I played a couple games of DW and was wondering about some design choices, particularly:

I played a couple games of DW and was wondering about some design choices, particularly:

I played a couple games of DW and was wondering about some design choices, particularly:

1) Why are there so few choices to make at lvl 1? You basically choose your class, race and stats, and you’re done. All your moves are pre-written. Other AW-based games leave you a bigger choice. Why is that?

2) Why does the amount of xp you need to level up increase at each level? Is it to reproduce the “leveling up gets slower and slower” from old school games?

3) Why so little xp is given for things that are in the player’s control (ie. bonds, alignement and the three questions), while a good amount of it is randomnly given away (1 point per failure on a roll)? The latter is bound to point 2), since your stats get higher when you level up and therefore it gets harder and harder to fail, therefore slowing down your leveling up even more.

Thanks for the attention 🙂

Adam Koebel and Sage LaTorra, of course, but everyone, feel free to butt in! 

A weird thing I noticed about the Barbarian: “Full Plate and Packing Steel” allows you to ignore the “clumsy” tag,…

A weird thing I noticed about the Barbarian: “Full Plate and Packing Steel” allows you to ignore the “clumsy” tag,…

A weird thing I noticed about the Barbarian: “Full Plate and Packing Steel” allows you to ignore the “clumsy” tag, but the only starting armor available to the class is chainmail, that doesn’t have that tag. I know that, as a barbarian, I can walk into a smith’s forge and buy a plate 5 minutes into the game but still… that feels weird.

I was looking through the Equipment chapter and noticed a weird thing: bandages seem much better than poultices and…

I was looking through the Equipment chapter and noticed a weird thing: bandages seem much better than poultices and…

I was looking through the Equipment chapter and noticed a weird thing: bandages seem much better than poultices and herbs. For 10 gold, I can get either 2 of the former (total hp healed: 24, weight 0) or one of the latter (total hp healed: 14, weight 1). Am I missing something?

Hi everyone! I’m sort of lost about the state of the Barbarian class. Does anybody have a link to the latest version?

Hi everyone! I’m sort of lost about the state of the Barbarian class. Does anybody have a link to the latest version?

Hi everyone! I’m sort of lost about the state of the Barbarian class. Does anybody have a link to the latest version?

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Sign Magic

Signs are a quick-and-dirty combat magic used by witchers to even the odds and gain an advantage. You start with the knowledge of two Signs of your choice. When you make a sign in combat, roll +int. On a 10+, it comes out perfectly; on a 7-9, you still do it, but get yourself into danger, do some collateral damage, or get only a partial effect.

The Signs and their effects: 

Aard: Sends out a wave of force that pushes and stun a target.

Igni: Unleashes a bolt of fire, dealing your damage.

Yrden: Creates a magical trap that immobilizes a target.

Quen: Surrounds yourself with a magical armor, giving you +1armor (?)

Axii: Charms a target, disorienting them and making them help you someway (?)

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

That Rumor is True

You can parry crossbow bolts, arrows and such. This is just another way to defy danger – the move simply gives you the opportunity to make a cool description. You can roll wither Strength or Dexterity, as you prefer.

The first draft of another move for a possible Witcher class:

The first draft of another move for a possible Witcher class:

The first draft of another move for a possible Witcher class:

Witcher Alchemy

When you mix strange herbs and monster parts with strong alcohol, choose one or more effects for your potion:

° It restores 1d8 hit points

° It gives +1ongoing to perform a specific task (ie. dodging blows, casting fire spells, sensing danger, etc.)

° It increases damage dealt with weapons or spells by +2

You can choose the same effect multiple times, for example crafting a potion that heals 2d8 hit points or gives a +4 bonus to damage.

After you made your choice, roll +effects chosen. On a miss, the potion has only 1 minor side effect; on a 7-9, 1 minor and 1 major side effect; on a 10+, 2 and 2.

Side effects:

° It’s toxic: the DM can deal 1d6 (if minor) or 1d10 (if major) damage to you once or twice during the duration

° It’s hallucinating, weakening or otherwise incapacitating: it gives you -1ongoing (minor) or forces to defy danger (major) whenever you do something it wasn’t made to boost

° It requires a lot of rare ingredients: take -1ongoing to craft more (minor) or you’re flat out of stuff (major) until you resupply

The DM can choose to apply the minor and major version of an effect at the same time: a really deadly potion may deal 1d6+1d10 damage, for example. 

If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

They both are for monsters

When you discern realities about someone or what they did, and roll a 7-9, you still get to ask three questions, but one of them must be “Who’s hiding a horrible secret here? Give me a clue about that.” You just can’t seem to meet decent people.