The paladin’s “lay on hands” on a 7-9 you transfer the damage to yourself.

The paladin’s “lay on hands” on a 7-9 you transfer the damage to yourself.

The paladin’s “lay on hands” on a 7-9 you transfer the damage to yourself. So if you roll a three on a d8 for healing you take three damage. But the hospitaller move you add +1d8 of healing to the “lay on hands” move. So if you heal 16 damage on someone do you take 16 damage if it’s transferred to you? Or just one of d8s?

I did just put together a Longarm Skirmisher base class for my local group.

I did just put together a Longarm Skirmisher base class for my local group.

I did just put together a Longarm Skirmisher base class for my local group. It’s based somewhat off of the Ranger and a bit off of the fighter. Let me know what you think…

Last night I had a fantastic conversation about Apocalypse World / Dungeon World and hacking, during which the…

Last night I had a fantastic conversation about Apocalypse World / Dungeon World and hacking, during which the…

Last night I had a fantastic conversation about Apocalypse World / Dungeon World and hacking, during which the conversation of Iron Kingdoms came up.

For those not  familiar, in IK (not d20 IK), there are four archetypes, of which you choose one, and then there are about 25 careers, of which you choose two.

I’m thinking of porting something similar to Iron Kingdoms over (IK World)? Basically, making four playbooks (I like the IK idea of Gifted, Intellectual, Mighty and Skilled (I think that’s the four), but I’m not married to them), and building them with fewer starting moves, and then having lots of Compendium Classes, of which you start off with two.

Basically, the archetypes are just mandatory starting Compendium Classes with lots more additional moves.

Thoughts?

Hey guys, so when I’m not playing or thinking about DungeonWorld, I’m probably playing or thinking about Pathfinder.

Hey guys, so when I’m not playing or thinking about DungeonWorld, I’m probably playing or thinking about Pathfinder.

Hey guys, so when I’m not playing or thinking about DungeonWorld, I’m probably playing or thinking about Pathfinder. And this got me thinking, “Hey, these classes could be kinda cool!” And so I’ve been working on converting the additional classes as faithfully as I can. Here’s the first of these conversions, the Cavalier!

So Andri Erlingsson up and decided that DW wasn’t oldschool enough and that there should be Basic-like playbooks for…

So Andri Erlingsson up and decided that DW wasn’t oldschool enough and that there should be Basic-like playbooks for…

So Andri Erlingsson up and decided that DW wasn’t oldschool enough and that there should be Basic-like playbooks for the Elf/Dwarf/Halfling.

He’s still working on the Dwarf and the Halfling, but in any case the Elf is done and linked just below. 

Credits: main writing: Andri Erlingsson; proofreading, feedback and layout done by me. License: CC-BY-SA.

You can expect the next two in the next couple of weeks, then probably a bunch of related CCs (the Elf will get the Dark Elf and the Elf-Friend, we’ll figure out the rest).

Ever wanted to be “that Guy” at your table?

Ever wanted to be “that Guy” at your table?

Ever wanted to be “that Guy” at your table? Ever wanted to play the bungling albatross that gets all the laughs? Well, now you can, and still be effective! Maybe…

Originally shared by Adrian Thoen

The Fool is a Playbook designed for use with Dungeon World and Inverse World. As The Fool, you will stumble from mishap to calamity to disaster, failing forward and unwittingly leaving destruction in your wake. If you ever wanted to play a bungling buffoon and leave your party in stitches – figurative and literal, The Fool is your chance!.

Starting Moves

Fool’s Fortune

When you gain Calamity, fill on an empty box on one of the below options.  (If all boxes are full, you lose the Calamity) When an option has all the boxes filled, you may empty all of the boxes for that option to use it once.

Choose 1 less or 1 more from the list of choices on any Fool move

⃞⃞Give +1 to someone else’s roll.

⃞⃞⃞⃞Shift the result of any roll, yours or an ally’s, from a 6- to a 7-9, or a 7-9 to a 10+.

Out of your Depth

When you attempt a task beyond your capabilities, roll+Cha. *On a 10+, it kinda works! choose 2, *On a 7-9, it seems ok… choose 1:

You gain 1 Calamity.

No-one will know it was you.

You didn’t cause permanent damage.

Someone else is initially implicated.

Get Lost

When you try to find your way through somewhere that isn’t an obvious, direct route, roll+Int. *On a 10+, you got there! choose 2. *On a 7-9, this looks like the place, choose 1:

You gain 1 Calamity.

It didn’t take too long.

You’re not getting pursued.

You accidentally found an interesting secret!

Gullible

When you believe someone you should question, roll+Wis. *On a 10+, choose 2. *On a 7-9, choose 1:

You gain 1 Calamity.

They assume you are more competent or important than you are.

You gain access to somewhere or something you shouldn’t.

You don’t lose something important.

http://rpg.drivethrustuff.com/product/114657/The-Fool—A-Dungeon-World-Playbook?src=social_media_link

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class.

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class.

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class. 

Eagerly awaiting criticism. 

https://docs.google.com/document/d/11fApZGhvAs-K_cAP4tGrcDZnRUjKaTf19L003ZaCB0E/edit?usp=sharing