not come up, but I don’t want to be unprepared.

#Druid

Origin of Big Hit Points, Big Healing?

Origin of Big Hit Points, Big Healing?

Origin of Big Hit Points, Big Healing?

In the discussion on Rob Alexander’s post “What I like about Dungeon World, and what I do not”, Jeremy Strandberg brought up a point about DW:

> 1) PCs tend to have a lot of HP

> 2) It’s mechanically easy to restore them

As far as I can tell, this stands in stark contrast to the earliest version of the game, in which you determined your hit points by rolling a die. New characters could have a range of hit points from 4–13, based on their class, with most classes getting a lot less than the maximum. Healing seems to have been granted only by magic or (one supposes) appropriate fiction.

Even the “Dungeon World Hack” PDF that came out a few years later seems to have kept Hit Points much lower than the current game, using “base HP +CON” instead of “base HP +Constitution”, but leveling up could rapidly improve your situation.

The current rules keep HP static except for increases in Constitution or advanced moves, but you generally start with a lot more HP than the earlier drafts.

I’m curious if anyone here was involved in the early playtests or discussions about the early rules. Does anyone know what precipitated such a drastic change?

I agree with Jeremy that inflated Hit Points does foster a disassociation between numeric damage and the fiction. At my table, we mitigate this by tying most hits to other consequences in the fiction. Last week, our ranger was hit by a pistolshot in the hip, so it took her a while to get up and go again. (It might have been a good time to use the “Stun Damage” rule, but we didn’t think of it—the action was fast and furious enough that she was just left out for a few minutes while stuff happened around her.)

But we don’t always remember to do this. Since the Ranger took two pistolshots, she was more beat up in the fiction than the other PCs, but two others came within a few Hit Points of Last Breath, and we didn’t narrate how their injuries were hobbling them. The players still felt the screws tightening, because their Hit Points were low AND they were hemmed in by other circumstances.

I’m planning to adopt Jeremy’s suggestion to use Deal Damage only in concert with other moves. That’s usually what I do anyway, but not always.

So I was reading over the playbooks to get ready for my next game and something struck me.

So I was reading over the playbooks to get ready for my next game and something struck me.

So I was reading over the playbooks to get ready for my next game and something struck me. The druid has a wonderful array of abilities that captures the flavor of a druid plus their abilities are very versatile. On the other hand the Fighter seems lacking. Not only in versatility but on things that define their roll in the group. I realize that fighter is basically straight forward in their role within the group but it seems a bland playbooks non the less. Am I missing something here?

I am extremely pleased to announce my second class publication, in association with Dwarfare Games.

I am extremely pleased to announce my second class publication, in association with Dwarfare Games.

I am extremely pleased to announce my second class publication, in association with Dwarfare Games. The Auramancer is about reading (and manipulating) peoples’ thoughts and emotions, in addition to enchanting their auras to make them more powerful!

Originally shared by Dwarfare Games

The Auramancer, a class by Mark Weis​ will soon be published! In the meantime take a look at the cover art. #dungeonworld #dwarfaregames