One of the tropes that is often poorly explained in RPGs is hit points.

One of the tropes that is often poorly explained in RPGs is hit points.

One of the tropes that is often poorly explained in RPGs is hit points. It’s an abstraction that represents how close you are to defeat. But what does it mean in terms of the fiction?

Let’s say you have 20 HP, and an orc stabs you for 5. What does that mean? Have you been deeply stabbed? Mortally wounded? Not really. You have 15 hit points left. So what happened? What did the orc do to you? How have you been brought to 3/4 capacity?

Well, you got hit with a big ol’ sword. So no, you’re not bleeding out. But HP damage is supposed to be relatively easy to heal, right? Instead, HP can be thought of as staying power. HP isn’t actually health. Its an abstraction of fatigue, close calls, and small wounds. Once they hit a certain point you just can’t get out of the way anymore and get a fatal wound.

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities?

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities?

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities? The Ranger’s God Amidst the Wastes move is one way of doing it, though I’ve used a different move elsewhere.

“You can cast a spell from the cleric list as if you were a cleric of your class level-1 by spending 1 [hard to get resource], no roll is necessary. ” I think this may be too powerful though. What do other people think? A possible compromise would be to add “spend 1 [hard to get resource]” to the Cast a Spell 7-9 list, require spending a resource to make the roll at all.

I see this coming up once every now and then.

I see this coming up once every now and then.

I see this coming up once every now and then… When a player casts a spell in a place that’s safe, do they still roll? What happens when they get a 6-? So, let’s brainstorm what can go wrong on a spellcast when the party isn’t in the dungeon.

I’ve seen a Shadowun hack for the PbtA engine called Sixty World out in the internet.

I’ve seen a Shadowun hack for the PbtA engine called Sixty World out in the internet.

I’ve seen a Shadowun hack for the PbtA engine called Sixty World out in the internet. Is the final version out yet? There are a few ideas I’d like to try with it, mostly just a couple more archetypes I want to add.

I have a few questions about the Templar class in the Alternative Classes pack.

I have a few questions about the Templar class in the Alternative Classes pack.

I have a few questions about the Templar class in the Alternative Classes pack. Specifically, the wording on the following move:

Unrelenting

When you are in no condition to go on but do so anyway, roll+CON. On a 10+, choose both. On a 7-9, choose 1. On a 6-, choose 1, but your condition worsens significantly: you take 1d8 damage as you push yourself beyond your limits.

I’m not sure how this trigger works. Could someone clarify it?

– You ignore your debilities and injuries until the moment before you accomplish your immediate goal. Until then, you take action as if you were perfectly fine.

Does this mean that all of your damage suddenly effects the very last role you make before victory?

When you hit 0 HP while Unrelenting, you keep going and do not take your Last breath until you fall or your goal is accomplished, whichever comes first.

What does “falling” mean in this context?

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

The Thousand Blades

“The officers surrounded the Shadow Thief, and his hands flew into the sleeves of his robe. As he extended his hands, it was as if a thousand blades sprung from his fingertips and into my men’s armor, and they crumbled as wheat before the scythe…”

This silk robe has long sleeves and many small pockets concealed within it. When worn for the first time, 3d6 magical throwing knives appear within the robe’s sleeves and myriad pockets. These can be drawn and thrown only by the wearer. Additionally, the wearer may Blot Out the Sun with the throwing knives, as if he had the ranger move of the same name.

When the wearer of the Thousand Blades steals a treasure from someone wealthy and gives away the profits to the poor, the robe recharges, and another 3d6 throwing knives may be drawn from it. Any leftover knives from the previous draw are lost, unless the number remaining is greater than the amount rolled on the new draw.

“There’s an old saying the enemies of Death are Luck and Hope. Not true by the way, I’m good friends with both.”

“There’s an old saying the enemies of Death are Luck and Hope. Not true by the way, I’m good friends with both.”

“There’s an old saying the enemies of Death are Luck and Hope. Not true by the way, I’m good friends with both.”

Kelsey Grammer gave a pleasantly creepy performance as the Angel of Death in the show “Medium” several years ago. Who would you cast in the role of Death in your DW game?

A while ago during Druid Week, there was some discussion about Elemental Mastery.

A while ago during Druid Week, there was some discussion about Elemental Mastery.

A while ago during Druid Week, there was some discussion about Elemental Mastery. What do people think about a bigger version of this move? Something that lets you conjure up a natural disaster, maybe also requiring Weather Weaver too?

This place is severely lacking in the most awesome fantasy race of all time: orcs.

This place is severely lacking in the most awesome fantasy race of all time: orcs.

This place is severely lacking in the most awesome fantasy race of all time: orcs.

Hunting is one of the great traditions of orc society, and skilled hunters and trackers are always held in esteem among all orc clans. A orc ranger trains his animal companions to be as fierce as himself. His animal companion gets +1 ferocity, but it does not get an extra strength from this bonus.