Has anyone ever written up the D&D style warlock as a DW class?
Has anyone ever written up the D&D style warlock as a DW class?
Has anyone ever written up the D&D style warlock as a DW class?
Has anyone ever written up the D&D style warlock as a DW class?
Has anyone ever written up the D&D style warlock as a DW class?
Any DW players near Alameda/Oakland CA?
Any DW players near Alameda/Oakland CA?
I have an ongoing DW game on Roll20.
I have an ongoing DW game on Roll20. I have 3 really good players, but we’ve been looking for 1 or 2 more. The existing characters are a Barbarian, a Druid, and a Ranger/Cleric. Any of the remaining base classes are available.
We play Thur nights 6p – 10p PST on Roll20. I’m looking for someone who can be reliable in showing up to the game, and willing to participate in the forum discussions and the like.
Anyone on here interested? If so please just send me a reply. Thanks!
When using Hack & Slash, should a +precise weapon require a wielder to roll +DEX, or should they allow the option to…
When using Hack & Slash, should a +precise weapon require a wielder to roll +DEX, or should they allow the option to roll +DEX or +STR?
I saw a discussion of this once upon a time, and now I can’t find it again. Maybe it was on Reddit?
I saw a discussion of this once upon a time, and now I can’t find it again. Maybe it was on Reddit?
The Barbarian die rolling thing seems a bit awkward to me, particularly in online play. I saw a proposal somewhere to change the Barbarian back to 2d6+stat, with a +1 ongoing whenever following a passion. Whenever the player rolls doubles, the Barbs passions overwhelm him.
Anybody remember where this is from? Anybody ever tried it? The difference between the two rolling techniques is less than 5% – any other drawbacks to this change? Something I’m missing?
Need feedback on a move for crawling through a ruined city.
Need feedback on a move for crawling through a ruined city. It’s too big to map entirely, so movement between locations will be abstracted similar to perilous journey
DELVE INTO THE RUINS
When you move through the monster inhabited ruins of the city, choose one member for each of the roles below:
The Pathfinder clears rubble and helps the others crawl past hazards. Roll +STR; ✴On a 10+, you uncover a hidden item, or location.
The Orienteer tracks landmarks and keeps the group from getting lost. Roll +Int; ✴On a 10+, you reduce the amount of Daylight burned to get to your destination.
The Lookout watches for traps and ambushes from the surroundings. Roll +Wis; ✴On a 10+, you can choose to either avoid or surprise a potential hostile encounter.
✴On a 7–9, each role performs their job as expected: none of the group is injured by a hazard, the journey takes about as long as expected, and no one gets the drop on you but you don’t get the drop on them either.
You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6.
Distances in the ruined city are measured in Daylight. If you exit through the city gate as soon as it opens, hold 10 Daylight. At 0 Daylight, the city gates close, and you cannot enter the city that way.
I Ran Sixth World tonight!
I Ran Sixth World tonight!
Short version is: Was intended to be a one shot, everyone loved, will probably be a miniseries. Writing these notes as a reminder for the next session; hopefully someone out there gets a kick out of it.
Fair warning before I start: my experience with Shadowrun is the SNES game, the one that came out last year, and reading random discussions on internet forums. My player’s experience was that one of them thinks he had heard of it back in college. I have a lot more experience with other cyberpunk. So, I am aware of the fact that Shadowrun has a history and metaplot, but none of us were going to study it. So if you are the sort of poster I’ve seen on those forums who talks about “canon”, give this post a miss – you won’t like.
OK, so basically the game boiled down to this: you live in the grimy neon cyberpunk world of 2082. The year 2082 is basically the future as seen in 80’s films; Robocop, Total Recall, Escape from New York, Blade Runner, ect. The USA and the Commies are still eyeball to eyeball. Companies are setting up colonies on Mars. MegaCorps were a thing; I based everything on OCP, but used the corp names from Sixth World. As the game progressed, it changed from “the future as seen in 80s” to “a pastiche of the 80s, plus D&D, set in the future”. I think I sparked this accidently by using the 2082 date instead of the book date, but I also believe that this is what sold everybody on the game. Two of the players weren’t even around in the 80s, but everybody gets the references. In the end, I tried to shoot for a tone sort of like Snow Crash (but with less 50 page discussions of memes).
CHARACTERS:
Croaker – Street Doc. Promising young human surgeon, got hooked on meds and lost his license. Works a back alley shop pulling bullets, no questions asked. He kicked the habit about a year ago. Tells himself he’s more cynical and hardedge than he actual is. Recently, he got back in touch with an old flame to help a good client of his named Shazzer “divert” some medical supplies to a clinic downtown.
Tats – Adept – 19yo half Japanese, half Russian elf. Was grabbed at an age too young to remember, and turned into a slave by a man she knew only as The Sheikh. At the age of 13, escaped to the US with the help of a Polynesian Ork named “Buzz”. He taught her to fight, and taught her the mystical tattoos that bind power into her body. In the US, she was taken care by an old woman named Keiko (no Ms, she’s very informal). Tats lives only for revenge against The Sheik, but the only strong memories she has are the “Guo Systems Plc” logo on the machines used to drug her into compliance.
Tedashii – Street Sam – 15yo Korean elf. Sophia Guo was the heir of Guo Systems Plc, the Pan Asian bio and cyber-med superpower pushing into US markets. Up until about 8 months ago, she was the ward of her Aunt and Uncle after her parent’s tragic and mysterious deaths. Her curiosity got her into trouble though and one night in the lab she discovered proof of Aunt Umi and Uncle Hiro’s complicity in her parent’s deaths, as well as proof that the company was the company was withholding a cure for the HMM virus. (I guess they had a big file they kept all this in?) She was caught, and in a rage her uncle tossed her into a vat of powerful enzymes, ACE chemical style. She was barely more than bones and guts when Dr. Midori, one of the employees working late fished her out. Tedashii is a sack of meat in a plastic shell now; doesn’t stand out from a distance, but very noticeable close up. Unlike Tats, she’s not out for revenge, and spends more of her time spiraling into hedonistic self-destruction and back alley modifications.
Shazzer – Merc – 25yo Dwarf. A resident of the mining town Sherringham in Britain. She was from 3 generations of dwarven miners, but when she looked what it did to her mother and father, she knew life in the oricalchum mines wasn’t for her. She ran away from home and joined the army under age. She got involved in some action in Ireland, discovered she had a talent for it, but not a taste for morally dubious orders. When she mustered out she went freelance, taking what work she could get. A friend of hers named Liam “Lefty” McLegin (she’s the reason he’s called Lefty, but they worked it out) gave her a lead on some work in Seattle. She’s now working a missing persons job for Mrs. Guo Umi, who is terribly worried about her runaway niece, and needs her quietly found before some sort of “criminal element” grabs her. They tracked to Seattle via her friend Dr. Midori, but they need a professional to handle it from there…
Are there any discussion forums out there still talking about World of Dungeons?
Are there any discussion forums out there still talking about World of Dungeons? I can only seem to find old ones. Specifically trying to find a community discussing hacks.
Need feedback on a move, particularly the part about monsters breaking it.
Need feedback on a move, particularly the part about monsters breaking it. It seemed like a good way to simulate a more powerful monster breaking through after a few hits, but your average goblin warlock cant. Should I drop the numbers and the bit about the tag and just say “a very powerful magical creature can overcome the ward with enough force”? That seems too vague to me.
Hold Portal
When you mark a ward of protection on a portal (door, window, gate, ect), roll +WIS. ✴On a 10+, you place a strong ward, it will last at least a week, maybe longer. ✴On a 7-9, the ward is not strong; it will last as long as you stay nearby and concentrate on it, but as soon as you stop, it will quickly collapse. While active, no creature other than yourself can pass through that portal unless they speak your name aloud first. Creatures with the +Magical tag can break the ward; roll their damage, 12 or higher breaks the ward.
Has anyone had the Interfere move used often in their game?
Has anyone had the Interfere move used often in their game? Was working on a custom class, and copying a version of the Animal Companion move, and I realized that I’d never had anyone use the Interfere option. Even when the players disagreed and refused to work together, I don’t think I ever had anyone actively try to sabotage another.
Was just wondering if this comes up in other peoples games, or if I’m missing something in mine.