So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

I think the biggest problem is the fluff and how they’re poorly integrated in setting. They are part priest, warrior, mage, with a mix of convoluted religious elements and tropes. They’re everything and not anything at the same time. They also have nearly no equivalents in pre DND myth/literature/TV. Here are my ideas to fix clerics across any game system.

-Make healing spells a part of normal spell list and let spellcasters learn them. (Like FF white mage)

-Create detailed setting which explains why temples are full of healing magic men and how they fit in society and why.

-Create a wizard/fighter hybrid minus religious elements for those who want it.

-make holy man compendium class with specific niche abilities for those who want it.

Make clerics descendants or children of God’s, or the highly favored of gods (so extra exceptional or quite rare.)

-Give cleric types abilities that expand and improve upon their abilities. Don’t limit them to being undead killers and party healer/buffer. Allow them to work on their own. Same goes for Bards.

Any other ideas, thoughts, or opinions? I’m happy to hear.

I think this is a great Article about settings.

I think this is a great Article about settings.

I think this is a great Article about settings. I reccomend this article to anyone who wants to create a good setting.

http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html?m=1

http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html?m=1

So I thought of this Dungeon/Maze/Forest labrynth idea but I’m sure it needs improvement.

So I thought of this Dungeon/Maze/Forest labrynth idea but I’m sure it needs improvement.

So I thought of this Dungeon/Maze/Forest labrynth idea but I’m sure it needs improvement.

Basically, The party goes into this enormous dungeon nobody knows the size of and tries to map it all out or claim some lost treasure. The plot twist is that it’s basically infinite and the only way to get out is for all but one of the party members to die.

I thought I might create some riddle or puzzle to solve that would break this curse and give the players a chance. Or it could be game about everybody working together but every man for himself last man/woman standing wins. What do you think? Do you like it,? How would you alter it?

Here’s an interesting game.

Here’s an interesting game.

Here’s an interesting game. It’s an apocalypse powered simple rpg without a gamemaster or hitpoints. It’s got lots of good racial abilities and rule mechanics, but only two classes archtypes, Arcanist and Nomad.

The rules are easy to bend or switch out and are great for people who like 2d6+stat gameplay. Just needs some more beefing up.

(It’s says 24 pages but only 9.5 have writing do it’s pretty small.)

https://drive.google.com/file/d/0BwF75bfO6_4LRm1pUTdMZ2V4YTg/view

https://drive.google.com/file/d/0BwF75bfO6_4LRm1pUTdMZ2V4YTg/view

Just out of curiosity, what is the tone of your DW or WOD campaigns?

Just out of curiosity, what is the tone of your DW or WOD campaigns?

Just out of curiosity, what is the tone of your DW or WOD campaigns? Is it more zany and over the top like a MCU movie or is it more historicaly/ realistically grounded? are your worlds and characters more like Frodo of the Shire or Conan the Cimmerian? Do you regularly play your favorite style?

For my part, I like to strike a balance between the mundane and the magical, where there are fantastic elements like low or minor magic and legendary feats of strength, but not techno/steampunk like WoW or discworld or more recent Final fantasy games. I like sci Fi and modern and futuristic settings but I like to keep them separate.

Examples would include Tolkien (High Fantasy, low magic). William Morris (Saxon Saga type fantasy). And various myths/pulp fantasy. Though I like usually to use a homebrew setting.

I’ve dreamed of building an 80s pop culture mash up setting where you play in a world where your favorite 80s movie and game motifs and tropes are real and classes include rockstar, karate guy, and nerd.

So here is my reworking of my WOD Elf class.

So here is my reworking of my WOD Elf class.

So here is my reworking of my WOD Elf class. I overhauled Fey and perilous Wrath the most. I think it works even as a Dungeon World race/class move. Biggest change is ability 3.

Elves get wood lore as their skill. Choose two special abilities:. 1 Free spirit (you are immune to all enchantments, aging magic, natural, disease, and magic affecting those with souls.). 2 Sleepspell(with music or song, you may put all in near range who hear into light slumber.) 3 Fay and Perilous Wrath (When roused, you take on a terrifying appearance [increased height, fiery eyes, radiate light or heat, speak in thunderous roar or serpentine hiss] Enemies will flee, flinch, or be compromised) 4 Faery song (as long as you sing this song (2 minutes max) and both of you are undisturbed, you or another creature turn into a mist form of yourself, allowing you to pass through keyholes or under doors, and hold light objects gently, [you have no strength in this form for work or violence]

Hi this is my World of Dungeons game community.

Hi this is my World of Dungeons game community.

Hi this is my World of Dungeons game community. We have an ongoing campaign which has lost some players. So far we have two but want more. We play standard WOD except with a simpler xp system. Comment if you have questions or are interested. All WOD classes excepted.

When you stumble near the abyss of fire, roll 2d6+Dex.

When you stumble near the abyss of fire, roll 2d6+Dex.

When you stumble near the abyss of fire, roll 2d6+Dex. 10+ you regain balance and are fine. 7-9 you regain balance but choose one:. You lose something to the flames; Or you take – 1 ongoing till you make camp. 6 or less means You have stumbled into into the abyss of fire. No spell can protect you. You will burn forever and ever in eternal torment. You are no more.

When you reach the Deepest Dungeon roll 2d6+nothing. 7-9 You become Lord of the little people (gain 2d10 halfling followers) but the treasure is only within your sight, power beyond imagination for the winner, to wield for all eternity. (you must roll another 7+ to get it.) 10+ get both immediately. Describe. 6- Fate turns against you, the dragon has you in its mouth, the dragon slowly closes it’s mouth.

Choose 1. Sacrifice the blood of one of the little people instead of yours to satisfy the Dragon. Or lose all, die a horrible death, and lose THE POWER

https://youtu.be/kDJ1UOpxjt4