Something never sat quite right with me about Volley, so here’s an alternate version (rather harsher overall,…

Something never sat quite right with me about Volley, so here’s an alternate version (rather harsher overall,…

Something never sat quite right with me about Volley, so here’s an alternate version (rather harsher overall, although that was not the intent) that I will be trying in my game in the future. Translated from slovene:

When you take aim at a target, erase 1 ammo and ask the GM if anything is obstructing your shot or endangering your position. If the answer is no, deal your damage. If the answer is yes, roll +dex. On a 10+ you hit your target and deal damage. On 7-9, choose:

°your target avoids the shot, moving to safety

°you hit and deal damage, but the danger to your position comes to bear

On a 6 or less the usual fuckery.

This would require a slight ammo reworking. I haven’t considered the interaction with any class moves yet because I’m working from a WoD chassis up.

So I am wanting to make a healer class that doesn’t involve powers from a diety.

So I am wanting to make a healer class that doesn’t involve powers from a diety.

So I am wanting to make a healer class that doesn’t involve powers from a diety. So please shoot me some ideas for advanced moves and starting moves. For example I thought that the healer should be able to make salves and healing potions as a starter move.

Started a Dragon Age campaign yesterday, and this is the first World Move. Feedback is welcomed.

Started a Dragon Age campaign yesterday, and this is the first World Move. Feedback is welcomed.

Started a Dragon Age campaign yesterday, and this is the first World Move. Feedback is welcomed.

Rest in Peace

When you take your time and use rare herbs to tend a Blighted creature roll+ INT, ✴On a 10+, choose three. ✴On a 7–9, choose just two. ✴On a 6-, choose one:

– You are not infected as well

– Your actions don’t attract Blighted creatures

– The target doesn’t enter a destructive rage

– The target dies free of the Blight.

When you enter a bare knuckle boxing tournament to scrounge up some coin Roll Hack & Slash as normal but on a 6 or…

When you enter a bare knuckle boxing tournament to scrounge up some coin Roll Hack & Slash as normal but on a 6 or…

When you enter a bare knuckle boxing tournament to scrounge up some coin Roll Hack & Slash as normal but on a 6 or less also Roll+ CON. On a 10 You just take damage. On a 7-9 you take damage and gain 1 KO. On a 6 gain 2 KO. If your KO ever exceeds your CON you are knocked out regardless of HP and lose 1d4 teeth. You lose all KO when you Make Camp.

I’m now tempted to try making my own paleolithic hack.

I’m now tempted to try making my own paleolithic hack.

I’m now tempted to try making my own paleolithic hack. Thanks to Mark Tygart for the Hyborian Age books, though I think Sagas of the Icelanders is going to be a closer touchstone. 

Right now I’m thinking four stats, but I’m having a tough time coming up with snappy names for them. Here’s what I have so far:

– Physical fitness and overall health, comparable to Young in Saga of the Icelanders

– Instinct and animal-like cunning, the more predatory part of the psyche

– Social and higher brain functions, rational thought, the ability to innovate, craft, and defy tradition

– Influence of the spirit world, comparable to Weird.

I’m curious – how often does the Defend move get used in your games?

I’m curious – how often does the Defend move get used in your games?

I’m curious – how often does the Defend move get used in your games?  My players (myself included) are pretty offensive-minded to the point that I can’t really remember a Defend even being rolled.  Probably this is partly a DM-ing problem, where I simply don’t think to call for Defend rolls even when they might be appropriate.  And part of it may be that we’re underestimating Defend (for one, the counterattack option seemed pretty lame when I was first level, but now that I’m 7th level, that’s actually more damage than I can do with an unmodified Hack and Slash.  Blink blink.  I’m going to have to look more closely at that.)

But I still think some of it also is that players are never prompted to go looking for a chance to Defend.  There are quite a few advanced moves that modify Hack and Slash, but the only class move that even mention Defend are the Paladin Staunch Defender and Impervious Defender moves.  Staunch Defender just gives +1 hold (kind of boring).  Impervious Defender is a little better, adding a new effect: on 12+ “instead of getting hold the nearest attacking creature is stymied giving you a clear advantage.”

But surely we can do better.  Anyone have any ideas to extend Defend in interesting ways?  Things that could be used as magic item effects or additional class moves or whatever.

e.g.

* When you defend, you may also spend hold to ask one of the questions from the Discern Realities list.

* When you defend, also heal 1 HP.

* When you defend, you may also spend hold to throw back your enemy or knock them off their feet.

* You are so fast on your feet you may Defend as if your weapon had range reach.

* When you defend, take +2 armour forward.  (Class Warfare Defender)

* When you defend, you cannot be moved if your feet are planted firmly upon the ground. (Class Warfare Impervious Dwarf racial)

* As long as you have chi left, you may Defend with DEX instead of CON. (Class Warfare Martial Hero).

* When you use the natural formations of a cave to your advantage, take +1 to Defend and Defy Danger.  (Class Warfare Caver)

More interesting ideas?

One of the things that I have noticed from playing Dungeon World awhile is that every now and then I wish to have…

One of the things that I have noticed from playing Dungeon World awhile is that every now and then I wish to have…

One of the things that I have noticed from playing Dungeon World awhile is that every now and then I wish to have more things to roll. The initial stats are nice and simple, but occasionally they cover to broad of categories and it would be nice to have more focused skill progression. I came up with a rough draft for a skill tree system where players gain skill points per stat equal to to 2(Modifier)+2 points. These skill points can be spent to gain Skill Modifiers for very narrowly defined sets of skill moves related to each stat, up to a Skill Modifier of +3. Ex: 18Dex (+3 Modifier) = 8 Skill points. Points can be spent as: (+3) Lock picking treasure chests, (+3) Reverse pick pocketing, (+2) Sneaking in elevated positions. Depending on how you divide the skill points, it provides more varied stat modifiers for different actions where you could trade either having a higher modifier or a lower modifier that triggers a better move. 

Merry Christmas!

Merry Christmas!

Merry Christmas!

When you receive a gift from someone, before openning the package say what you expect and roll+BOND with them. ✴On a 10+ you get what you expect. ✴On a 7-9 the item is from another brand and is inferior quality, the GM tells you what’s missing. ✴On a 6- you get a pair of socks.

Finally released draft rules for Vehicles and Mounts in Steampunk World.

Finally released draft rules for Vehicles and Mounts in Steampunk World.

Finally released draft rules for Vehicles and Mounts in Steampunk World.

These are fun to play, but there’s always things I’ve missed or could do better – so comment (good, bad or otherwise), please.

If you want/need more, you can find it in the Steampunk World G+ community: https://plus.google.com/u/0/communities/108439627279414945168

https://drive.google.com/file/d/0BzRDxotrnPmTZ0k4RG1haG5hYjA/view?usp=sharing

  Greek Fire Trap or Weapon Revised (+ 2 to defuse if  trap if the player knows or can define historical “greek fire” to the GM’s satisfaction) When a trap or weapon spurts its ancient napalm fire at you, ROLL+DEX. On a 10+, you find suitable cover. On a 7-9, you dodged but choose 1 … Continue reading “”

 

Greek Fire Trap or Weapon Revised

(+ 2 to defuse if  trap if the player knows or can define historical “greek fire” to the GM’s satisfaction)

When a trap or weapon spurts its ancient napalm fire at you, ROLL+DEX.

On a 10+, you find suitable cover.

On a 7-9, you dodged but choose 1 anyway:

Your weapon melts on your hand.

Your armor burns and leaves you breathless for a while.

Say goodbye to your backpack.

On a 6-, you must choose one and take 2d6 damage from the flames.