I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked…

I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked…

I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked frequently):

1) when you take a MC move and grab a starting move that requires other moves to function (e.g. Cast A Spell), you’re meant to get the other moves as well. This is sort of tucked away in the main rulebook rather than made explicit, so for clarity’s sake a lot of custom playbooks have to write “when you take X via an MC move, you also get Y and Z” somewhere in them. 

2) you are specifically supposed to be able to take MC moves with MC moves. This means that being able to MC to Fighter (or any class with MC Dabbler) means being able to MC to any class at all. This isn’t mentioned in the rules and was clarified by Sage and Adam.

3) sometimes, imposing some restrictions on MCing is flavourful and thematic, and can help define the class’ fiction and identity. The Druid can only MC to Ranger, for example, or the v1 Shaman can only MC to the Ranger or Druid – this is because all three are “primal”/nature archetype classes.

4) some classes just plain can’t MC, or can’t MC outside of a couple of specific classes. A lot of times this is just a very arbitrary restriction and doesn’t actually serve flavour particularly well. Why can’t my Thief also be able to cast illusion spells, or have a pet ape, or be charming and open? All of these things are cool ideas that make for fun and memorable characters.

5) MCing is fun! Yes, niche protection is fairly important, but that’s already enforced via limiting play to a single copy of each class. Letting players pick moves from other classes to make their character mechanics fit their character fiction doesn’t significantly impact niche protection in most cases.

6) MCing restrictions make existing classes incompatible with newer ones. To take the example of my v1 Shaman again, although it can MC to the Druid or Ranger, the Druid or Ranger can’t MC to the Shaman. The intent of the restriction is obviously thematic, so it’s weird that it doesn’t work both ways RAW. Of course, the only reason it doesn’t work both ways RAW is that the Druid and Ranger are official classes published in the main book and the Shaman came out afterwards.

7) it’s just confusing, as evidenced by the fact that not everyone finds the relevant section on getting prerequisite moves and that we had to ask for authorial clarification on MCing into MC moves!

Basically, the way MC rules work in Dungeon World is fairly pants.

As such, I think multiclassing would work much better if instead of being a per-playbook move, it were part and parcel of the Level Up move, like such:

Level Up

When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.

• Subtract your current level+7 from your XP.

• Increase your level by 1.

• Either choose a new advanced move from one of your playbook’s favoured classes, or choose a new move from any other class as if you were one level lower. If you pick a starting move that requires another starting move to function (like the Cleric’s Cast A Spell move, which requires Commune) you get that move too.

• If you are the wizard, you also get to add a new spell to your spellbook.

• Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.

You then pair this with a favoured class system: each playbook lists the classes which are most thematically appropriate to MC into. The Druid’s list would read “Ranger or any other class with a strong connection to nature,” for example; the Fighter’s might read “any class with a strong martial bent” which would let it treat, say, the Barbarian or a future Warlord playbook as favoured classes.

The end result of this is that:

A) you can have thematic restriction that creates a stronger fictional identity without stopping your players from going for character concepts that you, the class author, didn’t think of. Illusionist Thief and warrior-Shaman are now possible RAW.

B) every class, official or third party, can now MC into every class, past and present.

C) no more confusion about MCing into an MC move (or about prerequisite moves).

D) you’ve freed up space for additional flavourful advanced moves in any class that previously had MC moves!

Obviously, RAW isn’t everything, yada yada yada, but that doesn’t mean RAW shouldn’t be designed to avoid the necessity for houserules as much as possible. 🙂

It’s just a sketch of a move that came up giing to work.

It’s just a sketch of a move that came up giing to work.

It’s just a sketch of a move that came up giing to work.

When you fight in the Phersy Arena, roll+STR.

On a hit, you manage to fight your way to the final round.

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

-you impress the audience fighting with great valor, many will remember your name for a long time.

-someone wealthy offers you a tempting job.

-you do not suffer heavy wounds.

-someone has bet on you and shares part of what he has won. You also share some common enmity.

(Sorry for my english!)

It’s just a very rough sketch, but one can add different choices to make it fit in different campaign..

Now I wonder:

-what or who do you fight with into the arena? Beasts? Inmates?

-is it against the law?

-what is the prize? Glory and honor? Titles? Freedom?

-the arena fights happen every week? Month? Year? On festivity?

Resourceful Ammunition: when you take some time (an hour or so) to gather and craft arrows out of natural materials,…

Resourceful Ammunition: when you take some time (an hour or so) to gather and craft arrows out of natural materials,…

Resourceful Ammunition: when you take some time (an hour or so) to gather and craft arrows out of natural materials, roll+Wis. On a 10+, you gain 1 ammo. On a 7-9, mark 1 “flimsy” ammo separately; if you use it, deal -1d4 damage because of its flimsy quality.

Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.

Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.

Continuing on my brain-train of making magic items, a couple of simple moves for creating spell scrolls.  Thoughts and feedback welcome, of course.

When you imbue a special scroll with one of your prepared spells spend 1 XP and roll + INT.  On a 10+ choose one, on a 7-9 choose two.

– only you can release the magic from the scroll

– take -1 forward as the process drains your energy

– you forget the spell

When you read a spell from a prepared scroll roll + INT.  On a 10+ the spell takes effect as normal.  On a 7-9, the spell takes effect plus choose one;

– the spell has some unusual side effect when it is cast

– the scroll is destroyed in the process and cannot be used again

I have made new moves for two new races, the Orc and the Dark Elf.

I have made new moves for two new races, the Orc and the Dark Elf.

I have made new moves for two new races, the Orc and the Dark Elf.

Can you give me an opinion?

… and sorry for my bad english!

——————————————-

ORC

Warrior

Your strenght is higher than other races. When you Defy Danger and use your strenght to your advantage, take +1.

becomes:

Violence flows through your veins. While you wield a weapon it gains the forceful and messy tags.

Ranger

When you Hunt and Track, if you want to kill your prey take +1. If you hate your prey, your roll is at least 7.

Druid

When you make a jewel using teeth, feathers or paws of an animal, and you Shapeshift wearing it, take +1 Hold if you take the form of that animal

—————————————————

DARK ELF

Warrior

When you attack from the darkness your roll is always at least 7+

becomes:

When you attack from the darkness and deal damage, roll twice and take the better damage result. 

 

Wizard

Your magic is the magic of darkness and shadows. Take Darkness from the cleric’s spells. Is a cantrip for you.

Cleric

Your faith has been forged in the darkness. In addition to the domain of your deity you also take the “Murder and Betrayal” domain. Take one additional precept: betrayal. 

Thief

When you keep still in deep shadows, enemies never spot you until you make a movement.

becomes:

Your race plays with poisons such as children with dolls. Chose one additional poison form the list. You start with two use of it and five use of your first choice. 

OR

Your race plays with poisons such as children with dolls. You know how to use poisons. If you use a poisons in backstab, on a 10+ you can chose to kill your target. 

Here’s a new class I’m working on: The Medic. Let me know if you guys have any input to give!

Here’s a new class I’m working on: The Medic. Let me know if you guys have any input to give!

Here’s a new class I’m working on: The Medic. Let me know if you guys have any input to give!

https://docs.google.com/document/d/155Q6qmDiKm-w-bGI-DZKxDrqKsCO5YyjD9SJHJg9Bfc/edit?usp=sharing

I was trying to think of the right move for a player to roll when they attempt to taunt an NPC into taking an…

I was trying to think of the right move for a player to roll when they attempt to taunt an NPC into taking an…

I was trying to think of the right move for a player to roll when they attempt to taunt an NPC into taking an aggressive action. For example, insult the ogre so he charges you without noticing the pile of traps you’ve set for him. Parley doesn’t really seem to fit so I created the following custom move:

 

Taunt Into Action

When you attempt to persuade an NPC into a particular aggressive course of action via insulting taunts, roll +CHA. *On a 10+, both. *On a 7-9, choose one:

…They take the action you desired

…They do not discern your ulterior motives

However, now I am thinking this might just be a specific example of the Defy Danger move. What do you think?

The Leap Home

The Leap Home

The Leap Home

When you intentionally travel to another dimension through a rift in space-time, roll+CON. On a 10+ you safely make it through to the other side. On a 7-9 you make it through, but choose one. On a 6- you barely make it, choose two and the GM chooses one.

•  Travelling was bad, but your landing was worse. You take 1d6 damage.

•  One of your items (and some of your dignity) is forever lost in the endless void between worlds.

•  You’re badly shaken by the experience, take -1 ongoing until you next make camp.

•  Someone – or something – from the infinite number of worlds beyond follows you out of the rift.

•  The unpredictable magicks of the rift have changed you in some way.

•  The rift spits you out right in the middle of a particularly unusual situation.

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to…

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to…

So, I’ve recently had the idea to introduce one of the things I loved most about Planescape, namely the Factions, to my Planarch Codex game. Mechanically they are to function as pre-made options for players to choose for the Cultural part of their Heritage Moves. In the game they are to be more like street gangs with philosophies rather than philosophers with clubs, though. Here’s the first one I’ve come up with so far;

Gravebound

AKA: Tomb-tenders, corpse-botherers, deadites.

“Can you believe that just three Engulfments ago this lot were just another mortuary cult? Now you see them on practically every street corner, all done up like a flock of raven devils. Well I don’t trust ‘em, and I don’t care how many cemeteries they keep tended or how many hauntings they rest, or how many orphans they take in.

“Hah! That’s another thing! Taking in the street urchins, feedin’ em up, trussin’ em up all in black and putting strange notions in their heads like the rest and teaching them necromancy? Even in Dis that’s a pretty tall order to swallow. I’ll give the next one of those dour little sods who tries to flog me a plague-warding pomander a clip round the ear.

“Pers’nlly I reckon they’re responsible for half these plagues that keep blowing through the parishes. Oh sure, they help cart away and bury the dead but notice how not a one of them gets sick? And with that damn unhealthy way they live, all those mucky vegetables from out the ground they eat, and bathin’ so regular that the body doesn’t have time to develop a proper defensive odour? Right suspicious, I say.”

Honouring the Faction

When you invoke your rights of blood and tradition, as described on pg. 26 of “Dark Heart of the Dreamer”, these are suitable ways to honour your Faction;

1. Record the fading names on gravestones and tombs.

2. Tend to the sick and dying.

3. Make sacrifices and offerings to the honoured dead.

Faction Heritage Moves

1. Perform proper funeral rites.

2. Listen to what the dead have to say.

3. Impede the spread of pestilence.