Moving Away From the Six Stats

Moving Away From the Six Stats

Moving Away From the Six Stats

I’m curious about what people think about the six stats of Dungeon World. You know the ones – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. We inherited them from Dungeons and Dragons, and for fair reason; it lessens the leap from DnD to DW, it makes things feel familiar.

But lately I’ve been wondering whether they’re worth keeping. Constitution, for example, is rather criminally underused. The slight overlap between Intelligence and Wisdom is occasionally an issue. Sometimes moves seem like they belong to multiple stats, or it’s a stretch to apply it to a stat at all. I’d like to know what you folks think.

So, boxcars.

So, boxcars.

So, boxcars. They’re rare (2.77% chance). They’re almost half the probability than getting a 20 on d20. Yet, no mechanic involves them in DW.

There’s the rare odd move with 12+ result, but I’m talking “natural 12” here, which is lower chances than 12+.

Getting a “critical hit” was always a fun and exciting moment in every single RPG I’ve played. I don’t know a single player who doesn’t cheer and yay when one is rolled.

Last game (first DW game with this group), I had one player who was in a bad spot who rolled 12 and I noticed his excitement was somewhat lessened when he learned there was no extra effect. Sure, I gave him extra narrative power, asking him to describe the awesomeness of his move and told him to make it grand and over the top. It was ok, but I still felt like it would have been cool to tie-in extra mechanical effects.

What do you think? Would it be fun/possible to create a generic move that applies to all moves to grant extra effects to a roll of 12? (because it would be mad to add a boxcar entry for each and every move). Is it desirable? How do you handle this if you go pure narrative?

So about two weeks ago, in game time, my party was at a city called Whitestone, where the town guard asked them to…

So about two weeks ago, in game time, my party was at a city called Whitestone, where the town guard asked them to…

So about two weeks ago, in game time, my party was at a city called Whitestone, where the town guard asked them to help scout on a group of brigands causing trouble in the area. The party rejected the job since they had a dangerous McGaffin they wanted to return to its rightful owners.

Fast forward to the present, the “brigands front” have advanced, and Whitestone has fallen! The party got a message telling them to meet what remains of the city guard in another town.

In today session we got to the town, met the survives and learned what happens to the city (apparently the brigands worship some dark and crazy new god!). Next session there going to be the assault on Whitestone, in hopes of taking the city back and stopping the brigands from sacrificing a lot of people.

What I want to do is give each party member an opportunity to influence this assault. We have a Paladin – with a Quest to find the brigands leader and defeat their dark god(ess); Shaman (Grim World); Druid; Cleric; and a Bard.

The druid already suggested using Eyes of the Tiger to spy on the enemy in the city.

Thoughts?

The level up move requires “downtime (hours or days)”.

The level up move requires “downtime (hours or days)”.

The level up move requires “downtime (hours or days)”. My players have been in a dungeon for two sessions, and will probably be there for the next one as well. It’s on a timer(stopping a blood ritual) , so no rest or downtime. They’ve been in there for maybe an hour or two, but acquired a lot of XP. Next session is going to be a major showdown, however.

Would you allow them to level before this showdown? What fictional justification would you require? There’s little time to reflect on your experience, after all. But perhaps some flashback showing how they’ve practised their new move before?

we’re gonna have a player playing as the skeleton (awful good games) and there is a stat called BONE,the playbook…

we’re gonna have a player playing as the skeleton (awful good games) and there is a stat called BONE,the playbook…

we’re gonna have a player playing as the skeleton (awful good games) and there is a stat called BONE,the playbook says that it’s a combination of soul and well, bones. Thing is , if the player decides to create a weapon and narrates that he takes his leg’s bone and makes a kind of mace, do I give him a debility that goes away when he spends BONE to grow his leg again, or do i let him grow his leg back for free? I’d personnaly go with the first one, but i’m not sure wether it’d be fair or not? Note: you spend BONE to create a weapon.

I think I saw a post on here last year with a document that was a listing of all the different types of encounters…

I think I saw a post on here last year with a document that was a listing of all the different types of encounters…

I think I saw a post on here last year with a document that was a listing of all the different types of encounters frameworks for RPG’s. Does anyone know of such a document?

It was like:

Sneak into ________ to obtain ______

Protect ________ long enough for _____

Don’t let ________ destroy _____

Be the first to _____ before ______

So, has anyone else watched the Netflix special Bright?

So, has anyone else watched the Netflix special Bright?

So, has anyone else watched the Netflix special Bright?

I really enjoyed it. Get me thinking about settings and what not.

For those who don’t know what it is, is a movie staring Will Smith and its what DnD would be like in todays world. Magic is lost to only a few who can weild rare Wands and the races are a depiction of todays social/economic classes (get it, class haha)

Here is my take on spell casting in the Dark Sun setting.

Here is my take on spell casting in the Dark Sun setting.

Here is my take on spell casting in the Dark Sun setting. I’ll be play testing it with some other Dark Sun material with my home group tomorrow night. Any and all feedback between now and then would be appreciated.

It uses the standard “Cast a spell” entry from the rulebook (page 144) and only adds in the two casting modes. I went this way because I don’t think it’s necessary to spell out setting-specific consequences in the move (except for defiling and preserving) because if we’re doing what we’re supposed to with DW, all of that will come from the setting and fiction anyway. THE thing that makes magic different in Dark Sun is defiling (and less powerful but friendlier preserving) IMO.

https://docs.google.com/document/d/1WVn9vyXL8V3b77mBwOXpAEut5KrHzHHCRUPqT2YiktA/edit?usp=sharing

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him. How could we handle that at the table?

The bard aquired a dagger with the soul of a famous privateer captain in the first session. He was a blood thirsty pirate who hid his soul away to escape the powers of the deep.

The Bard really leaned into this, becoming more blood thirsty, and has bound himself to this spirit by blood, gaining some CC moves. Nine sessions later he is at 4 HP, and we ended last session on a double miss from him and the immolator, deep in a dungeon. There might be a Last Breath coming up soon.

I think the ghostly privateer will seize the opportunity and try to switch places with the bard, trapping him in the dagger. Any bright ideas how to handle this?

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

….strange.