When you take a short rest in the Ironwood clearing Roll+WIS:

When you take a short rest in the Ironwood clearing Roll+WIS:

When you take a short rest in the Ironwood clearing Roll+WIS:

On a 10+, choose 3. On 7-9, choose 1.

You Recover as if you have rested for three days

You eat and drink to your fill and collect 3 rations

You experience a vision

You do not collapse into mystical sleep

I’m trying to come up with a couple of good moves for a knight that boosts Defend, but I’m not having much luck on…

I’m trying to come up with a couple of good moves for a knight that boosts Defend, but I’m not having much luck on…

I’m trying to come up with a couple of good moves for a knight that boosts Defend, but I’m not having much luck on thinking of cool things to do. Here’s what I have so far, and I’m still kind of iffy on it. What else can you do with advanced moves for Defend besides giving more hold?

I Am Your Shield

When you Defend someone you have a Bond with, add +Bond to the roll.

I Am Your Sword

Replaces: I am Your Shield

When you Defend someone you have a Bond with, add +Bond to the roll and take +Bond forward to Hack and Slash against the foe you defended against.

I’m plotting two custom moves for a phase of the session I’m running tomorrow evening.

I’m plotting two custom moves for a phase of the session I’m running tomorrow evening.

I’m plotting two custom moves for a phase of the session I’m running tomorrow evening. I think they’re in good shape, but I’m curious what people think. The phase involves diving into the depths of an abyss in the shallow ocean floor, from whence issues toxic gas clouds and scalding steam (there is an underwater volcano at the base of the rift). I figure one or two tests for each player before we move to the next phase, depending on how the story goes.

When you descend further into the choking depths of the abyss, roll +[CON or DEX]

– On a 10+, you avoid the immediate dangers.

– On a 7-9, pick one:

  – a scalding jet of steam sears you.

  – a billowing cloud of toxic gas disorients you.

– On a 6-, you are swept at the mercy of the current.

When you provide guidance to another as they descend, roll +WIS.

– 10+ – Your guidance yields a +1 forward.

– 7-9 – You neither help nor hinder.

– 6- Your faulty guidance leads to disaster.

I’m running a final session for a short campaign tomorrow.

I’m running a final session for a short campaign tomorrow.

I’m running a final session for a short campaign tomorrow. The majority of the action will take place underwater. They spent last session gathering information and finding a way to exist underwater for extended periods. They ended up finding an alchemist who was able to make them some potions of water breathing (they will grow gills). One player wanted to become a shark. After some negotiation with the alchemist, it was determined that she could make that kind of potion.

Become Shark needs some rules. The player really wants to be able to cast his spells (he’s a wizard) as a shark. While this is cool, I’m trying to figure out how it works. I’ve tried to get him to describe his spells in the past (do they have a somatic or verbal component?). I have not gotten quite enough description to nail that down. Any suggestions on how I should proceed? I’m thinking either:

– he can cast spells as a shark

– I rule that the potion lasts a short time (e.g. one fight) and it makes him awesome melee but not spells.

When not a shark, he can do his spells normally underwater, subject to hopefully cool description of course.

One of my wizard players informed me that the fungal blooms which process waste in the sewers are a sentient…

One of my wizard players informed me that the fungal blooms which process waste in the sewers are a sentient…

One of my wizard players informed me that the fungal blooms which process waste in the sewers are a sentient telepathic network spanning the city. Here’s my first pass at a custom move in case he wants to talk to them. The unwelcome truth he may discover is that they are mobile and some of them have an aggressive disease…

========

When you open your mind to the fungal sprawl, roll+INT.

*On a 10+, the closest bloom considers you an ally, granting you either an audience or protection, your choice.

*On a 7-9, the same offer, but its brethren are not so sure. They are on their way to inspect you personally.

*On a 6, this bloom mistrusts you and immediately summons nearby help to restrain you, or worse. You are deemed unworthy of their secrets.

Next Saturday, I’m running a one-on-one game for my daughter.

Next Saturday, I’m running a one-on-one game for my daughter.

Next Saturday, I’m running a one-on-one game for my daughter. This will be her first time playing any RPG, and we are both stoked.

She wants to play what is basically a Dragonborn fighter. When I asked her what his racial special abilities are, she said that he can breathe fire and had wings and can fly.

The flight, I’ll just straight up allow. No custom moves or anything. But the fire breath, I think, should be something special.

What do you folks think of this?

When you try to harm an opponent by breathing fire, roll +DEX. On a 10+, deal 1d6 damage. On a 7-9, deal 1d4 damage and take a complication.

I think it might be cool if with a roll of 12+ the damage is ongoing. But I’m not sure how to work that.

Since this is just a one-on-one game, I’m not too worried about balance, but I also don’t want for her to just go around setting everything ablaze. Do you think the 9- option will be a good deterent (I imagine things like setting other things and people on fire, accidentally setting a resource on fire, and other GM moves unrelated to the fire), or should I somehow limit how often she can breathe fire?

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa…

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa…

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa Fisher’s latest poll. That’s because it was a common AD&D alternative class back in the halcyon days of 2.5e. (I think the major martial arts films had some influence here) Anywho, here are some Immolator moves I made. I have promised my players that they can choose their element/theme if they make an immolator (air, earth, fire, water)

INNER FIRE – your body generates heat that resist cold. Survive a blizzard in a babydoll. You will never die of hypothermia. This fact grants either you alone a +2 to wilderness survival checks or you and a party of up to 7 a +1.

SEARING GLARE – when you calmly intimidate someone while making eye contact with them you may use CON or WIS to parley.

BURNING TRUTH – when you spend an hour or so meditating about someone you have a bond with, you may ask and receive a real vision of their past relating to 1 their deepest secret 2 their greatest fear or 3 their one true desire. If you reveal this information to them, either write a negative bond with them or roll + CHA to try and write a positive or cautious bond.

SHROUDED IN SMOKE – when you have already hypnotized someone, you may choose at the onset of any later encounter with them to be visible to them or not. If not you must not overtly do something that would normally draw attention to yourself and they will act as though they cannot see you and do not know that you are in their presence.

CLOAKED IN FLAME – after you have hypnotized someone, you can easily, by subtle suggestion, convince them of your absence in any given past encounter with them so long as they can make sense of the events of the encounter without your presence. You cannot convince them that events unrelated to your presence did not occur. (e.g. “I wasn’t there, that wasn’t me” and not “that didn’t happen, that didn’t happen.”)

HEAT OF PASSION (requires ritual move) – if you ritually prepare your body with a weapon, that weapon cannot harm you for the next day or night. The preparation takes half a day or night. The usual ritual penalties do not apply.

FIERY HATRED – as above but you may pick two weapons for four days or four weapons for two. The weapons are still required for the ritual which still takes half a day or night.

HEAT RISES – through ritual meditation and concentration you gained the ability to levitate a few inches off the ground with intense focus. This may happen spontaneously when in danger. Take +1 to defend and defy danger DEX so long as you have at least 1 use of your burning brand.

HEARTS OF FIRE – It takes the raw materials and a day, but you can make a precious gem of your choice given the opportunity to collect its raw resources and given that you take two disabilities. The gem is worth a 3d8x10 coin.

FLAME STRIKE – You may suck the fire out of an opponent by touch. Deal an extra d4 damage when attacking with your burning brand.

hot head – you are immune to stun damage from physical attacks.

COLD HANDS WARM HEART – take a thief move, not a multi-class move.

Just wanted to share some of my custom moves for my campaign setting.

Just wanted to share some of my custom moves for my campaign setting.

Just wanted to share some of my custom moves for my campaign setting. I’m adding 12 to each class since it seems like there just isn’t enough. Would love to see more moves in Inglorious. Let me know what you think.

Barbarian – They’re not as survivable as a fighter or Paladin, but what they lack in durability they make up for in “THAC0.” They let their determination and single-mindedness guide them. Negatively or positively, they always tend to impress. And one doesn’t survive in the wild without super-human senses. – magic buddy

RIP & TEAR – take a third bard, fighter, or thief move. No multiclass moves.

EAGLE EYES – If you spend at least a minute scanning for something hidden in front of you or if  you don’t but there is a creature hiding in your presence, you see it.

OWL WINGS (requires Panther Patience) – When in an area that you can hide, and on a successful check, you can only be detected by sight from direct eye contact, sound by those that can hear your heartbeat, and scent by creatures that have tracked you or something you possess by scent before. This also confers a +1 bonus to checks made to sneak up on someone.

WOLF CUNNING – when waiting around to satiate one of your appetites, nothing can dissuade you, including pain, threats, fear, exhaustion, boredom, etc. If you successfully use this move to attain your appetite and are subjected to at least two such hardships, mark XP.

TIGER LEAP (requires On the Move) – you can leap twice as far as most other men of your stature and strength. In this way, you may catch foes who have not fought your kind before by surprise once at the start of a combat, despite them being fully aware of you. 

PYTHON GRIP – when in pursuit of one of your appetites your effective strength for holding on to a thing or person is doubled. No single man, by hand or tool, may release your grip without destroying your hands/arms or wounding you. Two men roll without any aid bonus.

BEAR HUG – when wrestling you may deal your damage or a disability. If you can bite or roll your enemy into hard objects, your damage is messy as well.

VIPER STRIKE – when caught surprised or defenseless, but otherwise able to attack, and someone deals you damage while within your arms reach, deal yours back for free.

BERSERK – when in combat gain 6 hit points for its duration. At the end of the combat, or a moment after, take 6 damage and a debility. If this drops you below 1 hp and you survive your ordeal with death, mark XP.

RAGE – when in combat and in pursuit of one of your appetites, immediately subtract 2 hit points, but increase your damage die to a d12 for the rest of the encounter.

WHAT THE HELL ARE YOU? – your senses are so keen that you are highly susceptible to the super-natural. When near a source of divine or arcane magic you may choose to stop what you’re doing and enter a trance-like state, roll + WIS. On a success see a vision of the source’s origins, its current undertakings, or its future plans. On a partial success it takes notice of you. On a 12+ see two visions and mark XP.

TRUE SAVAGE – increase an attribute by 2 permanently.

I may be way behind the curve here, so bear with me.

I may be way behind the curve here, so bear with me.

I may be way behind the curve here, so bear with me. I’m still relatively new to the intricacies (and wonderful lack thereof) of DW rules.

While working on my campaign setting, it occurred to me that one thing I found to be of value was the Race of the characters.  Sometimes even moreso than their specific Class.  So I started taking a look at how DW handles Race.

One way seems to be to skip the issue completely.

Frequently, there’s no big stat difference that needs delineated b/n the Dwarven Fighter and the Human Fighter. 

And I get that. It’s cool.

But, I want something more.

So, I saw that some other Classes/Playbooks take a different approach; These give a couple of Race choices at the beginning and provide a particular ‘tweak’ to the Class in certain situations because of that Race/Class combo.

Also kind of cool.  I can see that working in a lot of situations.

Still another seems to go full-bore in the other direction and creates a full Race Playbook which then allows particular subclass-like Moves to reflect how that Race handles being a Fighter, Ranger, Wizard, etc.

I suppose I like this one the best, overall.

But, I thought of something else while comparing these, and I wanted to know if you (collectively) think there’s anything particular right/wrong/useful/useless about this idea.

Why not simply add a series of Racial Moves which get added into the available Class/Playbook moves at each various level tiers?  Like, let’s say we’re making a Dwarven Fighter.  You have all of your Fighter Starting Moves, Plus you get a choice between a few Dwarven Starting Moves.  Perhaps, for ‘balance’, these are moves which enhance or replace a Fighter Starting Move?  Not sure on that one.

But, then we’d have a couple of Dwarven Advanced Moves that get added in for levels 2-5.  They’re not GIVEN, they have to be chosen.  Thus, it simply adds a little more variety.  Same thing at levels 6-10.  Just more options.

If you want to make a really Dwarfy Dwarf who fights, just take the bare minimum basics of the Fighter Class and then take lots of Dwarf Advanced Moves.  Simple.

There could be Dwarf Moves, as well as Class-Specific Dwarf moves (Fighter, Cleric, etc) if a particular race has Class-specific things that really fit the flavor you’re going for. 

I dunno, maybe this has ALL been done before, but it just occurred to me tonight, so I thought I’d throw it out there.