A new special move, because this has come up a few times in my  games:

A new special move, because this has come up a few times in my  games:

A new special move, because this has come up a few times in my  games: 

(EDIT: on the suggestion of friend/player, made it a move where you pick the good stuff, not the bad stuff). 

OFFLOAD

When you ask around a steading to find a buyer for something unusual, illegal, or just plain strange, roll +CHA. The GM will tell you who might buy the item, and what you might expect them to pay. 

On a 10+, the deal goes quite well, pick two. On a 7-9, it gets complicated, pick one. 

– You don’t have to settle for a lower price 

– It doesn’t take a long time to set up the deal or find a buyer

– You don’t draw unwanted attention or put yourself in a spot

On a miss, the deal goes sour. 

If the steading has the Market tag, take +1 on this move.

(thieves with Connections can use that move instead)

Self Written Content & Munchkinism

Self Written Content & Munchkinism

Self Written Content & Munchkinism

I ran into a problem yesterday. I wanted to play a specific character with specific moves and realised i couldn’t. A Wizard can’t take a Druid Move at level 2. No multiclass move. 

People like Bernd Pressler voiced the opinion that the Class System sometimes restrict you in the kind of character you want to play. You can’t take a combination of certain moves, races and abilities. 

For me this is okay, more often then not. Burning Wheel taught me that it is cool that you don’t always get the character you want to play. 

I later found out that i could create the character using the #inverseworld  Sky Dancer but it would take up to level 4 more or less. That is okay, you don’t always get what you want immediately, sometimes you have to work on it. 

Kasper Brohus said i should just write a Compendium Class that would let me do what i wanted. For me that is cheating, what do you think? 

I guess it’s one thing to write certain abilities into the game that didn’t exist before. The Arcane Archer was written to have a magical/trick arrow archer in the game. I wrote it to have that potential option not to instantly play this gal. 

Writing something just to get around the Class System is cheating however. You can write a CC that gives you exactly what you want and potentially with an easy trigger directly made for that character. 

The answer to that problem: Make someone else write it. They will have another take on your concept and give you not exactly what you want but something that will push you into a new direction. 

The same goes for moves i think. Don’t write a move because it would totally make sense for this one character you want to play. Write it because it makes sense for the whole class. 

I am not saying you can’t write balanced and great stuff for yourself that won’t hurt the game i just think it’s a bit munchkiny. 

What do you think? 

I would like to create a new Thief move “Sniper”.

I would like to create a new Thief move “Sniper”.

I would like to create a new Thief move “Sniper”. The premise is that on advancement the thief character can take this move and it will allow her to use a thrown or ranged weapon to backstab a surprised or defenseless opponent. I will change “you don’t get into melee with them” into “you don’t get into melee or volley” and all the other choices of backstab stay the same. I think this should be a level 6-10 thief move. Thoughts or suggestions?

Today’s release of the D&D Rules Cyclopedia PDF reminded me of one of my favorite parts of the game: the weapon…

Today’s release of the D&D Rules Cyclopedia PDF reminded me of one of my favorite parts of the game: the weapon…

Today’s release of the D&D Rules Cyclopedia PDF reminded me of one of my favorite parts of the game: the weapon mastery rules. Fighters in RC D&D could improve their ability with specific weapons, increasing their damage dice and getting extra effects like AC bonuses, knocking opponents for a loop, and so on.

I know I’m a little late for Fighter’s Week, but…

When you defeat a worthy foe with your signature hammer, you may take this move the next time you level up:

Crack the Shell

When you hit a target with a hammer, you can choose to reduce its armor by 1d4 instead of doing your damage.

When you have “Crack the Shell”, you can take any of the following moves when you level up:

Bring the Hammer Down

When you use Crack the Shell, you deal 1d6 damage in addition to reducing the target’s armor.

Everything Looks Like A Nail

When you Bend Bars/Lift Gates using your hammer, you can choose to automatically succeed, but the item is always destroyed beyond repair and it always make a lot of noise.

Ring His Bell

When you successfully hack & slash with your hammer, you can knock the target for a loop in addition to doing your damage, making him unable to act for a few minutes until his head stops ringing.

Earthshaker

When you slam your hammer into the ground, roll +STR. On a 10+, you create a small quake that knocks everyone nearby off their feet. On a 7-9, people are shaken, but still up. Either way, the shockwave still knocks things off shelves, shatters fragile objects, and such.

Groundbreaker

Requires Earthshaker, level 6-10

When you use Earthshaker, spikes erupt from the ground doing 1d6 damage to everyone in the move’s range except yourself. This move tends to be rough on the local environment; walls will crack and ceilings will collapse.

Here’s a racial move I came up with for Halfling Necromancer one of my players wants to create in DW.

Here’s a racial move I came up with for Halfling Necromancer one of my players wants to create in DW.

Here’s a racial move I came up with for Halfling Necromancer one of my players wants to create in DW.

Innocent looks

When you try to pass for a Hafling of a different, more peaceful trade roll + Cha. On a 10+ choose 3. On a 7-9 choose 1.

You manage to come up with a story people believe

You don’t draw too much attention

You don’t raise suspisions

You manage to talk people into buying a couple of makeshift trinkets for 1d6 coins while at it

Feedback and grammar checks are welcome.

 

Just something i though of earlier…

Just something i though of earlier…

Just something i though of earlier…

When you go out, searching for herbs, roll+WIS 

On a 10+ choose 3, on a 7-9 choose 2 

– You find poultice and herbs

– You find other herbs; the gm will tell you what they look like

– The GM will tell you what the herbs of the area do; what capabilties for alchemy they have

#DruidWeek  ? 

A move that I thought about today while reading Jim Butcher’s Cold Days in the bus.

A move that I thought about today while reading Jim Butcher’s Cold Days in the bus.

A move that I thought about today while reading Jim Butcher’s Cold Days in the bus.

#druidweek  

When the Wild Hunt is upon you tell how you are going to avoid it and roll+Smth (like Defy Danger move). On 10+ choose 3. On 7-9 choose 2. On 6- choose one and probably there will be other consequences as well.

_ you have survived

_ you have hidden from the Hunt

_ you haven’t joined the Hunt

_ you remember everything that have happened

#DruidWeek  Okay, here’s a little something I put together for Druid Week called “Sacred Groves”.

#DruidWeek  Okay, here’s a little something I put together for Druid Week called “Sacred Groves”.

#DruidWeek  Okay, here’s a little something I put together for Druid Week called “Sacred Groves”. It’s a location-based move along with some examples/ideas/inspiration. Let me know what you think of my first ever DW creation (aside from card accessories) 😉

http://www.theweem.com/2013/06/dungeon-world-druid-week-submission-sacred-groves/

#druidweek : lazy reposts since it’s Monday, but some people might not have seen these yet:

#druidweek : lazy reposts since it’s Monday, but some people might not have seen these yet:

#druidweek : lazy reposts since it’s Monday, but some people might not have seen these yet:

New Druid racial moves:

Dwarf

You are born and bred of stone. In addition to any other attunements, the Towering Mountains are always considered your land.

Orc

You are at the top of the food chain. When you change your shape into that of a predator, you deal +2 damage.

New Druid alignment moves:

Lawful

Prevent others from interfering with the natural order.

Evil

Subvert the natural order to serve your whims.