Why is there no love for he d12 in DW?
Why is there no love for he d12 in DW?
Why is there no love for he d12 in DW?
Why is there no love for he d12 in DW?
Why is there no love for he d12 in DW?
Greetings
Greetings,
I’m looking to use the DW rules for a scifi setting. Does anybody know of any good scifi hacks of DW? I am not too interested in Adventures on Dungeon Planet. All the other hacks I find are based off of Apocalypse World, which I don’t really like.
Thanks for the help mates.
Andy
ZENITH CASTE
ZENITH CASTE
This is a first-untested-draft of the Zenith Caste playbook to go with my upcoming Exalted hack. There’s a lot of renamed and new moves mentioned in the playbook, but the one thing you’ll definitely need to know is that the game will use 2D12 rather than 2D6.
Your feedback is welcome and appreciated.
https://www.dropbox.com/s/kqxr2z0wmsquf6n/Zenith%20Playbook.pdf
https://www.dropbox.com/s/kqxr2z0wmsquf6n/Zenith%20Playbook.pdf
EXTRAS/PEONS/GRUNTS
EXTRAS/PEONS/GRUNTS
One of my peeves about any RPG is tracking HP for the cannon fodder that the heroes chew through. This is a rule I baked up for another game, but it ports well.
THE EXTRA RULE
Extras will have a rating somewhere between 2-5. When an extra takes damage in combat, he dies if the damage meets or exceeds his toughness rating. If the damage is less than his toughness, he takes no damage at all. He parries the blow, dives out of the way, or is just lucky.
I’m a big fan of Batman Arkham XYZ. I wonder, is there a way to capture the feel of combat in that game?
I’m a big fan of Batman Arkham XYZ. I wonder, is there a way to capture the feel of combat in that game?
Greetings.
Greetings. I’m wondering: what’s the design philosophy behind how the Defend move deals damage? Making it a flat amount based on level is odd. It means a level 1 fighter using defend does basically no damage, while a 10th level bard would do buckets of damage. It also means the Defend move is the only move that scales with level-at least not without getting advancements.
Very odd. Thoughts?
So I have several issues with Discern Realities. Maybe you can help me out?
So I have several issues with Discern Realities. Maybe you can help me out?
1. It is difficult to work a Discern Realty into the narrative of the game, since it is a reactive move. We have to stop and say “what do I know about this?” rather than saying what I do.
2. The move is only as good as my GM. The GM has to come up with something creative and useful-which can be tough in-context. Then, the player has to agree that the information IS useful.
So in actual play, I find the narrative halted by “I guess I’ll roll discern reality” and then staggered when the GM cannot come up with something that is both useful and interesting.
This wouldn’t even bother me that much, except that it seems to reduce the value of intelligence for anybody other than intelligence-based classes.
Thoughts?
I’m not sure if this is the right sub-section, but.
I’m not sure if this is the right sub-section, but… I’m thinking of using 2D12 instead of 2D6 for the basic roll. 13+ is a hit, while 18+ is a flawless result. What do you think?
MASS COMBAT
MASS COMBAT
Greetings fellow Dungeon Worlders. I’m relatively new to DW and bran spanking new to using G+, so forgive me if this information has already been discussed. I’m looking for ideas on how to do large scale engagements in DW with something other than the wave of a hand.
I like the basics of Apocalypse World, where gangs are just a trapping that a character wears to augment himself. I’m thinking of going that direction. But, I wouldn’t necessarily mind something more abstract, like a move that involves commanding troops in battle.
Thanks for your insight!