Here are my new and improved elf dwarf and hobbit race as class style classes for World of Dungeons.

Here are my new and improved elf dwarf and hobbit race as class style classes for World of Dungeons.

Here are my new and improved elf dwarf and hobbit race as class style classes for World of Dungeons. The hobbit and dwarf are rather Tolkienesque but I went for a more traditional Celtic/Germanic myth approach for the elf. Enjoy!

W.O.D. Elf, Dwarf, Hobbit classes:

Dwarves get stone lore as skill. Choose two of the following as special abilities: 1 Enduring(once a day, roll a 1d6 and subtract that much from a damage roll.). 2 Resistant( reroll rolls when resisting poison or the elements). 3 Night vision (can see in the dark up to Near range without aid from lights). 4 Dwarvish passion (increase one stat by 1 and decrease another stat by 2 for as long as your are in a frenzy of any emotion.).

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 (like clerics “Turn” ability for all but mindless creatures, but take -2 forward after rage is over) 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]

Hobbits get persevering as their skill. Choose two special abilities:. 1Foodcraft (when In livable regions, hobbits can craft at least makeshift food provided adequate supplies and time are on hand) 2 Stubborn (you may reroll againt spells/manipulation/mind control that forcefully change your beliefs, desires, or will). 3Hard to find (If yet unseen, hobbits can quickly hide themselves most anywhere and be hard to detect if they remain still and silent.) 4marksman (reroll any ranged attack once a day)

Don’t know where else to put this but I am looking for a play by post game in a Google+ community.

Don’t know where else to put this but I am looking for a play by post game in a Google+ community.

Don’t know where else to put this but I am looking for a play by post game in a Google+ community.

I’m ready to join an established game or a planned one. I have a little experience as both a gm and player in DW and WOD. I already have a thief ready to play and a fighter in the way but can do any class. I like D.W., W.O.D. and Stonetop and Rogue , Warrior, Sage.

Hi not sure if this is best place to post this but I want to say that I’m a roleplayer interested in joining casual…

Hi not sure if this is best place to post this but I want to say that I’m a roleplayer interested in joining casual…

Hi not sure if this is best place to post this but I want to say that I’m a roleplayer interested in joining casual play by post games on Google plus. I’m part of one right now but since it’s kinda slow I have the time to get into more than one. I like many styles of fantasy and there’s a special place in my heart for low or limited/costly magic. I have a thief already written up from another campaign who I could use at lvl 1.

So here are some new alignment related ways of earning XP to replace the originals.

So here are some new alignment related ways of earning XP to replace the originals.

So here are some new alignment related ways of earning XP to replace the originals. They are useabke across all classes.

Good- teach (defeated?) villain the error of his ways in heart to heart talk and tell him of path to truth/justice/light/goodness.

Evil. Harm/kill those who help you and wish you well.

Neutral. Revenge yourself against those who harm you or reward those who aid you in degree which they deserve.

Lawful. Uphold/enforce the law system you believe in .

Chaotic. Cause contention or controversy or disorder in your party or among the people your around.

P.S. I think dungeon world is one of the best RPGS for creating characters or drama like that from your favorite movie or show due to how freeform and engaging the rulesystem is.



I feel this quote is very similar to the attitude of most adventurers in #Stonetop setting.

I feel this quote is very similar to the attitude of most adventurers in #Stonetop setting.

I feel this quote is very similar to the attitude of most adventurers in #Stonetop setting. This quote also pretty much sums up the essence of the archetype ranger class.

Originally shared by ɱเรรเɳɠ เɳ α૮ƭเσɳ

One reason I love Aragorn. 😛

“Yet we would not have it otherwise.”

Here’s an idea I have about a GM moves.

Here’s an idea I have about a GM moves.

Here’s an idea I have about a GM moves.

One of the base gm moves is “show advantage of a certain character skillset or move”. I think this is an important move because it encourages players to fulfill niche roles more and makes playing that character feel special.

But I’m wondering, just in theory, do you ever make a move when suitable to punish someone whos power gaming trying to create a damage machine rather than a person, or trying to make and use some sort of exploit in their playbook or rules?

For example, put the fighter who focuses only on damage dealing and murdering all problems in a situation where he can’t win with killing. Or put the wizard in a position where his magic won’t work. Remove the druid or ranger from all natural connection or resources. Or give the paladin an ugly, dishonorable choice both ways. I dunno, it could makes games more challenging and allow other party members to shine and support the disadvantaged one.

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?).

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?).

An old dusty chakram found in an abandoned dusty temple (were the worshippers driven away by brigands?). It is covered with figures of warriors holding various weapons. When the dust is swept aside, it is as sharp and pristine as ever. This weapon is hard to wield, but deadly when used properly.

The tags are far, near, hand, clumsy, and dangerous.

When you throw the chakram, roll plus Dex. On a 10+ choose 3, on a 7+ choose 1, on a 6- you miss and injure/break something you wish you didn’t. On a 12+ you can also choose to name a limb or item your target has, it’s cut in two.

-You can hit up to three targets of human size within near range.

-The chakram ricochets back to your feet.

-It intercepts an incoming ranged attack.

-It cuts through protection, ignoring one type (GM’s choice) of damage reduction.

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D.

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D.

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D. (they are the classic three cause the theme of the hack is old school). Personally I think trying to only roleplay the differences is an awesome and simple idea, but for those whom specific classes help, here they are…

Dwarves get stone lore as skill. Choose two of the following as special abilities: 1 Hale and Hearty (once a day may reroll a roll to resist poison or the elements). 2 Night vision (can see in the dark up to Near range without aid from lights.).3 Stubborn (you are immune to spells/manipulation/mind control that forcefully change your beliefs, desires, or will). 4 Dwarvish passion (increase one stat by 1 and decrease another stat by 2 for as long as your are in a frenzy of any emotion.).

Elves get wood lore as their skill. Choose two special abilities:. 1 Free spirit (you are immune to all enchantments, aging magic, charms, and magic affecting those with souls.). 2 Enchanting (your appearance and demeanor draws the attention of all those attracted to beauty and you can persuade one sentient creature a day to do you a favor if you do a lesser one in return.). 3 Fay and Perilous (you can transform into a Fay and Fiercely terrifying form, making even mighty enemies feel a little fear or doubt, whenever you please, but each time you do, give all players in sight -2 forward.). 4 Faery song (as long as you sing this song (3 minutes max) and both of you are undetected, 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]

Hobbits get persevering as their skill. Choose two special abilities:. 1Foodcraft (when In livable regions, hobbits can craft at least makeshift food provided adequate supplies and time are on hand). 2 Resistant (once a day, roll a 1d6 and subtract that much from a damage roll.). 3Hard to find (If yet unseen, hobbits can quickly hide themselves most anywhere and be hard to detect if they remain still and silent.) 4 Forgettable (With big distraction, hobbits can flee away from captors or enemy if not bound or held and will be ignored or overlooked unless they are valuable.)

This is a very abstract simple way of calculating how much gear you can carry.

This is a very abstract simple way of calculating how much gear you can carry.

This is a very abstract simple way of calculating how much gear you can carry. Each player gets a 3×5 index card to write what gear they have. They can only carry as much gear as they can write on the the card. Small writing = organized packing. Reason and fiction will keep people from packing halberds and ten foot poles in a satchel. Paper tearing or getting punctured from writing represents the bag breaking. Saddlebags and chests are represented by index cards where you can write on both sides as well as have room for bigger things in the fiction. If your more artsy. You can draw the items on the card and use bigger paper. This method is focused on fun and simplicity rather than technical strategy or realism. It’s worked well for me and my players.

So heres a problem I’ve been trying to solve for a while.

So heres a problem I’ve been trying to solve for a while.

So heres a problem I’ve been trying to solve for a while. I really don’t like the move “Armored” which allows players to ignore the clumsy tag on armor. I feel that it almost removes the encumbering problems of armor entirely in a very bin fictionalized manner. Now I know there are ways to make use of armor difficult but I want it to be natural and work with the game and not feel like Im working against the player or system. All thoughts, help and advice are welcome thanks.