Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character,…

Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character,…

Concerning the Barbarian:  a player in my game was using the Fighter playbook for a very barbarian-ish character, and last session we switched over to make him a proper Barbarian.  The player had a few concerns that we decided to play as written for now, but I’d be curious to hear the design rationale:

1. The Barbarian has two less hit points than the Fighter.  My player was disappointed, thinking the Barbarian is supposed to be especially hale and hearty.

2.  The Barbarian’s Load is 4 less than the Fighter and Paladin and 3 less than the Ranger.  I’m not sure how these are figured, but it seems like an unexpectedly large difference, especially since the Barbarian has the option of wearing heavy armour.

3.  “I hadn’t realized that everyone hadn’t leveled up the same time as I had, which brought me to an interesting conundrum with the Barbarian Class as written.  I believe I earned 7XP in one session, far more than anyone else, and I’m right in line to hit 3rd level next session.  Some of them were from stuff that everyone gets, like the session bonus, the notable enemy, boons, etc.  But I had at least two extra avenues for earning XP above anyone else: the Outsider-history-of-my-homeland thing, and the first Advanced Move I chose (What Is Best In Life, if I recall).  I’ve GM’ed enough to recognize an unbalanced, and potentially game-breaking character when I see one.  I love powergaming as much as the next guy, but I’m playing Dungeon World for the story, not for min-maxing.  I’m getting a real kick out of playing Armok, and I like where his story is going, and especially as regards interparty conversations.  But I really don’t want him to completely derail the game, either by simply being overpowering in combat or eating through levels like tic-tacs.”

I suspect the advancement is not quite as game-breaking as he’s afraid, since characters don’t gain as much power on advancement in DW as in D&D, but almost a whole level in one 3-hour session feels like a lot. 

The fact that we play relatively short sessions (2-3 hr) might be part of it, as it changes the balance between how many xp you expect to get from the dice vs the end-of-session move.

I was playing DW and a player took the Ranger. I’m not quite familiar with him. So here’s the questions:

I was playing DW and a player took the Ranger. I’m not quite familiar with him. So here’s the questions:

I was playing DW and a player took the Ranger. I’m not quite familiar with him. So here’s the questions:

1. If he uses two weapons do he gets any special moves or does it influence Hack and Slash move?

2. He choosed a Panther as animal companion, I’m quite sure he can use the Panther in combat, but what are the Panther statistics? And which moves is able to perform?

thanks for the answers 🙂

This is kind of a dumb question, but I can’t seem to figure it out.

This is kind of a dumb question, but I can’t seem to figure it out.

This is kind of a dumb question, but I can’t seem to figure it out. When a playbook says to choose your armaments or defenses do I have the option of choosing more than one?

I’m making a thing. I’d love to get some input, feedback, and advice.

I’m making a thing. I’d love to get some input, feedback, and advice.

I’m making a thing. I’d love to get some input, feedback, and advice.

I’ve been reading some weird fantasy stuff (and Tenra Bansho Zero, with the Annelidist), and it’s made me want a class for a weird mutant person with parasites or mutations, giving them barbed tentacles and the like. It might work better as a compendium class, but I’ve been writing it up as a full class. I’m calling it “The Aberration,” but I’m not wedded to the name.

The starting moves I’ve cooked up so far are below. Any comments would be very much appreciated! Thanks everyone!

Mutations

You start with two mutations. For each mutation, choose from each category:

Where (choose one):

– Replacing a limb

– On your face

– Inside your abdomen

– Protruding from your back

– In your skin

Target (choose one):

– Someone  you touch (choose another Function for this mutation, you may only use one function at a time)

– Someone at a distance (close range)

– Someone you can see or who can see you (near range, when you use this mutation, mark off another segment of your Hunger countdown clock)

Function (choose one):

– Burn (Whoever is affected by this is going to continue to be burned and hurt until they take effort to eliminate the burning)

– Entrap (This mutation allows for the construction of webbing or glue-like bonds or other such entrapments)

– Consume (This mutation allows for the consumption of otherwise impossible to consume items, perhaps to store them inside the Aberration, perhaps to hurt them)

– Sense (This mutation provides the Aberration an extra sense, like the ability to look behind them at all times, or the ability to read minds)

– Charm (This mutation allows the Aberration to exude pheromones, or subtly influence minds, to charm people who are intelligent and not actively hostile.)

– Terrify (This mutation allows the Aberration to exude pheromones, influence minds, and present a terrifying visage to frighten others.)

– Poison (This mutation will inject poison, to either sicken, paralyze, or kill a target, depending on how much poison is injected.)

– Move (This mutation allows bizarre forms of movement, or forcing others to move, +forceful.)

– Tear (This mutation rends flesh or other materials it is used against, +messy.)

When you use a mutation, you get its effect, and roll+Con. On a 10+, advance your Hunger clock by 1. On a 7-9, advance your Hunger clock by 1, and choose 1:

– Advance your Hunger clock by another 1

– Your use of your mutation puts you in a dangerous spot

– The effect of your mutation is greater or lesser than you expected (GM’s choice)

If you use a mutation to inflict damage, then you will still have to roll Volley or Hack and Slash, as appropriate, and the damage die for your attack becomes a d8. 

Hunger

Choose 1 hunger. 

Hungers:

– Consume the flesh of a thinking being

– Consume the mind of a thinking being

– Infect another with offspring

– Consume something disgusting and inedible

– Consume the magic from a place, item, or person of power

– Cocoon yourself for an extended period of time with certain substances that are (choose 2 whenever you would cocoon yourself): Rare; Expensive; Noticeable; Unwieldy and Bulky

You have a hunger clock, with segments from 0-3, 3-6, 6-9, 9-10, 10-11, and 11-12. Once your Hunger Clock reaches 9 o’clock (as in, the segments from 0-3, 3-6, and 6-9 are all filled), then you are Hungry. You take -1 ongoing to your rolls when using a mutation. When your Hunger clock reaches 12 o’clock, then take a -2 ongoing to every action. If you would ever push your Hunger clock beyond 12 o’clock, then your mutations and parasites take full control of your body.

When you indulge your hunger, you can reduce your Hunger clock by two segments. 

Monstrous Knowledge

When you encounter a monster that is totally bizarre, alien, unnatural, or otherwise strange, then you likely can recognize it or understand it better than most, thanks to your own nature. Roll+Int. On a 10+, you may ask 2 questions. On a 7-9, you may ask 1 question. On a miss, you may still ask one question, but the creature recognizes you and may ask 1 question of you, as well. 

– How can I add its strength to myself? 

– How can I negate its strength?

– How can I communicate with it?

– What is its weakness?

– What does it desire? 

Mutagenic Transformation

If you  have time, an empty Hunger clock, and the appropriate tools/supplies (detail), you can adjust your mutations, whether by swapping out parasites and symbiotes, or by causing new mutations while removing old cancers.  You can remove any mutation you currently have and pick a new one, exactly as you would have when choosing the original two.

Oh Good God What Is That Thing

If you use your mutations in public in a populated place (a city, a town, a village), the people will react with fear, horror, and hatred. You will automatically qualify for the Outstanding Warrants move in that place from that point forward.

Here’s my little Dungeon World story:

Here’s my little Dungeon World story:

Here’s my little Dungeon World story:

A mind flayer has taken our druid captive and is slowly backing out of the room with the poor druid’s head wrapped in his tentacles. The villain has coerced our paladin into swearing an oath to allow him to escape. My ranger, Jonah, has an arrow drawn and ready but my target is almost entirely concealed by the druid’s body. The shot is possible but it’s going to be very hard (Defy Danger to avoid hitting the druid, then I have to get a 10 or higher on the Called Shot or else I hit them both. It’s also a dilemma because the druid is a player’s second character – the first one died in a previous session – and I didn’t want to be responsible for making him roll a third).

Jonah takes his time, he lets himself breath, and he takes the shot (nailed the Defy Danger roll with an 11). The arrow flies straight and true, missing the druid entirely and burying itself in the eye socket of the mind flayer (10 on the Called Shot roll, followed by an 8 on damage – the best result I could have rolled). The bad guy dies almost instantly, our druid is saved. Jonah is a big damn hero.

When he leveled up shortly after, I picked “God Amidst the Wastes” for my new move. My ranger took a shot that was so miraculous and perfect that it gave him faith.

I love this game.

Some letters I’m planning on handing out to my players.

Some letters I’m planning on handing out to my players.

Some letters I’m planning on handing out to my players.

https://docs.google.com/document/d/1fYgpUzcFKGne-WIgKsvzk5TjuwqTEzln12P7iL4cs0s/pub

https://docs.google.com/document/d/1fYgpUzcFKGne-WIgKsvzk5TjuwqTEzln12P7iL4cs0s/pub

Has anybody had a ranger’s “forgetful” animal companion cause trouble they can tell about?

Has anybody had a ranger’s “forgetful” animal companion cause trouble they can tell about?

Has anybody had a ranger’s “forgetful” animal companion cause trouble they can tell about? Not a big deal–but I’m trying to bring everything on the character sheets in, eventually, and it being “frightening” certainly caused a dust-up when taking it into the overcrowded city. But a companion that does what the ranger wants and (so far) has never been away from the ranger’s side doesn’t seem to have much to forget.

So I wanted to hear people’s stories and ideas.